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Kab. sleman,
Daerah istimewa yogyakarta
INDONESIA
Jurnal Riset Pendidikan Matematika
ISSN : 23562684     EISSN : 24771503     DOI : 10.21831
Core Subject : Science, Education,
Arjuna Subject : -
Articles 3 Documents
Search results for , issue "Vol 9, No 2: November 2022" : 3 Documents clear
Problem-based learning and case-based learning: which is more effective for fostering mathematical connection? Erlinda Rahma Dewi; Arifta Nurjanah
Jurnal Riset Pendidikan Matematika Vol 9, No 2: November 2022
Publisher : Program Studi Magister Pendidikan Matematika FMIPA Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jrpm.v9i2.53276

Abstract

Problem-Based Learning (PBL) and Case-Based Learning (CBL) are two typical learning approaches that involve problem-solving activities, likely to encourage students' mathematical connection abilities. This study aimed to describe the differences in mathematical connection ability between students studying with the PBL and those who used the CBL approach. A quasi-experiment with a pretest-post-test non-equivalent group design was conducted for the purpose. The data collection method was non-routine problems about mathematical connections. The data was analyzed using inferential statistics. Paired sample t-tests adopted were to examine the difference between pretest and post-test data in each experimental class, and independent sample t-tests were to verify the difference in the effectiveness of the two learning approaches. The results showed that the PBL and CBL approach enhanced mathematical connection ability. However, there was no significant difference in the mathematical connection ability between students who studied with the PBL and CBL approaches. The results, furthermore, suggest teachers construct appropriate learning to foster mathematical connection ability.
MU-math: educational game to improve students’ mathematical reasoning M Daenasty Caezar Zahra; Susi Setiawani; Saddam Hussen
Jurnal Riset Pendidikan Matematika Vol 9, No 2: November 2022
Publisher : Program Studi Magister Pendidikan Matematika FMIPA Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jrpm.v9i2.50069

Abstract

Learning media are tools utilized to support the interaction of students with educators and learning resources in the implementation of the teaching and learning process. This development research uses the Thiagarajan or 4-D model with four stages: defining, designing, developing, and disseminating. The subjects of this research were grade VIII students of SMP Negeri 1 Umbulsari. The analytical method is validity analysis based upon validation by two lecturers of the Mathematics Education Study Program, FKIP University of Jember, and one mathematics teacher from SMP Negeri 1 Umbulsari.  Practicality analysis was based on user response questionnaires and interviews, and effectiveness analysis using pretest/pretest and final test/posttest. This study uses the educational Game Mu Math on numbering pattern material to improve students' mathematical reasoning with the help of Unity software. MU Math Game is a PC (Personal Computer) based Game developed using Unity Engine Software and Lego Assets Tools. The MU Math game is an Adventure Open world type where players can explore through the maps provided. There are two levels and one mathematical reasoning to test students' mathematical reasoning abilities.
How do mathematics teachers design tasks to assess students’ creative thinking ability? Pradnyo Wijayanti; Tatag Yuli Eko Siswono; Dwi Juniati; Abadi Abadi; Sugi Hartono
Jurnal Riset Pendidikan Matematika Vol 9, No 2: November 2022
Publisher : Program Studi Magister Pendidikan Matematika FMIPA Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jrpm.v9i2.55122

Abstract

This study aims to describe teachers' understanding of designing mathematical tasks to assess students' creative thinking abilities. The descriptive study involved 23 mathematics teachers in a city in East Java, Indonesia. The research Instrument is a task that reveals teachers' understanding of the notion of creative thinking, mathematics' problem of assessing students' creative thinking, some criteria to assess students' creative thinking, and examples of questions designed by the teacher. Data were analyzed descriptive-quantitatively and qualitatively with an iterative method consisting of data condensation, data display, and data verification. The study results indicate that teachers' understanding of creative thinking is still lacking, how to assess, and assessment criteria, their abilities still need to be improved

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