The purpose of this study was to describe the perception of students and teachers about the use of edutainment instructional media in mathematics learning. This study employed 223 students of junior high schools and 34 mathematics teachers. The data for this study were collected using a survey comprising questions in the research model. The results showed that the majority of students had positive perceptions to use edutainment instructional media in mathematics learning and they prefer games as edutainment instructional media rather than other types. Moreover, majority teachers had positive perceptions, but some others believed that edutainment instructional media can not facilitate mathematics learning better than the teacher.
Smartphone adalah telepon pintar yang mempunyai fitur-fitur canggih dengan kemampuan tinggi serupa komputer. Smartphone dimiliki oleh semua mahasiswa di departemen matematika FMIPA Universitas Negeri Padang. Penggunaan smartphone yang baik akan membantu mahasiswa dalam perkuliahan dan sebaliknya penggunaan yang tidak baik akan membawa dampak negatif kepada mahasiswa. Tujuan penulisan artikel ini untuk mengetahui bagaimana persepsi mahasiswa Departemen Matematika FMIPA Universitas Negeri Padang terhadap pemanfaatan Smartphone dalam perkuliahan. Penelitian ini adalah penelitian kuantitaif dengan analisis data deskriptif dengan metode survei. Angket persepsi mahasiswa digunakan sebagai instrumen pengumpulan data persepsi mahasiswa departemen matematika yang mengambil mata kuliah Statistika Matematika pada semester Januari-Juni 2022. Hasil penelitian adalah 52% mahasiswa mempunyai persepsi yang baik ,31% sangat baik dan 16,3% tidak baik terhadap pemanfaatan (dampak positif) smartphone dalam menunjang perkuliahan sedangkan untuk persepsi mahasiswa terhadap dampak negatif smartphone terhadap perkuliahan adalah 41,64% setuju dan 9,42% sangat setuju dan yang tidak setuju dan sangat tidak setuju sebanyak 48,94%. Dengan baiknya persepsi penggunaan smartphone dikelas diharapkan mampu memberikan alternatif alat pembelajaran yang menunjang proses peningkatan prestasi belajar mahasiswa.
The role of ICT (Information and Communication Technology) in education is very large in terms of benefits and advantages, namely facilitating broad access to education, being able to improve the quality of learning between students and lecturers. Mastering ICT is a priority that must be understood by everyone including students, but there are obstacles in using ICT such as networks that make it difficult for students to master it. The purpose of this study was to determine how students view the use of ICT in learning Mathematics. This research uses descriptive quantitative with survey method. The data collection instrument used a questionnaire by adapting the online lecture questionnaire for Iain Kerinci students as many as 54 respondents. The findings in this study are that students consider the use of ICT important in the world of education, especially learning mathematics, ICT makes it easier for students to learn mathematics, the use of ICT in learning mathematics, ICT makes it easier for students to find additional references in learning mathematics, the benefits of using ICT in class, a source of student understanding of mathematics material. However, there are obstacles in the use of ICT for students in learning mathematics such as network constraints, quota limitations and unstable networks and the lack of understanding of students themselves about the use of ICT.
This study aims to conduct a literature review related to the ability of students' mathematical representation of learning styles. The method used in this research is SLR (Systematic Literature Review). Data collection is done by identifying or reviewing all articles that have the same research topic in this study. The articles used in this study were 20 journal articles obtained by the Google Scholar database using the Harzing's Publish or Perish application. The results of this study revealed that the students' mathematical representation ability on learning styles obtained information that found forms of learning styles in the articles collected that focused on learning abilities, learning styles, and their representation. Which in this case only takes on visual, auditory, and kinesthetic learning styles. The results of this study are expected to be beneficial for learning and be used as examples of the use of various mathematical concepts around us.
Learning media is one of the means that can increase the effectiveness and efficiency of teaching and learning activities. The purpose of this study was to examine the effect of using instructional media on student learning outcomes in mathematics. Data is collected through related journals for review. The method used in this study is the SLR (Systematic Literature Review) method. Researchers collect accredited national journal articles sourced from the Google Scholar database with the help of the Publish Or Perish application. The articles used in this study were 16 articles from accredited national journals at Sinta 1 to Sinta 4 obtained from Google Scholar and Publish Or Perish. The articles collected are only articles published in the 2018-2022 timeframe. The results of the study indicate that the use of learning media in learning mathematics is very influential in generating interest and motivation in students and has an impact on student learning outcomes.
The widespread use of smartphones to play games and the lack of use as a medium for learning mathematics is the reason for the need for the development of smartphone-based edutainment learning media. The purpose of this research is to design and develop interactive edutainment learning applications of mobile mathematics games to help junior high school students to learn line and angles material. This mobile game-based application incorporates graphic design, background music, and animation, and a major structural element in game development to attract students. This research belongs to the type of Research and Development (R&D) and the model used is the ADDIE model that is carried out in a systematic stage. The results of the study show that the developed game meets the valid aspects, where the level of expert approval of the design functionality has an average value of 4,49 out of 5, meanwhile, the assessment of the material has an average score of 4,17 out of 5 and the user states that the game meets the practical aspect with an average score of 3,75 out of 5. It is hoped that this game-based learning application called "CORNER" for mobile devices can act as an additional tool for improving students' conceptual understanding and interest to learn through the scientific approach used.
Penelitian ini didasarkan pada permasalahan rendahnya kemampuan mengenalkemampuan diri sendiri serta keharusan mengembangkan aspek afektif dalam pembelajaranmatematika yang mempunyai hubungan dengan keberhasilan seseorang dalam mengerjakantugas akademik. Untuk mengatasi hal tersebut, dilakukan penelitian dengan menggunakanmodel pembelajaran Search, Solve, Create and Share (SSCS). Penelitian ini mengkaji masalahpeningkatan self concept antara siswa yang mendapat pembelajaran matematika denganmodel pembelajaran SSCS dan pembelajaran konvensional. Penelitian ini merupakanpenelitian kuasi eksperimen dengan menggunakan teknik purposive sampling. Populasi dalampenelitian ini adalah siswa SMP. Sampel penelitiannya adalah siswa SMP kelas VII. Instrumenyang digunakan dalam penelitian berupa angket self concept dan lembar observasi. Analisisdata dilakukan secara kuantitatif dan kualitatif. Analisis kuantitatif dilakukan menggunakan ujistatistik nonparametrik MannWhitney-U. Analisis kualitatif dilakukan untuk mendiskripsikan selfconcept siswa setelah pembelajaran dan menganalisisnya menggunakan independentsamples test. Hasil penelitian menunjukkan bahwa Self concept siswa yang mendapatpembelajaran model SSCS lebih baik daripada siswa yang mendapat pembelajarankonvensional.
Connection ability is one of the most important higher order thinking skills and must be developed because in learning mathematics every concept is related to one another. The learning model that is able to hone mathematical connection skills is self-directed learning (SDL). Individuals who have high self-directed learning are individuals who are proactive, have their own initiative, are resourceful, and are individuals who have a responsibility to always learn. This study aims to conduct a literature review related to the Self-Directed Learning model and the ability of mathematical connections. The research method used in this study is the SLR (Systematic Literature Review) method. Data collection is done by documenting all articles that have similar research in research reports. The articles used in this study were 15 national journal articles obtained from the Google Scholar database using the Harzing's Publish or Perish application. Based on this research, it was found that self-directed learning is an independent learning model that can motivate students in learning and can make a student continuously seek information in order to improve abilities. The learning model that is able to hone mathematical connection skills is Self-Directed Learning (SDL).
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