Riyan Hidayat
Universiti Putra Malaysia

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The Intervention of Mathematical Problem-Solving Model on the Systems of Linear Equation Material: Analysing its Impact on Increasing Students' Creative Thinking Riyan Hidayat; Erpin Evendi
International Journal of Essential Competencies in Education Vol. 1 No. 2: December 2022
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (718.214 KB) | DOI: 10.36312/ijece.v1i2.1069

Abstract

Students' difficulties in their experiences of the mathematics learning process are when systems of linear equations are integrated with real-world cases in everyday life. Students’ logical thinking is not strong enough to solve the problems presented. Finally, ways of creative thinking are needed as a basis for attaining learning competencies in the teaching materials of linear equation systems. On the one hand, an appropriate learning model is needed to encourage students' creative thinking. Therefore, this study aims to intervene in a mathematical problem-solving model on the linear equations system and analyze its impact on improving students' creative thinking abilities. To attain the research aims, a simple experimental method was applied with a one-group pre-post-test design. A valid essay test instrument was employed to measure students' creative thinking in the four aspects of creative thinking (fluency, flexibility, originality, and elaboration). Creative thinking data collected (pre-post-test) were then analyzed descriptively and statistically. The results of the study indicate that the model of solving mathematical problems in the materials of linear equation systems has a significant impact on improving students' creative thinking abilities. This finding becomes a reference in its application in the routine of learning mathematics, not only on linear equation systems but on other calculus materials.
The role of GeoGebra software in conceptual understanding and engagement among secondary school student Riyan Hidayat; Wan Nurazlina Wan Mohd Noor; Nurihan Nasir; Ahmad Fauzi Mohd Ayub
Jurnal Infinity Vol 13 No 2 (2024): VOLUME 13, NUMBER 2, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v13i2.p317-332

Abstract

This study aims to identify the impact of GeoGebra software on conceptual understanding and engagement in the topic of Functions and Quadratic Equations in One Variable in high school. The study was conducted in a quasi-experimental design with 60 students at a secondary school in Muallim district. The study results were analyzed using descriptive statistics, inference, and the Pearson Correlation. Descriptive analysis indicates that students have a strong grasp of the topic taught, particularly showing high conceptual understanding and maximum engagement in interactive activities. Inference statistics reveal a significant difference in conceptual understanding levels between the treatment and control groups among Level Four students regarding Quadratic Functions and Equations in a Variable. In addition, there were significant differences in student engagement between the treatment and control groups. There is a significant relationship between the level of student engagement and students’ conceptual understanding of Quadratic Functions and Equations in One Variable for both groups. In conclusion, using GeoGebra software has an impact on the relationship between understanding the concept and involving students in learning the topic of Quadratic Functions and Equations in a Variable.
Impact of "Donkey", "Snap" dan "King" (DSK) non-digital gamification cards on fourth-grade students' math performance in fractions Mohd Afifi Bahurudin Setambah; Mazlini Adnan; Syaza Hazwani Zaini; Mujiasih Mujiasih; Riyan Hidayat; Muhammad Alhaji Ibrahim; Hayato Hanazono
Jurnal Infinity Vol 13 No 1 (2024): VOLUME 13, NUMBER 1, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v13i1.p175-196

Abstract

This research investigates the impact of Non-digital Gamification (NDG) techniques on students' math achievement, focusing on Fractions. Utilizing a quasi-experimental design, the study involved 100 primary school students in Perak. Two groups were formed: the control group, which followed traditional teaching methods, and the experimental group, which experienced NDG learning approaches. The findings indicate that students using NDG perform better in math (fractions) assessments compared to those using conventional methods. This study provides empirical evidence supporting the efficacy of NDG in teaching Fractions. The results underscore the potential for educators to innovate and enhance gamification tools, particularly in mathematics, contributing to educational advancements aligned with the goals of the Malaysian Ministry of Education.