Juana, Nadya Amalia
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The Learning Trajectory of Set Concept Using Realistic Mathematics Education (RME) Juana, Nadya Amalia; Kaswoto, Junet; Sugiman; Hidayat, Aulia Almas Agustin
Mathematics Education Journal Vol. 17 No. 1 (2023): Jurnal Pendidikan Matematika
Publisher : Universitas Sriwijaya in collaboration with Indonesian Mathematical Society (IndoMS)

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Abstract

Learning trajectory of set is a learning path to get concept of set. However, several teachers did not combine methods, approaches, and ideas in their practical deliveries. This situation becomes a concern for teachers to handle since it will affect the rule without reason so that the accepted concept will not last long in students’ memory. This study aim to describe the learning trajectory using RME models to construct the concept of set. Hypothetical learning trajectory (HLT) was designed using a qualitative method with the realistic mathematics education (RME) of Gravemeijer model as the activity stage begin from preparing for the experiment, pilot experiment, teaching experiment and retrospective analysis. The designed HLT consisted of an objective, activity, and conjecture. This study achieved an understanding of the set concept with applying RME design. By providing examples of contextual mathematics that take place in the learning environment, these outcomes were achieved. Then using media like set cards to model mathematics so that students can advance their own knowledge to the level of formal mathematics. Therefore, the RME-based HLT design can be a solution to obtain the concept of set, primarily in domain definition and set notation to produce a learning trajectory. DOI: https://doi.org/10.22342/jpm.17.1.19077.89-102
Analysis of PjBL-STEAM implementation: Challenges for prospective teachers in developing android learning media Lutfi, Muh. Khaedir; Kusumastuti, Fitri Anisa; Juana, Nadya Amalia; Nulhakim, Ade Lukman; Khomeni, Ayathollah; Lubis, Roslian; Santika, Eka
Jurnal Absis: Jurnal Pendidikan Matematika dan Matematika Vol. 8 No. 3 (2025): Jurnal Absis
Publisher : Program Studi Pendidikan Matematika Universitas Pasir Pengaraian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30606/absis.v8i3.4066

Abstract

Technological developments demand adaptation in the world of education, particularly in the integration of technology into mathematics learning. Prospective student teachers need to possess the competencies to create innovative learning media that are not only content-accurate but also visually and technologically engaging. This study aims to describe the implementation of the Project-Based Learning (PjBL) model with STEAM (Science, Technology, Engineering, Art, and Mathematics) content in producing Android-based mathematics learning media. The method used was descriptive qualitative through triangulation of observation data, discussions, and analysis of the output product. The results showed that PjBL facilitated students in practicing the engineering cycle of media creation. However, obstacles were encountered in the Technology and Mathematics elements, where students experienced difficulty transforming textbook content into the system logic of an Android application. Furthermore, technical barriers to mastery of tools (Technology) such as iSpring Suite were a major challenge. Nevertheless, this approach successfully encouraged students to integrate art elements into interface design and mathematical logic within a single, integrated product. It was concluded that the implementation of PjBL with a STEAM nuance effectively helped lecturers and students produce usable digital media products.