cover
Contact Name
Masduki
Contact Email
masduki@ums.ac.id
Phone
+6285640960975
Journal Mail Official
jramathedu@ums.ac.id
Editorial Address
Department of Mathematics Education, Universitas Muhammadiyah Surakarta Pabelan, Kartasura, Kab. Sukoharjo, 57169 Provinsi Jawa Tengah, Indonesia
Location
Kota surakarta,
Jawa tengah
INDONESIA
JRAMathEdu (Journal of Research and Advances in Mathematics Education)
ISSN : 25033697     EISSN : 25412590     DOI : https://www.doi.org/10.23917/jramathedu
Core Subject : Education,
The JRAMathEdu (Journal of Research and Advances in Mathematics Education) is an open access and peer reviewed scholarly international journal devoted to encouraging the academic conversation of researchers in the field of mathematics education. The JRAMathEdu covers all the research topics on the technology in mathematics education, mathematics teachers development, special needs in mathematics education, educational psychology in mathematics education, and ethnomathematics.
Articles 5 Documents
Search results for , issue "Volume 6 Issue 2 April 2021" : 5 Documents clear
Self-efficacy in creativity and curiosity as predicting creative emotions Daher, Wajeeh; Gierdien, Faaiz; Anabousy, Ahlam
JRAMathEdu (Journal of Research and Advances in Mathematics Education) Volume 6 Issue 2 April 2021
Publisher : Lembaga Pengembangan Publikasi Ilmiah dan Buku Ajar, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jramathedu.v6i2.12667

Abstract

Self-efficacy constructs could predict students’ practices and affect in learning the sciences. Researchers have pointed at such constructs as predictors of students’ mathematics achievement and performance. Selfefficacy was also studied as predictor of emotions in learning mathematics, though little research has done so regarding self-efficacy as predictor of creative emotions. Another predictor of creative emotions could be curiosity. The present study has a regression-based modelling design, where it examined whether a set of constructs of self-efficacy in creativity or/and a set of constructs of curiosity predict significantly creative emotions in mathematical problem solving. Five hundred Grade 8-10 students participated in the study. Data were collected using three self-report questionnaires that measured the research constructs. Data analysis used SPSS 21. Results from multiple regression indicated that the set of constructs of self-efficacy in creativity explained significantly 29.6% of the variance in creative emotions. Moreover, the set of constructs of curiosity explained 17.8% of the variance in creative emotions. Furthermore, three of the five independent variables had best prediction of creative emotions, explaining 32.9% of the variance in creative emotions. The results of the stepwise regression showed that self-efficacy in originality and stretching curiosity were the first two variables in a set of three variables that best explained the variance in creative emotions. The research results lead to the recommendation of developing the previous two constructs in classroom setting to cultivate students’ creative emotions and thus their creative practices.
Teaching and learning process for mathematization activities: The case of solving maximum and minimum problems Jupri, Al; Usdiyana, Dian; Sispiyati, Ririn
JRAMathEdu (Journal of Research and Advances in Mathematics Education) Volume 6 Issue 2 April 2021
Publisher : Lembaga Pengembangan Publikasi Ilmiah dan Buku Ajar, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jramathedu.v6i2.13263

Abstract

One of the topics within the course of Essential Concepts in School Mathematics (ECSM) for prospective mathematics teachers concerns maximum and minimum problems. This type of problems requires mathematization, i.e., the activity of transforming a problem into a symbolic mathematics problem and of reorganizing within the mathematical system, in the solution process. This research aims to investigate the implementation of the learning and teaching process of the ECSM course that strengthen prospective mathematics teachers’ conceptual understanding and problem solving abilities through mathematization activities. To reach this aim, this qualitative study was conducted through an observation of the learning and teaching process, including the formative written assessment, for the case of maximum and minimum problems, involving 19 students of mathematics education program. The results of this study revealed that the learning and teaching process is implemented by emphasizing the use of a deductive approach. The written assessment showed students’ strategies and difficulties in dealing with maximum and minimum problems. Main difficulties included constructing visual representations and mathematical models in the mathematization processes. It can be concluded that the learning and teaching processes of the ECSM course need to be improved so as to develop better conceptual understanding and problem solving abilities through mathematization activities.
Mathematics education undergraduates’ personal definitions of the notion of angle of contiguity in Kinematics Ndemo, Zakaria; Mtetwa, David
JRAMathEdu (Journal of Research and Advances in Mathematics Education) Volume 6 Issue 2 April 2021
Publisher : Lembaga Pengembangan Publikasi Ilmiah dan Buku Ajar, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jramathedu.v6i2.11130

Abstract

The concept of a mathematical definition causes severe difficulties among students during problem solving and proving activities. Students’ difficulties with the use of mathematical definitions often arise from the fact that students are often given those definitions instead of constructing them. With the aim of developing an understanding of the kinds of student teachers evoked concept images of the notion of angle of contiguity, a qualitative case study was conducted at one state university in Zimbabwe. Purposive sampling was used to select 28 mathematics undergraduate student teachers who responded to a test item. Qualitative data analysis was guided by ideas drawn from the theoretical framework of Abstraction in Context and idea of imperative features of a mathematical definition. Student teachers written responses revealed that student teachers personal concept definitions consisted of ambiguous and irrelevant formulations that did not capture the essence of the idea of the angle of contiguity. In some cases their responses were not consistent with the definition of the angle of contiguity. Although there were a few instances of adequate descriptions of the concept, (8 out of 32) these and the inadequate descriptors elicited can contribute significantly towards efforts intended to improve mathematics instruction. Improved mathematics instruction will lead to enhanced conceptualizations of mathematics concepts.
Becoming reflective practitioners: Mathematics student teachers' experiences Ngololo, Elizabeth Ndeukumwa; Kanandjebo, Leena Ngonyofi
JRAMathEdu (Journal of Research and Advances in Mathematics Education) Volume 6 Issue 2 April 2021
Publisher : Lembaga Pengembangan Publikasi Ilmiah dan Buku Ajar, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jramathedu.v6i2.12375

Abstract

The level of quality reflective practice remains low among student teachers majoring in Mathematics education. This paper aims to identify the levels of reflective practice possessed by Mathematics education student teachers in a teacher training program at higher learning institutions in Namibia. The professional status requires that teachers become reflective practitioners to develop their effectiveness- a skill they can acquire during their training. A reflection framework was used to identify levels of reflective practices among Mathematics student teachers. This study is qualitative and employed a narrative inquiry approach to assess the effectiveness of reflective practice as experienced by student teachers. A total of ten third-year undergraduate students majoring in Mathematics Education participated in the study by generating reflective journals. The results show that student teachers have insufficient reflective skills which are limited to the first two levels of the reflection framework: technical reflection and reflection-in-andon-action. This could be due to little guidance offered on developing reflective skills and its use by student teachers. This study's findings will be used to improve the rationality, social and educational practices among the student teachers.
Sixth-grade students’ experiences of a digital game-based learning environment: A didactic analysis Gök, Mustafa; İnan, Mevlüt
JRAMathEdu (Journal of Research and Advances in Mathematics Education) Volume 6 Issue 2 April 2021
Publisher : Lembaga Pengembangan Publikasi Ilmiah dan Buku Ajar, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jramathedu.v6i2.13687

Abstract

Students' conceptual understanding and mathematical process skills can be improved through digital games in mathematics education. The starting point of this study is the idea of having students encounters this kind of environment. The study didactically describes the process of 6thgrade students’ experiences of a digital game-based learning environment. A combination of the Theory of Didactical Situations (TDS) and Digital Game-Based Learning (DGBL) was used in the design of the digital game. The research focused on knowledge-based interactions (teacher-studentgame) during the implementation of the game called Race with Numbers, designed in line with this synthesis. The case study, one of the qualitative research methods, was used in the study. Research participants consist of 16 middle secondary school students studying in the 6th grade in a public school. The research data were collected with a video camera and two voice recorders. The research application lasted 75 minutes. The data analysis related to the application was carried out by describing the interaction between the students and the game at stages of TDS. The study findings indicated that TDS has significant potential in designing DGBL environments. However, strong evidence is presented that such environments enable students to realize their own learning and encourage them to use mathematical process skills (such as problemsolving, reasoning, proving, and transfer). Finally, the study highlights the importance of the digital game-based learning approach in mathematics teaching for students.

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