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Conquering IMO Problems in Brazil by Recognizing the Didactic Situation, Mathematics Teachers Must Know! Santiago, Paulo Vitor da Silva; Darmayanti, Rani; Sugianto, Rahmad
Assyfa Learning Journal Vol. 1 No. 2 (2023): Assyfa Learning Journal
Publisher : CV. Bimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/alj.v1i2.60

Abstract

Siswa Brasil, berkat kepiawaiannya dalam menaklukkan melalui strategi dan teknik dalam memecahkan masalah dalam soal, telah membuat mereka terkenal di International Mathematical Olympiad (IMO). Ini mengakibatkan keikutsertaannya dalam berbagai kompetisi dengan penghargaan seperti medali dan sebutan kehormatan. Karya ini bertujuan untuk menyajikan guru matematika dengan Situasi Didaktik Olimpiade internasional untuk mengajar di sekitar segitiga apa pun dengan dukungan perangkat lunak GeoGebra. Untuk itu Rekayasa Didaktik digunakan sebagai jalur metodologis dalam empat fase (analisis pendahuluan, desain dan analisis apriori, eksperimentasi, estimasi posteriori, dan formulasi) dan diorganisasikan ke dalam empat tahap Teori Situasi Didaktik. Akhirnya, seseorang dapat menyimpulkan hubungan dalam bidang epistemik matematika dari model yang dibangun dengan alat GeoGebra melalui pengetahuan representasi geometrisnya ketika mempertimbangkan penyisipan titik-titik penting dari sebuah segitiga. Selain itu, perlu disebutkan bahwa Circumcenter Teaching dibahas dalam pengalaman didaktis selama pandemi Covid-19 melalui proposisi tentang Olimpiade. Dan dapat dipahami bahwa Rekayasa Didaktik berdasarkan Teori Situasi Didaktik memungkinkan transposisi didaktis model matematika non-trivial.
Analysis of Using Pattern Finding Strategies Skills in Mathematical Problem Solving Viewed from Gender Differences Cahyadi, Muhammad Rizki; Ariansyah, Fitroh; Santiago, Paulo Vitor da Silva
Delta-Phi: Jurnal Pendidikan Matematika Vol. 1 No. 1 (2023): Delta-Phi: Jurnal Pendidikan Matematika (April)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v1i1.19

Abstract

The purpose of this study is to describe the skills of using pattern finding strategies in solving mathematical problems in terms of gender differences. This research is a descriptive research with a qualitative approach. The subjects of this study are grade VIII students of Baiti Jannati Middle School, Sunggal sub-district, Deli Serdang district. The research subjects consisted of four students with high mathematical ability consisting of two male students and two female students. The data collection technique used a problem-solving ability essay test instrument which consisted of two questions and a non-test instrument in the form of an interview. The data analysis technique in this study uses the Miles and Huberman model which consists of four stages, namely data collection, data condensation, data presentation, and conclusions. The results of this study indicate that both male and female students are able to find and use patterns in solving mathematical problems. Based on these results, it can be concluded that there is no difference in the skills of using pattern finding strategies between male and female students.
How can "gamification" help in the teaching of arithmetic operations as a didactic tool and digital technology? Santiago, Paulo Vitor da Silva; B, Baiduri
Delta-Phi: Jurnal Pendidikan Matematika Vol. 1 No. 1 (2023): Delta-Phi: Jurnal Pendidikan Matematika (April)
Publisher : CV. Bimbimbingan Belajar Assyfa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61650/dpjpm.v1i1.39

Abstract

This article is a teaching proposal concerning arithmetic problems of mathematics to help teachers in initial training in mathematics and teaching mathematics in the classroom with the use of Gamification. Thus, the objective of this article is to investigate what contributions didactic engineering and digital technologies using gamification in full-time high school teaching can be helpful with the contents of basic operations. The methodology applied with the games was based and structured on the Didactic Engineering research methodology, being exploratory research of a qualitative nature to familiarize the mathematical problems with the use of Digital Technologies. The results were categorized based on the phases of preliminary analysis, a priori analysis, experimentation, and a posteriori analysis and validation. Conclusions that the use of applied problems brought out the validation of the strategies applied in the classroom. Therefore, the expected results were positive in the teacher's view of the way the two games were planned in Google Presentations and in supporting the students in the teaching and learning processes of Mathematics.
Contemporary Mathematics Learning: Instagram-based math learning medium increased elementary school students' math literacy Darmawati, Besse; Darmayanti, Rani; Santiago, Paulo Vitor da Silva
Journal of Teaching and Learning Mathematics Vol. 1 No. 2 (2024): Journal of Teaching and Learning Mathematics (January)
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jtlm.v1i2.31310

Abstract

 Modern education has shifted from teacher-centred to student-centred. This transition occurs because educators today work as instructional designers, facilitators, trainers, and learning administrators. Globalization and millennial students are destroying traditional schooling. Technology use is rising. This has adverse effects since youngsters are unwilling to utilize books to improve their mathematical literacy. This happens when pupils need help conceiving, applying, and comprehending mathematical concepts. To improve students' mathematical literacy, a teacher must create modern materials. This study is about R&D. This research produced a math learning tool for 12th-graders. The software emphasizes three-dimensional materials and is based on GeoGebra and Instagram. This study uses the Four-D development model: definition, design, development, and deployment. Modern three-dimensional educational materials made with Canva are the results of this research study. These contents will then be posted on Instagram. This essay will comprehensively analyze data collection, analysis, and Instagram content publishing. Currently, this research is in development, not distribution. Test sheets and questionnaires are used. Observation, interviews, questionnaires, and testing collect data. After observation and interviews, a questionnaire is distributed to finish the study. Pre- and post-tests assessed how GeoGebra Instagram content affected students' understanding of "point-to-point distance" in three-dimensional material. The article will detail this media's methods and results.
Is Coding Math? Exploring the Relationship Between Programming and Mathematics: An Integration in Secondary Education Darmayanti, Rani; Santiago, Paulo Vitor da Silva; Dhakal, Amrit
Journal of Teaching and Learning Mathematics Vol. 2 No. 2 (2025): Journal of Teaching and Learning Mathematics (January)
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jtlm.v2i2.28755

Abstract

In the digital era, integrating technology into education, particularly in mathematics, is increasingly crucial. This study explores the integration of coding into the secondary school mathematics curriculum to deepen students' understanding and skills. Traditional approaches often fall short in preparing students for 21st-century challenges, emphasizing problem-solving and critical thinking. Using a Systematic Literature Review (SLR) method, this research analyzes articles, conferences, and books from the past decade. Inclusion criteria cover studies discussing the application of coding in secondary school mathematics. Data from academic databases such as Scopus, IEEE Xplore, and Google Scholar are processed using thematic analysis to identify recurring patterns. Results indicate that coding integration boosts student interest and motivation, supported by data showing a 20% increase in student engagement in coding-based activities. However, challenges such as the need for teacher training and adaptive curricula are identified. Case studies from several schools show a 15% improvement in problem-solving abilities. This research recommends collaboration between schools, governments, and stakeholders to develop an effective technology curriculum, ensuring students not only master mathematics but are also prepared for the digital era. Limitations include a lack of longitudinal data and implementation variations across contexts. Further research is needed to explore the long-term impact of this integration.
Didactic engineering supporting the use of gamification applied to the teaching of arithmetic operations Santiago, Paulo Vitor da Silva; Alves, Francisco Régis Vieira
Al-Jabar: Jurnal Pendidikan Matematika Vol 14 No 2 (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.v14i2.18125

Abstract

Background:This study proposes an instructional method aimed at resolving arithmetic problems in mathematics. It is specifically tailored to assist educators in their initial mathematical training and to enhance classroom mathematics teaching through the implementation of Gamification.Aim:The objective of this research is to explore the contributions of didactic engineering and digital technologies, particularly those incorporating gamification, in full-time secondary school education, with an emphasis on basic arithmetic operations.Method:The methodology employed in this study is based on and structured around Didactic Engineering research techniques. It is an exploratory, qualitative research designed to simplify the understanding of mathematical problems through the use of Digital Technologies.Results:The findings of this research are categorized into stages: preliminary analysis, a priori analysis, experimentation, and a posteriori analysis and validation. It was observed that the application of problems in the classroom validated the strategies employed.Conclusion:The results indicate that the implemented gamified activities positively influenced teachers’ perspectives on how these activities, particularly the two games designed in Google Presentations, support the teaching and learning processes in mathematics for students.
Record of Semiotic Representation Using Geogebra: An Olympiad Training on Brazilian Students Santiago, Paulo Vitor da Silva; Alves, Francisco Régis Vieira
Indonesian Journal of Science and Mathematics Education Vol. 5 No. 2 (2022): Indonesian Journal of Science and Mathematics Education
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ijsme.v5i2.12510

Abstract

This study aims to compile and develop an international didactic situtation presented with an approach to the center of an arbitrary triangle in visual exploration in 2D and 3D format using GeoGebra software as a technology for modification and construction of Olympiad questions. The methodology used in this study is an exploratory qualitative which is described from a didactic sequence of Mathematics Olympiad which were held in four online meetings using Google Meet. The results show that this exercise can be used as a resource that will provide a level of learning for students through command and visualization of images that serve a broad view of the international Olympiad situation. International didactic situations can be applied by mathematics teachers both in training for national and international Olympiad and for classroom teaching. In summary, it is noteworthy that the dynamic records of semiotic representations stimulated by the use of GeoGebra software has great potential to encourage the progress of students’ representative geometric thinking, through the development of visualization, perception, and mathematical intuition. It is hoped that this work can serve as a pedagogical and methodological tool by teachers for various competencies.
Strategy for Teaching Numerical Expressions through the Wordwall Platform for EJA Students Santiago, Paulo Vitor da Silva; Santana, José Rogério; dos Santos, Maria José Costa
Journal of Instructional Mathematics Vol. 4 No. 2 (2023): Enhancing Mathematics Learning through Innovative Pedagogies
Publisher : Pendidikan Matematika STKIP Kusuma Negara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37640/jim.v4i2.1778

Abstract

This work is a pedagogical practice with students of Youth and Adult Education of a public school in Brazil with insertion of the basic operations of mathematics and numerical expressions. The objective of this research was to analyze the contributions of Gamification in meaningful learning based on the Theory of Didactic Situations with the contents of basic operations and numerical expressions with EJA high school students. The methodology at work is the qualitative approach with descriptive-exploratory objectives, applied to twenty-three EJA students, is composed of dynamic parts that occur simultaneously, following the stages of concept, structuring, application, development, resolution and conclusion of each student from the Didactic Contract and Didactic Transposition inserted in the concept of arithmetic and numerical expressions. Results show that gamification plays an important role in teaching mathematics learning inserted in the EJA high school class, which can be demonstrated at the time of the calculations described in the proposed activity. Finally, it is observed that the study carried out with Gamification and the students' discourse had a positive impact on the learning of all students, especially with regard to basic operations and numerical expressions.
Neuro-Pedagogical Digital Product Design: Fostering Early Childhood Religious Moderation (ECRM) via Interactive Mobile Game Blueprint Suadi, Suadi; Bustomi, Abu Amar; Santiago, Paulo Vitor da Silva
Jurnal Pendidikan Anak Vol 7 No 3 (2025): Child Education Journal
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v7i3.8406

Abstract

This study addresses the critical need for innovative digital media to instill Religious Moderation (ECRM) and Islamic values ​​early, contrasting traditional methods with the pervasive digital environment young children inhabit. The primary objective is to develop a scientifically grounded ECRM Conceptual Framework and produce a detailed Digital Product Blueprint for an Interactive Mobile Game, aligning with CEJ's focus on Holistic & Islamic ECCD and Neuro-Pedagogy. Employing the Research & Development (R&D) approach using the 4D model (Define-Design), the research scope halts at the design stage. The Define phase encompasses a needs assessment to analyze the alignment between existing Islamic curriculum, the necessity for early radicalism prevention, and young children's high digital exposure. Data were collected via document analysis (e.g., of the current PAI curriculum and international journals on digital literacy), supported by existing research on the integration of digital tools in religious education. The Design phase involved drafting the ECRM Mobile Game blueprint, detailing game mechanics, narrative flow (storyboard), and UI/UX optimized for neuro-pedagogical principles to foster affective and behavioral growth. This ensures the output is an expert-reviewed, technology-based product blueprint rooted in Islamic educational objectives. The key finding is the production of a validated ECRM Mobile Game Blueprint, ready for prototyping and future effectiveness testing.