Mathematics learning needs to act as a bridge between students’ everyday culture and mathematics in school. The digital age requires teachers to develop innovative interactive media that contains hands-on activities and can improve higher-order thinking skills. This research is a Research and Development (R&D) of interactive media, namely lectora inspire based on ethnomathematics with HOMTS orientation and learning by doing. The steps in this research are (1) potential problems; (2) data collection; (3) product design; (4) design validation; (5) design revisions; (6) product trials; and (7) product revisions. The results showed that lectora inspire based on ethnomathematics with HOMTS orientation and learning by doing is appropriate to be used as interactive media in learning linear equation systems for senior high school students.
Online-based learning platforms are becoming an important thing to be implemented at the time of this pandemic. Google classroom is one of them. however, the online-based learning process required self-directed learning related to determining goals and ways to make it happen. the purpose of this study was to look at self-directed learning students based on their previous achievements. This research is a pre-experimental research design with a one-shot case study. the results of the study prove that students with good learning achievement get a good self-directed learning scale score as well. Based on ANOVA analysis, one path for each category of high learning achievement is significantly different from the medium category and also different from the low category. students with good achievements tend to have goals and ways to achieve learning.
The ability to think mathematics and self-efficacy is a combination of skills needed to face a bright future. But the present conditions force the learning process to take place online which is caused by the spread of the pandemic COVID 19. The innovation of the learning process as a result of technological transformation enables innovation based on Android learning. The purpose of this study is to impact the Android-based pursuit of mathematical creative thinking skills. This research is pre-experimental research with one-group pretest-posttest design. The research sample is junior high school students in Aceh Province. The sampling technique used was purposive sampling to get samples with equal ability. The instruments in this study were tests of mathematical creative thinking ability and self-efficacy scale. Test analysis using paired sample t-test with one way ANOVA test. The results of the study, in general, prove that android-based learning has a positive impact on students’ mathematical creative thinking abilities and self-efficacy has a positive impact on mathematics creative thinking abilities.
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