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Journal : Jurnal Pengajaran MIPA

ENHANCING MATEMATICAL COMMUNICATION AND DISPOSITION ABILITIES THROUGH MODEL-ELICITING ACTIVITIES (MEAs) LEARNING Yani Siti Tuadah Afriani; Siti Fatimah; Yaya Sukjaya Kusumah
Jurnal Pengajaran MIPA Vol 22, No 1 (2017): JPMIPA: Volume 22, Issue 1, 2017
Publisher : Faculty of Mathematics and Science Education, Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18269/jpmipa.v22i1.8375

Abstract

The purpose of this study is to analyze the enhancement mathematical communication ability and the achievement mathematical disposition of junior high school students under Model-Eliciting Activities (MEAs) learning. This study was a quasi-eperimental in one of the junior high schools in Bandung, with the design of non-equivalent control group involving 80 students of grade VII. The instrument used for measuring students ability was a test on mathematical communication, whereas for measuring their mathematical disposition, a questionaire was used . The statistical analysis performed were Mann-Whitney test, and one way ANOVA test. The research results obtained are: (1) the enhancement the students mathematical communication abilities who work under Model-Eliting Activities (MEAs) learning is better than the students who work under conventional learning, (2) there are differences in the improvement in mathematical communication ability between students who have mathematical prior knowledge (KAM) high, midlle, low, (3) the students achievement in mathematical disposition who work under Model-Eliciting Activities (MEAs) learning is better than those who work under conventional learning.
Using Rule-based Procedural Content Generation to Generate Students Cognitive and Affective Ability in Game Teaching Enjun Junaeti; Dicky Kurniawan; Yaya Wihardi; Siti Fatimah; Rasim Rasim; Jajang Kusnendar
Jurnal Pengajaran MIPA Vol 27, No 1 (2022): JPMIPA: Volume 27, Issue 1, 2022
Publisher : Faculty of Mathematics and Science Education, Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18269/jpmipa.v27i1.52943

Abstract

Permainan mengajar merupakan sebuah permainan kategori simulasi dimana user bertindak sebagai seorang guru yang mengajar di kelas virtual dengan kondisi yang dibuat semirip mungkin dengan keadaan riil kondisi pembelajaran di kelas. Kenaikan kemampuan kognitif dan afektif siswa yang dipandang sebagai bagian dari indikator dalam menilai performa kemampuan guru dalam mengajar menjadi suatu factor penting dalam pengembangan game teaching. Penelitian ini bertujuan untuk memberikan kondisi kemampuan kognitif dan afektif siswa virtual pada awal simulasi pembelajaran dengan menggunakan metode rule-based procedural content generation. Data awal diperoleh dari kuisioner yang diberikan baik kepada guru maupun kepada siswa untuk memperoleh gambaran kondisi kemampuan kognitif dan afektif siswa diawal pembelajaran. Selanjutnya kondisi kognitif dan afektif siswa yang dibangun diimplementasikan pada suatu game teaching untuk memperbesar tingkat kesamaan kondisi real dan kondisi pada kelas virtual. Game Teaching kemudian diujicobakan kepada mahasiswa Pendidikan untuk diminta tanggapannya melalui Game Experience Questionnaire. Berdasarkan penelitian yang telah dilakukan, diperoleh data bahwa Game Teaching yang menggunakan Rule-Based Procedural Content Generation memiliki poin penilaian lebih dibandingkan dengan Game Teaching yang tidak menggunakan Rule-Based Procedural Content Generation.