GAMIFIKASI BAHAN AJAR MATEMATIKA SMP: ANALISIS KEPRAKTISAN DAN EFEKTIVITAS TERHADAP KEMAMPUAN BERPIKIR KRITIS MATEMATIS DOI Creative Commons
Hamidah Suryani Lukman, Nur Agustiani, Ana Setiani

и другие.

AKSIOMA Jurnal Program Studi Pendidikan Matematika, Год журнала: 2024, Номер 13(1), С. 198 - 198

Опубликована: Март 21, 2024

Implementasi pembelajaran yang menitikberatkan pada penguasaan keterampilan abad 21 dapat dilakukan melalui teknik Gamifikasi, yaitu penggunaan elemen desain game dalam konteks non-game untuk menarik perhatian, mengembangkan karakter, atau memecahkan masalah. Beberapa penelitian sebelumnya membuktikan bahwa gamifikasi terbukti meningkatkan hasil belajar dan motivasi siswa. Namun, belum ada spesifik terkait bahan ajar matematika memfasilitasi peningkatan kemampuan berpikir kritis matematis Oleh karena itu, ini bertujuan berbasis dirancang khusus siswa SMP, serta menguji produk tersebut berdasarkan aspek kepraktisan efektivitasnya. Model pengembangan ADDIE digunakan penelitian, namun artikel langkah dibahas terbatas dua tahapan terakhir, Implementation Evaluation . Sampel tahap berjumlah 153 dari 3 SMP IT Hayyatan Thoyyibah, Pelita YNH, Islam Tahfidz Qur'an Al-Fath diambil cluster random sampling. Data dikumpulkan instrumen tes FRISCO lembar respon dianalisis menggunakan uji t satu sampel, sampel berpasangan, analisis deskriptif. Hasil menunjukan sudah memenuhi kriteria praktis efektif matematika, khusunya dengan kategori sedang.

Integrating Gamification Into Remote Learning DOI
Raino Bhatia,

Jagneet Kour,

Dixita Attri

и другие.

IGI Global eBooks, Год журнала: 2025, Номер unknown, С. 245 - 262

Опубликована: Март 14, 2025

The present investigation strives to examine the impact of gamification on academic achievement, motivation, and learning attitudes in 5th-grade mathematics students. study was conducted experimentally with a group thirty students using pre-test post-test strategy over four-week duration. gamified treatment engaging technological physical activities, challenges, incentive programs incorporated into curriculum. Findings demonstrate that markedly improves students' performance, cultivates favourably affects their attitudes. findings indicate integration features remote settings can enhance primary education, especially mathematics.

Язык: Английский

Процитировано

0

Use of Digital Technology in Integrated Mathematics Education DOI Creative Commons

Andrada-Livia Cîrneanu,

Cristian-Emil Moldoveanu

Applied System Innovation, Год журнала: 2024, Номер 7(4), С. 66 - 66

Опубликована: Июль 26, 2024

Digital learning environments create a dynamic and engaging teaching context that promotes deeper understanding of complex concepts, eases the process fosters passion for learning. Moreover, integrating interactive materials into pilot courses can assist teachers in better assessing student adjusting their strategies accordingly. The also receive valuable insights students’ strengths weaknesses, allowing them to provide targeted support intervention when needed. For students from defence security fields, digital realistic simulations virtual training scenarios allow practise skills controlled safe environment, develop hands-on experience, enhance decision-making abilities without need real-world exercises. In this context, purpose paper is introduce an approach solving mathematical problems embedded technical within fields with aid technology using different software such as Python, Matlab, or SolidWorks. way, visualise abstract experiment scenarios, instant feedback on understanding. At same time, use didactic increase interest among utilising models technologies educational process. This helps reinforce key concepts problem-solving skills, sparking curiosity creativity, encouraging active participation collaboration. Throughout development proposal, based survey analysis, good practices are presented, advice improvement collected while having wide range users giving feedback, participating discussions testing (pilot) short-term learning/teaching/training activities.

Язык: Английский

Процитировано

4

Use of Digital Technology in Integrated Mathematics Education DOI Open Access

Andrada-Livia Cîrneanu,

Cristian-Emil Moldoveanu

Опубликована: Июнь 6, 2024

The use of didactic and interactive materials is essential in generating interest among students teachers utilizing mathematical models digital technologies for the educational process. These create a dynamic engaging learning environment that promotes deeper understanding complex concepts fosters passion learning. Additionally, integrating into pilot courses can assist better assessing student adjusting teaching strategies accordingly receive valuable insights students' strengths weaknesses, allowing them to provide targeted support intervention when needed. In this context, purpose paper introduce an approach solving mathematics problems embedded technical scenarios within defense security fields with aid technology. way, visualize abstract concepts, experiment different scenarios, instant feedback on their understanding. This helps reinforce key enhance problem-solving skills, sparking curiosity, creativity, encouraging active participation collaboration. Throughout development proposal, good practices are adopted, advice improvement collected while having wide range users, giving feedback, discussions, testing (pilot) short-term learning/teaching/training activities.

Язык: Английский

Процитировано

1

CRITICAL THINKING ABILITY OF JUNIOR HIGH SCHOOL STUDENTS IN GAME-BASED LEARNING USING GEMAS GAME DOI Creative Commons
Nur Agustiani, Hamidah Suryani Lukman, Ana Setiani

и другие.

AKSIOMA Jurnal Program Studi Pendidikan Matematika, Год журнала: 2024, Номер 13(2), С. 485 - 485

Опубликована: Июнь 12, 2024

Games-based learning is a model that integrates material into games so it can motivate students to think critically when solving problems. This study aims review the critical thinking skills of junior high school in mathematics applies game-based using GEMAS game. research uses descriptive analysis method. The was conducted at Tahfidz Quran Al-Fath Islamic Middle School with 29 class IX as subjects; 2 subjects were taken be interviewed about results their answers ability test. Subjects selected based on specific considerations, namely, mathematical abilities and those low abilities. Data collection carried out test interview methods. Based results, found percentage who could meet according FRISCO (Focus, Reason, Inference, Situasion, Clarity, dan Overview) criteria increased after learning. There an increase skills, both Students have achieved better than Pembelajaran berbasis merupakan pembelajaran yang mengintegrasikan materi ke dalam permainan (games) sehingga mampu memotivasi siswa untuk berpikir kritis menyelesaikan masalah. Penelitian ini bertujuan meninjau kemampuan SMP pada matematika menerapkan game menggunakan GEMAS. metode analisis deskriptif. dilakasanakan di Islam dengan subjek penelitian kelas IX, diambil diwawancara mengenai hasil jawabannya terhadap tes kritis. Subjek dipilih berdasarkan pertimbangan tertentu, yakni memiliki tinggi kemmapuan kurang. Pengumpulan data dilakukan wawancara. Berdasarkan analisis, diperoleh persentase memenuhi kriteria meningkat setelah Terdapat peningkatan kritis, baik maupun rendah. Siswa ketercapaian lebih dari

Процитировано

0

Development of ‘Equation Transformer Game Board’ to Enhance Thinking Skills DOI

Nurhafizah Amir Nordin,

Mohammad Hazim Amir Nordin,

N. Abdullah

и другие.

Studies in systems, decision and control, Год журнала: 2024, Номер unknown, С. 865 - 874

Опубликована: Янв. 1, 2024

Язык: Английский

Процитировано

0

GAMIFIKASI BAHAN AJAR MATEMATIKA SMP: ANALISIS KEPRAKTISAN DAN EFEKTIVITAS TERHADAP KEMAMPUAN BERPIKIR KRITIS MATEMATIS DOI Creative Commons
Hamidah Suryani Lukman, Nur Agustiani, Ana Setiani

и другие.

AKSIOMA Jurnal Program Studi Pendidikan Matematika, Год журнала: 2024, Номер 13(1), С. 198 - 198

Опубликована: Март 21, 2024

Implementasi pembelajaran yang menitikberatkan pada penguasaan keterampilan abad 21 dapat dilakukan melalui teknik Gamifikasi, yaitu penggunaan elemen desain game dalam konteks non-game untuk menarik perhatian, mengembangkan karakter, atau memecahkan masalah. Beberapa penelitian sebelumnya membuktikan bahwa gamifikasi terbukti meningkatkan hasil belajar dan motivasi siswa. Namun, belum ada spesifik terkait bahan ajar matematika memfasilitasi peningkatan kemampuan berpikir kritis matematis Oleh karena itu, ini bertujuan berbasis dirancang khusus siswa SMP, serta menguji produk tersebut berdasarkan aspek kepraktisan efektivitasnya. Model pengembangan ADDIE digunakan penelitian, namun artikel langkah dibahas terbatas dua tahapan terakhir, Implementation Evaluation . Sampel tahap berjumlah 153 dari 3 SMP IT Hayyatan Thoyyibah, Pelita YNH, Islam Tahfidz Qur'an Al-Fath diambil cluster random sampling. Data dikumpulkan instrumen tes FRISCO lembar respon dianalisis menggunakan uji t satu sampel, sampel berpasangan, analisis deskriptif. Hasil menunjukan sudah memenuhi kriteria praktis efektif matematika, khusunya dengan kategori sedang.

Процитировано

0