This research was conducted to explain the thinking process of students in solving mathematical problems of pattern generalization based on Polya measurement in terms of Reflective cognitive style. This research is a qualitative descriptive research with class X class IPA 1 SMA N Kalidawir consisting of 25 students. Selection of research subjects using cognitive style instrument that is Matching Familiar Figures Tests developed Warli, the test was given to all students class X IPA 1 to determine the subject of research. The data collection in this research uses generalized pattern test with think aloud method, interview, and triangulation technique to check the validity of the data. Data were analyzed using the concepts from Miles and Huberman: data reduction, data presentation, and conclusions. The results of this study indicate that the process of thinking of the Reflective subject at the stage of understanding the problem experienced the process of dominant assimilation thinking to arithmetic, the problem planning phase experienced the process of assimilation thinking, accommodation and dominant abstraction to algebra, accommodation and abstraction, assimilation of accommodation and the dominant abstraction into algebra, and at the stage of re-experiencing the process of assimilation thinking and the dominant abstraction into algebra.
Generalization ability need to be encouraged in learning mathematics, students with generalization abilities can expand and transfer knowledge to practical knowledge. This research aims to develop learning material based on realistic mathematisc approach that oriented to generalization ability. The learning materials’developed is lesson plans and student worksheets. This is research and development with an ADDIE model. The instruments used in this study were the evaluation sheets, response questionnaire for teachers and students and tests of mathematical generalization ability. The data analysis technique used was descriptive qualitative and quantitative. The design of the learning materials focuses on aspects of the mathematical generalization ability of high school students by presenting real problems. Student activities are designed to solve real issues related to pattern analysis, focus on student contributions to find conjectures, and design interactions so students can proceed to the abstraction stage using concept linkages. So students can make conclusions regarding the given concept in response to such issues. The results show that the validity qualifications of lesson plans and student worksheets are good and very good, the practical qulifications are very good. The learning materials comply with effective based on completeness tests of generalization ability of 82.26 with good qualifications
Dalam memahami konsep bangun ruang visualisasi sangat diperlukan dalam menunjang kegiatan guru dalam menyampaikan informasi terkait materi yang disampaikan. Seiring berjalannya waktu teknologi terus berkembang dan banyak trobosan media pembelajaran. Augmented Reality (AR) adalah teknologi yang menggabungkan benda virtual dan benda nyata secara Realtime. Penelitian ini bertujuan mendiskripsikan proses dan hasil pengembangan media pembelajaran berbasis Augmented Reality pada materi bangun ruang untuk siswa SMK kelas XI Teknik Komputer Jaringan SMK Negeri 1 Kras. Penelitian ini merupakan penelitian pengembangan (Research and development) dengan menggunakan metode ADDIE. Langkah dalam penelitian ini adalah tahap Analisis, Desain, Development, Implementation, Evaluation. Untuk melakukan uji kelayakan dilakukan validasi ahli media, ahli materi, praktisi guru, uji coba kelompok kecil dan uji coba kelompok besar dengan menggunakan kuisioner. Hasil penelitian menunjukan bahwa media pembelajaran bangun ruang berbasis Augmented Reality berdasarkan tabel penilain dapat dikategorikan sangat baik. Hal ini berdasarkan penilaian ahli media keseluruhan aspek mendapat perolehan nilai oleh ahli media 82,66%, oleh ahli materi 80%, praktisi pembelajaran 88%, uji kelompok kecil 83%, dan uji kelompok besar 86%, jika dirata-rata maka akan diperoleh hail presentase 84,93%, sehingga media berada pada kategori sangat baik untuk dijadikan media pembelajaran matematika. Dari pengujian tersebut dapat di simpulkan bahwa Pengembangan Media Pembelajaran berbasis Augmented Reality pada materi bangun ruang ini dapat digunakan guru sebagai inovasi media pembelajaran matematika untuk siswa SMA/SMK Kelas XI
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