cover
Contact Name
Mursalin
Contact Email
ijtmer@gmail.com
Phone
+6285260880453
Journal Mail Official
ijtmer@gmail.com
Editorial Address
Jl. Banda Aceh - Medan, Mns. Mesjid, Muara Dua, Kota Lhokseumawe, Province Aceh, Indonesia, 24351
Location
Kota lhokseumawe,
Aceh
INDONESIA
International Journal of Trends in Mathematics Education Research (IJTMER)
Published by SAINTIS Publishing
ISSN : -     EISSN : 26218488     DOI : http://dx.doi.org/10.33122/ijtmer
Core Subject : Education,
International Journal of Trends in Mathematics Education Research (IJTMER) is a peer-reviewed open-access international journal who aims to the sharing, dissemination and discussion of current trends research results, experience and perspectives across a wide range of mathematics education, teaching mathematics, development in mathematics instruction, innovations in mathematics learning, and current trends issue in mathematics education research. The IJTMER is published quarterly (March, June, September and December) and is available in open access electronic version under new publisher the SAINTIS Publishing. IJTMER welcomes research articles, literature reviews, book reviews from various countries in the world that have high-quality on all topics related to current trends issue in mathematics education research to publish in this journal. Submitted papers must be written in English for initial review stage by editors and further review process by International reviewers.
Articles 3 Documents
Search results for , issue "Vol 7, No 2 (2024)" : 3 Documents clear
The Ethnomathematics in Enhancing Communication Skills among Elementary School Students Hilliyani, Hilliyani; Saragih, Sahat; Napitupulu, Elvis
International Journal of Trends in Mathematics Education Research Vol 7, No 2 (2024)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ijtmer.v7i2.354

Abstract

Learning mathematics in primary schools often faces challenges in making abstract concepts easier for students to understand. One approach that can address this challenge is ethnomathematics, which integrates elements of local culture into mathematics learning. This research aims to explore how ethnomathematics can be used to improve mathematical communication understanding in primary school students. The research method used is to use a literature review of various sources that examine the importance of training primary school children's communication in mathematics. Ethnomathematics can improve students' understanding of mathematical concepts through a cultural context that is familiar to them. This approach is also effective in training mathematical communication, where students learn to explain their thought processes, discuss with peers, and solve mathematical problems collaboratively. Students who learnt with the ethnomathematics approach showed improved mathematical communication skills, both orally and in writing. The importance of applying ethnomathematics lies in its ability to make mathematics more interesting and meaningful to students, thus increasing their motivation and active participation in learning. In addition, ethnomathematics also encourages the development of critical and creative thinking skills, which are essential in mathematical communication. Although its implementation requires teacher creativity and preparedness, these findings confirm that ethnomathematics is an important and effective approach in mathematics education in primary schools.
The Increasing Students' Problem-Solving Abilities and Social Attitudes Using the Reciprocal Learning Model Pangaribuan, Lena Rosdiana; Hasratuddin, Hasratuddin; Sinaga, Bornok
International Journal of Trends in Mathematics Education Research Vol 7, No 2 (2024)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ijtmer.v7i2.353

Abstract

This research is a Classroom Action Research carried out in the Husni Thamrin school field with research subjects XI-IPA grade students the object of research is the application of models of reciprocal learning to increase mathematical problem solving and social attitude of students. This research consists of 2 cycles, each consisting of 2 meetings. The analysis data on cycle I indicated that (1) the average test scores for problem solving are 68,0 or 73% of the number of students who take the test can solve problems fairly minimal category and 27% had levels below the category of problem solving ability sufficient, (2) The value of obtaining students’ social attitudes is 2,0 including the bad category(3) current activity levels of students do not meet the ideal percentage of time specified, (4) there are 93,4% of total students taking learning to respond positively to the components and learning activities. In the second cycle, the results obtained : (1) the average test scores for problem solving abilities were 73,0 or 86,6% of the number of students taking the test can solve problems fairly minimal category and 13,4% had levels below the category of problem solving ability sufficient, (2) The value of obtaining students social attitudes is 3,50 including the excellent category, (3) current activity levels of students who meet the ideal percentage of the time, (4) there are 96,67% of the students gave a positive response to the components of learning activities. Based on the results of cycles I and II can be concluded that the implementation of reciprocal learning models can increase the problem-solving ability and social attitude of students.
Development of Figma Educational Game Based on Mathematics Computational Thinking Ability for Vocational Students Fauziyah, Nida’; Rosdiana, Ratna; Maharani, Anggita; Hapsari, Trusti
International Journal of Trends in Mathematics Education Research Vol 7, No 2 (2024)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ijtmer.v7i2.309

Abstract

Developing educational games using Figma can help educators create engaging and interactive learning media. This also applies at the vocational school level to improve learning outcomes, especially in mathematics, which students rarely favor because it is considered a complex subject. The main problem faced by vocational students related to employability still needs to be considered higher, which is caused by the lack of availability of interactive media to hone the skills desired by the work industry, including soft skills such as logical thinking and technical functions such as computational thinking. This research aims to create an educational game based on mathematical computational skills in vocational students through a Research and Development (RD) approach by applying 4 of the five stages of the ADDIE Method, namely Analysis, Design, Development, Implementation, and Evaluation. From the four stages of the ADDIE Model, an Educational Game design using Figma entitled "Train to Mathematics" has been produced by paying attention to important aspects such as material relevance, selection of designs used, user involvement, interactivity, adaptability, and skill enhancement, in designing the concept of educational games. The research results show the feasibility level through the material validation test with a percentage of 70%, and the media validation test obtained a percentage of 80%. The results of the validation test show that the development of educational games using Figma is feasible as learning media.

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