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Optimizing students' mathematical critical and creative thinking skills through the flip-a-team model with e-learning Arnellis, Arnellis; Syarifuddin, Hendra; Ismail, Rafki Nasuha
Al-Jabar: Jurnal Pendidikan Matematika Vol 14 No 1 (2023): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v14i1.16904

Abstract

In the present digital age, the utilization of e-learning platforms in education is becoming increasingly significant. This is especially true in the field of Mathematics Education, where there exists a challenge to enhance students' critical and creative thinking abilities. This research aimed to investigate the improvement in students' critical and creative mathematical thinking abilities through the implementation of a team project-based model, Flip-a-Team, within UNP's e-learning platform. A quasi-experimental research design was used, applying a post-test control group approach. The sample involved 64 students from a mathematics study program who were enrolled in the July - December 2022 semester. These students were divided into two groups: 32 students in the experimental group (Class A) that was instructed through the Flip-a-team model, and 32 students in the control group (Class B) that experienced problem-based learning. Based on an independent t-test, the results demonstrated that the mathematical learning process incorporating the Flip-a-Team model had a positive and significant impact on the students' critical and creative mathematical thinking abilities. The Flip-a-Team model is recommended for implementation in mathematics instruction. The UNP e-learning platform could serve as a feasible solution for digitally based mathematics education, particularly in fostering students' critical and creative thinking abilities in mathematics.
Digital Mathematics Module Based on Problem-Based Learning Model with Classpoint Mathematics Gamification Arnellis, Arnellis; Zulnaidi, Hutkemri; Yuanita, Putri; Yerizon, Yerizon; Sari, Atika; Syaputra, Hamdani
JURNAL EKSAKTA PENDIDIKAN (JEP) Vol 9 No 2 (2025): JEP (Jurnal Eksakta Pendidikan)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jep/vol9-iss2/1060

Abstract

Problem solving skills is one of the most important skills students should achieve in mathematics. However, students' mathematical problem-solving skills still low. This research offers classpoint mathematics gamification in digital mathematics module based on problem-based learning. Thus, this research was conducted to develop a valid, practice, and effective mathematics digital module based on problem-based learning model with classpoint mathematics gamification (ChePomathGo) in improving students’ problem solving skills. This study used the Plomp development model, including the preliminary research, prototyping, and assessment phases. Preliminary research involving 32 students and 1 teacher and prototyping and assessment phase involving 9 students in seventh grade junior high school. Data analysis used are descriptive analysis. The result shows that the mathematics digital module based on problem-based learning model with ChePomathGo is valid with an average score of 3.67 (very valid category), practice based on students’ and teachers’ positive responses, and effective to improve students’ problem solving skills based on the results of the students' mathematical problem-solving skills test in small group evaluations with an average score of 75% (effective category). The implications of this research is the digital mathematical module developed can be a guidelines for researchers and teachers to improve students’ mathematical problem-solving skills.