Dewi Oktaviani
Universitas Negeri Yogyakarta

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Suten Games: Exploration of Empirical and Theoretical Probability for Junior High School Mathematics Learning Dewi Oktaviani; Dewi Kinasih
Ethnomathematics Journal Vol 4, No 1 (2023): March
Publisher : Universitas negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/ej.v4i1.59575

Abstract

Suten is one of the local games often played for determining a purpose fairly. The game is played in pairs by choosing Elephant, Ant, or Man by each player. The choosing is one of the applications of the probability concept learned by students of the junior-high school. The use of the game in the instructional process can aid students in relating the probability concept they learn to real events. The objective of the present study is to explore     the concepts of empirical and theoretical probabilities in the Suten game. The study is descriptive qualitative with an ethnographic approach to present detailed description and analysis concerning the Suten game in relation to probability material. Research results show the finding of the concepts of empirical and theoretical probabilities in the Suten game, especially in showing whether or not that Suten is a fair game. The game can be used in mathematics learning to introduce to students the concepts  empirical probability, sample space, sample point, and theoretical probability. In addition, positive aspects can be obtained when the Suten game is integrated in learning such as, among others, inter-appraisal of decisions, training intuition, and using the abilities of creative thinking in searchimg for strategies. 
Guided Inquiry E-Modules for Quadratic Functions: Boosting Computational Thinking, Problem Solving, and Self-Efficacy Dewi Oktaviani; Hartono Hartono
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 1 (2025): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i1.2044

Abstract

Penelitian ini bertujuan mengembangkan e-perangkat pembelajaran berbasis inkuiri terbimbing untuk meningkatkan kemampuan berpikir komputasional, pemecahan masalah, dan self-efficacy siswa SMA. Metode Research and Development (RnD) dengan model ADDIE (Analisis, Desain, Pengembangan, Implementasi, Evaluasi) digunakan dalam proses pengembangannya. Subjek uji coba melibatkan siswa kelas X-9 (n=34) untuk uji lapangan dan kelas X-10 (n=36) untuk uji terbatas, dengan desain one-group pretest-posttest. Data dikumpulkan melalui angket, tes, observasi, dan wawancara, kemudian dianalisis menggunakan skala Likert, uji gain, dan uji hipotesis multivariat (Hotteling’s T²). Hasil penelitian menunjukkan bahwa e-perangkat pembelajaran fungsi kuadrat yang dikembangkan memenuhi kriteria kevalidan (minimal “baik”), kepraktisan (respon guru-siswa “baik” & keterlaksanaan 80-100%), dan keefektifan. Keefektifan ditunjukkan oleh pengaruh signifikan terhadap kemampuan siswa, peningkatan N-gain kategori sedang, dan persentase ketuntasan belajar yang baik. Produk ini terbukti mampu memfasilitasi peningkatan tiga kemampuan target secara integratif. This study aims to develop guided inquiry-based e-learning tools to improve high school students' computational thinking, problem-solving, and self-efficacy skills. The Research and Development (R&D) method, utilising the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), was employed in the development process. The test subjects involved students from class X-9 (n=34) for field testing and class X-10 (n=36) for limited testing, with a one-group pretest-posttest design. Data were collected through questionnaires, tests, observations, and interviews, then analysed using the Likert scale, gain test, and multivariate hypothesis test (Hotteling's T²). The results showed that the developed quadratic function e-learning device met the criteria of validity (at least “good”), practicality (teacher-student response “good” & feasibility 80-100%), and effectiveness. Effectiveness was demonstrated by a significant effect on student ability, an increase in the N-gain to the moderate category, and a good percentage of learning mastery. This product has been proven to facilitate the integrated improvement of the three target abilities.