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Ensuring CT With Three-Dimentional Integrated Assessment Hikmawan, Rizki; Suherman, Ayi; Majid, Nuurwachid Abdul; Ridwan, Taufik
International Conference on Elementary Education Vol. 2 No. 1 (2020): Proceedings The 2nd International Conference on Elementary Education
Publisher : Elementary Education Study Program School of Postgraduate Studies Universitas Pendidikan Indonesia in collaboration with UPI PRESS

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Abstract

Computational Thinking (CT) is one of the fundamental abilities in the 21st century, while assessment is one of the most important activities in the learning process. Unfortunately, until now there are still a few assessment instruments that ensuring student CT capability, particularly for elementary grade. Based on several previous studies, we conclude the most effective way to design assessments for CT is by Three-Dimensional Integrated Assessment (TDIA) framework. TDIA has two objectives, that is integration between 3 important components in the assessment (direct, open, and process based) and 4 components of CT, that consist of abstraction, decomposition, pattern recognition, and algorithm. The research is done by Development Research. We hope the results will show types of assessment instrument which are expected to accurately measure student CT skills. In addition, also increase CT recognition as knowledge and skills that must be possessed by Science, Technology, Engineering, and Mathematics educators and practitioners
Profile of Student's Self-Acceptance and Their Habits of Minds Widodo, Suprih; Sari, Dian Permata; Hikmawan, Rizki; Majid, Nuur Wachid Abdul
International Conference on Elementary Education Vol. 2 No. 1 (2020): Proceedings The 2nd International Conference on Elementary Education
Publisher : Elementary Education Study Program School of Postgraduate Studies Universitas Pendidikan Indonesia in collaboration with UPI PRESS

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Abstract

The freshman is an individual who is adapting to a new environment in college. This adaptation process differs from one another because each individual is unique and is influenced by many factors. The slow or fast process of adaptation will result in student achievement. Self-acceptance is an individual's ability to be able to accept the existence of oneself. While habits of minds is the ability of students to control positive behaviour in order to have confidence and have a steady personality. The study will use a qualitative and quantitative approach that seeks to uncover self-acceptance and habits of mind. Respondents in this study were first semester students at one university in Purwakarta who were selected by random sampling techniques. Data processing techniques will be carried out qualitatively and quantitatively. based on the results of the study there is a no positive relationship between self-acceptance and habits of mind of students, their self-acceptance is at a average size with good mathematical thinking habits
Research on the Development of Edu Games as Learning Media for Geometry and Arithmetic in Elementary School Children Ridwan, Taufik; Hidayat, Endang; Hikmawan, Rizki; Andrian, Rian; Yasin, Aldi
International Conference on Elementary Education Vol. 3 No. 1 (2021): Proceedings The 3rd International Conference on Elementary Education
Publisher : Elementary Education Study Program School of Postgraduate Studies Universitas Pendidikan Indonesia in collaboration with UPI PRESS

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Abstract

Mathematics is a discipline science that has many influences on the theoretic in the classroom and the practice in everyday life. Some of the branches of mathematics that are important in elementary school are geometry and arithmetic. Along with the development of information and communication technology, the development of mathematics learning has also developed. This research tries to discuss and analyze the development of Edu games that can be used for learning geometry and arithmetic. The research method used in this research is the descriptive analysis method. As a result, educational games for geometry and arithmetic developed from conventional games (played through movements) and games in digital form. Digital games are also growing, starting from using computers, smartphones, to adding augmented reality