[English]: This study aimed to design and implement local games-based mathematics learning (das-dasan) to support students' mathematical strategic competence. It consisted of three stages, namely the identification and analysis of traditional game, the design of learning activities based on Realistic Mathematics Education (RME), and the implementation in the classroom which involved twenty 7th-grade students. Data about the local game was collected through observations and interviews with five residents where the game is originated. Data on students’ strategic competence was achieved through a test given to the students after learning. The analysis of test results refers to the indicators of mathematical strategic competence. The present study found that fifteen students are able to achieve all indicators (formulating, representing, and solving the problems) with high scores. Meanwhile, five students could only represent the problems but have not fulfilled the last two indicators. The findings of this study indicate that learning mathematics based on traditional the das-dasan games has a potential to help students develop mathematical strategic competence. Keywords: Learning design, Ethnomathematics, Local game, Das-dasan, RME [Bahasa]: Penelitian ini bertujuan merancang dan mengujicoba pembelajaran matematika berbasis permainan tradisional (das-dasan) sebagai upaya untuk mengembangkan kompetensi strategis matematis siswa. Penelitian ini terdiri dari tiga tahap, yaitu: identifikasi dan analisis permainan tradisional, perancangan pembelajaran berbasis permainan tradisional berdasarkan Realistic Mathematics Education (RME), dan implementasi dalam pembelajaran di kelas yang melibatkan 20 siswa kelas VII. Data terkait permainan tradisional dikumpulkan melalui pengamatan dan wawancara dengan lima warga tempat permainan tersebut berasal. Data kemampuan strategis matematis siswa diperoleh melalui tes yang diberikan setelah pembelajaran. Analisis hasil tes siswa merujuk pada indikator kompetensi strategis matematis siswa. Hasil penelitian menunjukkan 15 siswa berhasil memenuhi semua indikator kompetensi strategis matematis dengan kategori nilai akhir sangat baik. Sedangkan 5 siswa berhasil mencapai indikator pertama (merumuskan masalah) namun belum semua memenuhi indikator merepresentasikan dan menyelesaikan masalah. Temuan penelitian ini menunjukkan bahwa pembelajaran matematika berbasis permainan tradisional das-dasan memiliki potensi untuk membantu siswa mengembangkan kemampuan strategis matematis. Kata kunci: Rancangan pembelajaran, Etnomatematika, Permainan lokal, Das-dasan, RME
This study aimed to explore the arithmetic sequence pattern found in Minangkabau carvings mounted on singok gonjong. The method used is a qualitative method with an ethnographic approach. Data was collected by observation, interviews, literature studies, and documentation. The object of this study is Minangkabau carving on singok gonjong. The data obtained in this study came fromdirect observation, results of interviews with Minang carving craftsmen, documentation, and literature studies. The results showed three kinds of arithmetic sequence patterns in Minang carvings in singok gonjong. The first is the arithmetic sequence pattern on the saik galamai carving with formula Un = n. The second is the pattern of odd and even arithmetic sequences on the sikambang manih carving wtih the odd formula U(2n+1) = 3n + 1 and the even formula U(2n) = 3n. The last is the pattern of odd and even arithmetic sequences on the combined engraving of saik galamai and sikambang manih wtih the odd formula U(2n+1) = 4n + 1 and the even formula U(2n) = 4n. The conclusion shows that the presence of patterns on the saik galamai carvings and sikambang manih carvings found on Singok Gonjong can be used as a preference for learning arithmetic sequences at school
Science, technology, engineering, and mathematics (STEM) diterapkan di berbagai sekolah karena pembelajaran ini melibatkan banyak aspek dalam kegiatan belajar matematika. Keterlibatan berbagai aspek tersebut dinilai mampu membantu siswa dalam belajar. Kesulitan siswa dalam pembelajaran matematika begitu kompleks sehingga guru membutuhkan solusi yang mampu menyelesaikan permasalahan tersebut sesuai dengan kemajuan IPTEK saat ini. Penelitian ini bertujuan untuk mengetahui dampak penerapan STEM pada pelajaran matematika di sekolah serta faktor-faktor yang mempengaruhinya. Penelitian dilakukan dengan metode studi literatur. Penelitian ini mengkaji berbagai artikel, jurnal, buku, dan sumber lain terkait penerapan pendekatan STEM pada matematika di sekolah. Hasil dari kajian literatur menunjukkan bahwa pendekatan STEM memberikan dampak positif terhadap aspek kognitif, afektif, dan psikomotor. Dampak positif pada aspek kognitif ditandai dengan adanya peningkatan hasil belajar matematika pengetahuan kosakata matematika. Dampak positif pada aspek afektif ditunjukkan dengan adanya peningkatan perilaku atau afektif matematis dan dampak positif pada aspek psikomotor ditandai dengan adanya peningkatan kemampuan kreatifitas siswa. Meski begitu, ada beberapa faktor lainnya yang ikut mempengaruhi seperti kerja sama pemerintah daerah dengan sekolah, strategi yang tepat untuk mendukung populasi siswa yang begitu banyak, kebijakan negara, latar belakang ekonomi, suku bangsa, durasi waktu yang digunakan saat proses belajar mengajar, model pembelajaran, dan kebiasaan siswa dalam belajar matematika.
This study explores the concept of fractal geometry found in the Tian Ti Pagoda. Fractal geometry is a branch of mathematics describing the properties and shapes of various fractals. A qualitative method with an ethnographic approach is used in this study. Observation, field notes, interviews, documentation, and literature study obtained research data. The observation results were processed computationally using the Lindenmayer system method via the L-Studio application to view fractal shapes. The results show that the concept of fractal geometry is contained in the ornaments on the Tian Ti Pagoda. The length and angles of each part of the ornament influence the fractal shape of the Tian Ti Pagoda ornament. In addition, the length and angle modifications resulted in several variations of the Tian Ti Pagoda fractal. The findings from this study can be used as an alternative medium for learning mathematics lectures, especially in applied mathematics, dynamical systems, and computational geometry.
The purpose of this study was to assess the ability mathematics creative thinking terms of aspects of fluency, flexibility, and novelty for fifth grade students at elementary school. Applied learning in this study through learning mathematics problems posing. Students are said to be creative in mathematics problem posing if the students meet the problems posed aspects of fluency, flexibility, and novelty. Based on the analysis of mathematics problem posing task, especially for questions that can be solved math students, can be grouped into four categories: the question does not contain any new information, it does not contain new information and simplify the mathematical complexity, contain new information, as well as containing new information and develop a form of inquiry. The analysis showed that most students tend to only meet the fluency component only and some also cater fluency component. The conclusion of this study is that the fifth grade students have the ability mathematics creative thinking enough.
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