The purpose of this research is to design an application that can help students in learning. So, the authors are interested in designing game-based mobile learning applications that have mathematical content on integer material integrated with hijaiyah numbers, so that the game media has its own uniqueness. This is due to meet the needs of game based learning in teaching and learning. This design is based on the obligation to develop numeracy skills for all citizens according to Law number 20 of 2003 concerning the national education system. In addition, there is also an obligation to understand the number of hijaiyah for Muslim citizens. The research method used uses research development. The development model used is SDLC. The stages of development consist of analysis to research design. Validation is done with results that show the attractiveness of the media with some notes. The concept in this game is like a game in general that uses this type of adventure. In the game there is a mission to solve the problem. The challenge is through hijaiyah figures provided. So this game combines mathematics with hijaiyah numbers in a portable way.
One of the most important steps in having educational process with the media. The media itself represents the component of Language Leaning. In researchers' context, which is Math, the subject matter represents the content itself. Most of the times, our students face difficulty in learning the content-Math subject. Therefore, the objective of this study is to produce an instructional media that might ease the students in learning Mathematics easier and meaningful. Our interest is developing an instructional media that help students to also learn culture as its additional material. We develop ETHIC GAME (Ethnomathematics Game) as an integrated and augmented reality-based (AR) instructional media that combine mathematics and culture. Based on Edgar Dale's theory on learning, the students can undergo the meaningful learning experience when they learn, observe, and listen to the media by themselves. We decide then to make an instructional media that also use such kind of principle that is TRINGO (Ngerti, Ngrasa, Nglakoni -or Understanding, Experiencing, Doing) by Ki Hadjar Dewantara. The development method used in this study refers to Lee Owen model of development. In the end, by having ETHIC GAME as instructional media, students learn more insightful and meaningful Mathmatics and culture-not only to make the learning process more authentic, but also to make the learners preserve the national culture. Indicates how easy the users in using the application which shows 100% of the users stated that there is no difficulty in using it. So, this instructional media can be used easily and fun.
Penelitian ini bertujuan untuk menganalisis kesalahan mahasiswa dalam menyelesaikan soal yang berorientasi literasi numerasi pada materi pengantar teori peluang, yaitu sebaran geometrik dan binomial negatif. Penelitian ini merupakan penelitian kualitatif deskriptif. Subjek dalam penelitian ini adalah mahasiswa S1 Matematika yang berjumlah 25 orang. Pengumpulan data diperoleh melalui tes, observasi dan dokumentasi. Prosedur analisis kesalahan mahasiswa dalam penelitian ini menggunakan prosedur Newman yang terdiri dari lima langkah. Berdasarkan hasil analisis data, didapatkan kesimpulan bahwa terdapat mahasiswa yang masih melakukan kesalahan sebagai berikut: (1) sebanyak 0% mahasiswa melakukan kesalahan pada tahap membaca (reading error); (2) sebanyak 12% mahasiswa melakukan kesalahan pada tahap memahami soal (comprehension error); (3) sebanyak 76% mahasiswa melakukan kesalahan pada tahap proses transformasi (transform error); (4) sebanyak 12% mahasiswa melakukan kesalahan pada tahap keterampilan proses (weakness in process skill); dan (5) sebanyak 52% mahasiswa melakukan kesalahan pada tahap penyelesaian jawaban akhir (encoding error).
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