The progress of information and communication technology demands lecturer of mathematics to make innovative learning based on IT while focusing the main goal in learning mathematics, i.e to create students who are skilled in solving problems and have good mathematical reasoning. Therefore, an interactive mathematical development based on problem solving is required. The model is developed using ADDIE (Analysis, Design, Development, Implementation, Evaluation). The data is analyzed using both Quantitative (as the main data) and qualitative (as supporting data). The results showed that interactive mathematical multimedia significantly improved the students' mathematical reasoning in terms of analyzing data, proposing allegations, verifying, drawing conclusions, and examining the validity of arguments. Students' responsiveness and motivation to learn mathematics is also positive because multimedia has interactive video display and complete material, while students feel that the learning process is not limited by space and time.
Rapid changes in the 21st century demand the use of technology in learning geometry in elementary schools. One such technology is augmented reality (AR). 3Dmetric (3D and Geometric) is a geometry learning medium on ARbased 3D space material. Students' perceptions, which refer to their interpretation, are a key factor in studying the changes in their interpretations of a particular phenomenon. The purpose of the current study was to investigate the perceptions of elementary school students after using 3Dmetric to learn geometric shapes. The differences and the relationship between the students' level of perception and level of spatial ability were also investigated. This study applied a cross-sectional approach with quantitative and qualitative designs. A total of 36 students in one elementary school in Indonesia participated in this study. The instruments used were the Perception Scale for Using 3Dmetric in Geometry Teaching, Spatial Ability Scale, and In-Depth Interview Form. Results showed that the positive perception of elementary school students regarding the use of 3Dmetric does not depend on the level of their spatial ability. Moreover, the difference in their perceptions is not caused by the level of their spatial ability. The positive findings in this cross-sectional study can contribute to the success of AR-based learning and teaching in the 21st century, especially with regard to learning materials for 3D geometry. They can also lead to the formation of the spatial abilities and improvement in the academic performance of elementary school students.
Penelitian ini bertujuan untuk mengembangkan perangkat pembelajaran berbasis masalah kontekstual untuk meningkatkan kemampuan metakognisi siswa sekolah dasar. Proses pengembangan perangkat terdiri dari tahap pendefinisian (define), perancangan (design), dan pengembangan (develop). Perangkat yang dikembangkan meliputi rencana pelaksanaan pembelajaran, lembar kerja, tes metakognisi, dan kuesioner kemampuan metakognisi pada materi Kelipatan Persekutuan Terkecil (KPK) dan Faktor Persekutuan Terbesar (FPB). Teknik pengumpulan data menggunakan validasi ahli, observasi, kuesioner, dan tes. Subjek penelitian adalah siswa kelas lima SDN Kalitengah I Tanggulangin Sidoarjo. Hasil penelitian menunjukkan bahwa perangkat pembelajaran berbasis masalah kontekstual yang dikembangkan berkualitas baik. Hal ini dapat dilihat dari keterlaksanaan pembelajaran berkatergori baik, aktivitas siswa berkategori baik, respon metakognisi siswa berkategori positif, ketuntasan hasil belajar metakognisi siswa secara klasikal tercapai. Kemampuan metakognisi siswa menunjukkan hal yang lebih baik dalam hal kesadaran merencanakan, memonitor, dan mengevaluasi proses pemecahan masalah saat dan sesudah pembelajaran berbasis masalah kontekstual.
This research aims to develop an open ended domica-based cards in improving creative thinking ability of elementary school students on the material fractions and find out the results of its development. The development was done by using Plomp model which consists of: (1) the initial Investigation, (2) design, (3) the realization/construction, (4) the testing, evaluation, and revision, (5) implementation. The research subjects at the the testing, evaluation, and revision phase is 38 6th grade students of SDN Kenongo 1 Tulangan Sidoarjo. While in the implementation phase, the ubject is 40 6th grade students SDN Kalitengah 1 Tanggulangin Sidoarjo. Data collection techniques use creative thinking tests, observation of students' creative thinking activities, questionnaires, and documentations. The results concluded that the open ended domica-based card to enhance the creativity of elementary school students produced two sets of cards in the material of common fraction and mixed fractions, as well as a set of cards consisting of whole fractions sub material (regular, percent, and decimal fractions), each of which contains 66 cards. Domica-based card open ended trial results good quality because it has met the criteria of validity, practicality, and effectiveness to train the creativity of students in the aspect of flexibility, elaboration, and novelty.
Miskonsepsi yang terjadi pada siswa akan mengakibatkan siswa mengalami kesalahan juga untuk konsep pada tingkat berikutnya. Sehingga mengakibatkan terjadinya rantai kesalahan konsep yang tidak terputus karena konsep awal yang telat dimiliki akan dijadikan sebagai dasar belajar konsep selanjutnya. Pecahan merupakan cabang dari aritmatika yang sangat erat kaitannya dengan kehidupan sehari-hari dan merupakan materi yang berhubungan dengan materi yang lain. Namun mesikipun demikian masih banyak siswa yang mengalami miskonsepsi dalam memahami konsep pecahan. Tujuan penelitian ini adalah untuk mengetahui miskonsepsi yang terjadi pada siswa berkemampuan matematika tinggi, sedang dan rendah dan untuk mengetahui seberapa besar presentasi miskonsepsi yang dialami. Jenis penelitian yang digunakan adalah penelitian kualitatif. Teknik pengumpulan data yang digunakan adalah 1) Tes kemampuan matematika untuk mengetahui kemampuan matematika subjek, 2) tes diagnostik miskonsepsi untuk mengetahui miskonsepsi yang terjadi, dan 3) wawancara yang dilakukan pada subjek yang mengalami miskonsepsi terbanyak. Pengecekan keabsahan data menggunakan trianggulasi teknik, yaitu dengan membandingkan data hasil tes, wawancara dan dokumentasi. Hasil penelitian dapat dipaparkan sebagai beriku. 1) miskonsepsi pada siswa berkemampuan matematika tinggi sebesar 20%, yaitu pada konsep makna, urutan dan kerapatan pecahan, 2) miskonsepsi pada siswa berkemampuan matematika sedang sebesar 60%, yaitu pada konsep definisi, makna, ketaksamaan pecahan, urutan dan kerapatan pecahan serta perkalian dan pembagian pecahan, dan 3) miskonsepsi pada siswa berkemampuan matematika rendah sebesar 30%, yaitu pada konsep makna, ketaksamaan, urutan atau kerapatan dan perkalian pecahan.
Penelitian ini bertujuan untuk mengembangkan perangkat pembelajaran berbasis masalah kontekstual untuk meningkatkan kemampuan metakognisi siswa sekolah dasar. Proses pengembangan perangkat terdiri dari tahap pendefinisian (define), perancangan (design), dan pengembangan (develop). Perangkat yang dikembangkan meliputi rencana pelaksanaan pembelajaran, lembar kerja, tes metakognisi, dan kuesioner kemampuan metakognisi pada materi Kelipatan Persekutuan Terkecil (KPK) dan Faktor Persekutuan Terbesar (FPB). Teknik pengumpulan data menggunakan validasi ahli, observasi, kuesioner, dan tes. Subjek penelitian adalah siswa kelas lima SDN Kalitengah I Tanggulangin Sidoarjo. Hasil penelitian menunjukkan bahwa perangkat pembelajaran berbasis masalah kontekstual yang dikembangkan berkualitas baik. Hal ini dapat dilihat dari keterlaksanaan pembelajaran berkatergori baik, aktivitas siswa berkategori baik, respon metakognisi siswa berkategori positif, ketuntasan hasil belajar metakognisi siswa secara klasikal tercapai. Kemampuan metakognisi siswa menunjukkan hal yang lebih baik dalam hal kesadaran merencanakan, memonitor, dan mengevaluasi proses pemecahan masalah saat dan sesudah pembelajaran berbasis masalah kontekstual. Kata kunci: pembelajaran matematika, metakognisi, pendidikan dasar ABSTRACT This study aims to develop contextual problem based learning instruments to improve elementary school students metacognition. The process consists of define, design, and develop. The research instruments include lesson plan, worksheet, test, and questionnaire of metacognitive ability in the topic of Least Common Multiple (LCM) and Greatest Common Divisor. The data collection was conducted through expert validation, observation, questionnaire, and test. The subjects of the study were the fifth grade students of SDN Kalitengah I Tanggulangin, Sidoarjo. The findings show good quality of the developed learning instruments. More specifically, the implementation of the teaching and learning process, student activity, students metacognition learning outcome, students metacognition response, and metacognition abilit are in good category. The students metacognition show better in awareness of planning, monitoring, and evaluating problem solving process during and after contextual based learning. Keywords: mathematics learning, metacognition, primary education.
In Indonesian National Curriculum in Indonesia, students at the elementary school level are required to master the geometry shape and sphere which in fact also requires spatial ability. At their level of thinking, elementary students need a concrete object to realize abstract spatial abilities in the minds of students so that the thinking becomes concrete or more real. Research Design Research is needed to solve local spatial geometry problems. 3Dmetric media developed based Augmented Reality applied to investigate the spatial ability of students. The result of the research shows that using the research design research, the application of 3Dmetric media is done by quantitative and qualitative spatial investigation to increase the spatial ability of students on the activity hypothesis of elementary school students.
Augmented Reality research in mobile learning systems so far have not especially to improve Preservice Students Teachers' (PSTs) geometry understanding in mathematical development. Studies conducted in this study basically use a case study. This research aims to develop a mobile augmented reality system for PSTs learning so that it can be used to improve PSTs understanding of mathematics development includes doing, image-making, an image having, property noticing, formalizing, observing, structuring and inventing. In this development, PSTs can understand the understanding of the geometry transformation is a translation, reflection, rotation, and dilatation.
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