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Gamification in mathematics education: a bibliometric analysis Supriyadi, Edi; Dahlan, Jarnawi Afgani; Juandi, Dadang; Sugiarni, Rani; Fauzi, Ahmad Lutfi
International Journal on Teaching and Learning Mathematics Vol 5, No 1 (2022): June (This issue published papers with authors/co-authors from 2 countries [Nige
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/ijtlm.v5i1.17879

Abstract

The aim of this research was to identify patterns in the authors' use of keywords from research publications on gamification in mathematics learning; this would allow us to gauge the productivity and influence of this field of study. For the purpose of doing bibliometric analysis, data from Scopus ranging from 2017 to 2022 was utilized. Included in this investigation were forty-two research articles over the full time period, making the total number of documents included in this study n = 42.  Following the execution of the search procedure, the data were taken from Scopus utilizing the.csv file format, and afterwards, they were imported into a spreadsheet utilizing Microsoft Excel. The date for the gathering of data as well as the analysis is the 18th of August in 2022. The SciVal system (https://www.scival.com/) was utilized as a research tool for the goal of analyzing bibliographic indicators. A bibliometric analysis of our publications in gamification in mathematics learning research allows us to conclude that the number of publications is increasing every year. Although the publication activity of indexed scientists in Scopus is still low in this study. Study on gamification in mathematics education is the most researched topic in the social sciences. Dureva is the author of the most impactful publications on gamification of mathematics education. Both Bina Nusantara University in Indonesia and South-West University Neofit Rilski in Bulgaria are universities that have produced two scholarly documents each, making them the only two universities in the world to share this output. The journal Advances in Intelligent Systems and Computing has the most scholarly output and is the most visited on its journal website. The finding that this research can give a basis for selecting the research that will be carried out by raising the topic of gamification in mathematics education is the consequence that was derived from this research. Because certain keywords in the field of research on the gamification of mathematics education are always subject to change. In addition, this research on bibliometric analysis can be utilized for systematic literature research and meta-analysis linked to gamification in mathematics education, and it can also be used to improve research that has already been conducted.
PELATIHAN DAN PENDAMPINGAN DESAIN E-DIDAKTIK MELALUI BAHAN AJAR BERBASIS BUDAYA CIANJUR Sugiarni, Rani; Herman, Tatang; Juandi, Dadang; Pahmi, Samsul; Inayah, Sarah; Supriyadi, Edi; Fauzi, Ahmad Lutfi; Fauziah, Ratu Sarah; ., Mahmudin
JE (Journal of Empowerment) Vol 3, No 2 (2022): DESEMBER
Publisher : Universitas Suryakancana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/je.v3i2.2511

Abstract

ABSTRAKKurangnya kreativitas guru dalam menciptakan bahan ajar yang disesuaikan dengan kondisi siswa dapat berdampak pada kegiatan pembelajaran yang tidak efektif bagi siswa. PKM ini bertujuan untuk meningkatkan kompetensi pedagogik dan kualitas pembelajaran dengan desain e-didaktik melalui bahan ajar berbasis budaya Cianjur. Metode  yang  digunakan  adalah service learning yang terbagi  menjadi  dua  kegiatan  yaitu pelatihan (synchronous) dan pendampingan (asynchronous). Pelatihan terdiri atas penyampaian materi, sedangkan pendampingan berupa bimbingan pembuatan bahan ajar. Peserta kegiatan PkM yang terdiri dari 32 guru matematika SMA di seluruh Kabupaten Cianjur telah mengikuti kegiatan ini pada awal tahun ajaran baru semester ganjil tahun 2022, dan hasilnya adalah sebanyak 9 buah bahan ajar. Hasil  pengabdian  ini berupa desain rencana pelaksanaan pembelajaran dan desain bahan ajar. Selain  itu, diperoleh    tingkat keberterimaan  kegiatan    pelatihan yang  dominan  berada  pada kategori “Sangat Baik”. Para guru merasakan peningkatan soft skill-nya setelah mengikuti pelatihan dan pendampingan.ABSTRACTThe lack of teacher creativity in creating teaching materials that are adapted to students' conditions has an impact on learning activities that are not effectively accepted by students. This PKM aims to improve pedagogic competence and learning quality with e-didactic design through Cianjur culture-based teaching materials. The method used is service learning, which is divided into two activities, namely training (synchronous) and mentoring (asynchronous). Training consists of delivering material, while mentoring is in the form of guidance on making teaching materials. Participants who took part in this PkM activity were 32 high school mathematics teachers in Cianjur Regency who produced 9 teaching materials. The results of this service are in the form of the design of the lesson plan and the design of teaching materials. In addition, the level of acceptance of the dominant training activities was found to be in the "Very Good" category. The teachers felt an increase in their soft skills after participating in the training and mentoring.
Computational Thinking in Mathematics Education : A Systematic Literature Review on its Implementation and Impact on Students' Learning Fauzi, Ahmad Lutfi; Kusumah, Y S; Nurlaelah, Elah; Juandi, Dadang
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 10 No. 2 (2024): June
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i2.11140

Abstract

This study aims to analyze the impact of mathematics learning using Computational Thinking (CT) integration and to enlighten educators, researchers, and policy makers on the tactics, benefits, and challenges involved in incorporating CT into mathematics education by synthesizing existing research and educational initiatives. Using the systematic literature review (SLR) method with a qualitative approach, the results of this research were in the form of descriptive analysis. The database used was Scopus to filter relevant material about CT and mathematics education. Based on the search, nine publications from 2019 – 2023 were selected systematically based on the PRISMA protocol. This study's results indicated a relationship between CT and several students' mathematical abilities, such as problem-solving and improving problem-solving skills. Not only can it improve the cognitive side of students, but CT can also improve students' affective side, such as increasing creativity, confidence, and involvement in the learning process. The impact felt is not only in the micro scope (in the classroom), but can also be macro. CT can improve the quality of higher learning, so CT research can be used to determine a country's curriculum.