Abstrak. Penelitian ini bertujuan untuk menghasilkan media pembelajaran berlandaskan pada budaya baik itu konten materi maupun penyajiannya. Jenis penelitian yang digunakan adalah penelitian pengembangan 4-D (Four-D) Thiagarajan Semmel dan Semmel. Metode pengumpulan dan analisis data yang digunakan ialah metode dokumentasi, observasi, angket serta tes. Seluruh data dianalisis secara deskriptif. Hasil penelitian pada tahap pendefinisian dan perancangan memunculkan unsur budaya daerah antara lain: tarian tradisional Jawa Tengah, bangunan bernilai budaya dan makanan khas daerah. Kemudian dilakukan tahapan pengembangan yaitu dengan validasi ahli dan uji keterbacaan pada e-modul pembelajaran matematika kelas VII SMP berbasis etnomatematika yang telah teruji valid dengan rata-rata nilai dari validator media yaitu 90%, rata-rata nilai dari validator materi yaitu 93% dan rata-rata nilai dari validator budaya 88%. Sedangkan hasil uji keterbacaan menunjukkan bahwa bahasa yang digunakan dalam e-model matematika berbasis etnomatematika adalah bahasa yang mudah dipahami dan tidak mengandung makna ganda.Abstract. This study aims to produce learning media based on culture, both material content and presentation. The type of research used is the 4-D (Four-D) development research of Thiagarajan Semmel and Semmel. Data collection and analysis methods used are documentation, observation, questionnaires and tests. All data were analyzed descriptively. The results of the research at the defining and designing stage gave rise to regional cultural elements including: Central Javanese traditional dance, cultural value building and regional specialties. Then the development stage is carried out by expert validation and readability test on mathematics learning e-module class VII SMP based on ethnomatematics which has been proven valid with an average value of media validator that is 90%, the average value of the material validator is 93% and flat The value of the cultural validator is 88%. Whereas the readability test results indicate that the language used in e-mathematical e-models based on ethnomatematics is language that is easy to understand and does not contain multiple meanings.
Creative thinking is the cognitive activities that process the received information to produce new representations. Therefore, it is necessary to develop creative thinking and represent a problem. This study aims to investigate the students' creative thinking processes based on representation in solving mathematical problems reviewed from cognitive style. Qualitative research was used as a procedure of the study. The data was collected through MFFT questionnaires, mathematics problem tests, and interviews. This research involved 31 eighth-grade students at one of junior high school in Kendal regency, Central Java. Those two subjects represented the reflective and impulsive cognitive styles that have been selected based on their mathematical abilities. The data was analyzed through iterative method. The results of the study showed that both subjects demonstrated a different performance in solving problem. In term of fluency, both subjects used visual representations in interpreting information. On the originality, the reflective subject used symbolic representations. while the impulsive one used symbolic and verbal representations in constructing the mathematical expressions. However, both of them have not yet created new ideas in solving problems. Moreover, on the flexibility, these both subjects used visual and symbolic representations that could solve the problems by utilizing the environment objects towards the interpret problems into mathematical expressions. However, the reflective subject made a mistake in elaborating the formula as well as the impulsive subject can do it. These results indicated that both subjects have used the representation of each indicator of creative thinking in solving problems.
Penelitian ini bertujuan untuk menjelaskan secara kualitatif kemampuan pemecahan masalah calon guru matematika dalam menyelesaikan masalah program linier. Subjek pada penelitian ini adalah mahasiswa pendidikan matematika semester IV Universitas PGRI Semarang tahun 2017/2018. Penggalian data dilakukan secara mendalam dengan bersumber dari soal pemecahan masalah kemudian wawancara semi struktur. Analisis data dilakukan terlebih dahulu mengumpulkan data, reduksi data, penyajian data serta akhirnya menarik kesimpulan dan verifikasi data. Hasil penelitian ini, subjek dapat memahami permasalahan dengan cara mengidentifikasi informasi - informasi yang muncul pada permasalahan dan menentukan menggunakan metode simplek sebagai cara penyelesaiannya dengan mengubah soal cerita menjadi model matematikanya terlebih dahulu. Setelah itu, menyelesaikan dengan metode simplek sampai memperoleh penyelesaian yang optimum serta mengecek kembali hasil jawaban yang sudah dikerjakan.
Lack of innovative learning media that is interesting, practical and easy to use in learning such as listening to lesson modules or seeing powerpoint shows used by teachers, thus causing learning to be ineffective, unattractive, and slow to understand, this results in a lack of understanding of mathematical concepts. Because of this, researchers are trying to develop an interesting and interactive learning media. This type of research is development research that aims to produce learning media on Android-based discovery learning apps that are feasible to use and to improve understanding of mathematical concepts of seventh-grade students. The method used is the ADDIE method. Which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. Data analysis was carried out by normality, homogeneity, n-gain test, and right-sided t test. The results of this study can be concluded that (1) the results of the percentage of media expert validation amounted to 80.26%, material experts 86.36% and student response responses of 87.16% with the criteria of each very good. (2) the results of the n-gain test obtained that there is an increase in understanding of mathematical concepts of students who use learning media on Android-based discovery learning applications. (3) data from the field shows that student learning outcomes that obtain learning media android apps based on discovery learning are better than students who use conventional learning
Tujuan penelitian ini adalah untuk mengetahui pengaruh model pembelajaran berbasis penemuan dan model pembelajaran berbasis lingkungan terhadap kemampuan pemecahan masalah matematika selama 4 tahun terakhir (2016-2019) di area Jawa Tengah. Metode dalam penelitian ini menggunakan meta analisis dan instrumen penelitian berupa pedoman observasi (langkah-langkah model pembelajaran berbasis penemuan dan lingkungan, indikator pemecahan masalah) dan rincian sumber data. Prosedur yang dilakukan pada penelitian ini yaitu : 1) Menetapkan domain penelitian yang akan dirangkum. 2) Memilih jenis publikasi yang dikumpulkan. 3) Mengumpulkan hasil penelitian atau literature. 4) Mencatat datadata penelitian. 5) Menghitung effect size setiap sumber atau penelitian. Berdasarkan hasil penelitian menunjukkan pada model pembelajaran berbasis penemuan yaitu nilai effect size pada tahun
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