Mobile Learning of Mathematics Games to Enhance Problem-Solving Skill

Author(s):  
Pallop Piriyasurawong ◽  
Supparang Ruangvanich
2004 ◽  
Vol 10 (5) ◽  
pp. 254-257
Author(s):  
Joan Yares Schussheim

NCTM's vision for mathematics in the new millennium includes an invitation to parents to become partners in the mathematics education of their children (NCTM 2000). Encouraging families to become problem-solving risk takers as they turn daily mathematics moments into mathematics events, to establish learning environments at home, and to informally work together on mathematics games and concept development are positive goals for all educators. The purpose of our school's Family Math Night is to provide a friendly, nonthreatening environment for teachers to initiate a dialogue, demystify a subject, and share new challenges; the event is about mathematics learning, mathematics sharing, and having fun with mathematics.


2020 ◽  
Vol 1 (2) ◽  
pp. 44-52
Author(s):  
Nurul Nikmah ◽  
Ratri Rahayu ◽  
Nur Fajrie

This study aims are to determine the improvement of mathematical problem solving skills with the application of math mobile learning media. The study was conducted in fourth grade of SD 1 PasuruhanKidul Kudus in the academic year 2018/2019 with the number of students 19.The research method used was the classroom action research method which lasted for two cycles, namely in cycle I and cycle II. Each cycle consists of planning, implementing, observing and reflecting. The independent variable in this study is math mobile learning media, while the dependent variable is the ability to solve math problems, student learning activities, and teacher teaching skills. Data collection techniques used in this study include observation, interviews, documentation and tests. This data analysis technique uses quantitative and qualitative data analysis.The results of this study indicate that the increase is, (1) The average mathematical problem solving ability of students with the percentage of classical completeness 68.42% (enough) in the first cycle to 94.73% (good) in the second cycle, (2) Activities student learning has increased with a value of 64.48 less (need guidance) in the first cycle and 76.72 (good) in the second cycle. (3) The percentage of teaching skills of teachers has increased by a percentage of 71% (enough) in the first cycle and 80.5% (good) in the second cycle. Based on the results of research carried out in class IV SD 1 PasuruhanKidul Kudus, it can be concluded that through math mobile learning media can improve the ability to solve mathematical problems in the surrounding material and flat area, student learning activities and teaching skills of teachers in teaching and learning.


Author(s):  
John Cook

This paper argues for the need to re-examine approaches to the design of, and research into, learning experiences that incorporate mobile phones in the learning context. Following an overview of ‘mobile learning’ the author’s argument describes two initiatives: Firstly, Design Research is presented as an approach that tends to have interventionist characteristics, and is process-oriented and contributes to theory building. Secondly, describing Augmented Contexts for Development; these place context as a core construct that enables collaborative, location-based, mobile device-mediated problem-solving where learners generate their own ‘temporal context for development’, and a case study is used to reify this Vygotskian-oriented initiative. This paper revisits Design Research by making use of various questions, and concludes by briefly outlining intentions on how to move toward some preliminary generalized design principles and implications for broader theory.


2020 ◽  
Author(s):  
Siti Nurlina Ripani

ABSTRAK: Penulisan ini bertujuan untuk mendeskripsikan penerapan model pembelajaran Creative Problem Solving (CPS) dengan media pembelajaran mobile learning pada materi listrik statis untuk meningkatkan kemampuan kognitif. Penulisan ini dilatarbelakangi oleh jumlah pengguna aktif smartphone di Indonesia akan mencapai lebih dari 100 juta orang, diantaranya termasuk pelajar dan guru yang sebgian besar hanya digunakan untuk mengakses jejaring sosial dan belum mengambil peranan dalam bidang Pendidikan. Salah satu peranan mobile dalam Pendidikan yaitu penggunaan mobile learning untuk media pendukung pembelajaran. Selain hal tersebut, penulisan ini juga dilatarbelakangi oleh masih kurangnya penguasaan materi sehingga pembelajaran yang diterapkan belum maksimal. Metode yang digunakan dalam penulisan ini adalah dengan studi kepustakaan dengan mengkaji beberapa literatur untuk dianalisis dan dibuat kesimpulan. Hasil penulisan menunjukkan bahwa model pembelajaran creative problem solving yang dipadukan dengan media pembelajaran mobile learning sebagai solusi dari masalah tersebut sehingga dapat meningkatkan kemampuan kognitif. Langkah pada model pembelajaran creative problem solving diantaranya; mengklarifikasi dan menganalisis masalah yang sudah digambarkan secara virtual dalam mobile learning, melakukan proses evaluasidan seleksi untuk menemukan solusi dan masalah yang ditemukan, lalui melakukan implementasi kepada kelompok lain.


2021 ◽  
Vol 16 (5) ◽  
pp. 2236-2247
Author(s):  
Rita Istiana ◽  
Henita Rahmayanti ◽  
Bagus Sumargo

This paper presented the development of the Dick and Carry model steps 1 to 4 of, namely the identification of educational objectives, educational analysis, analysis and context of the learner, and the formulation of performance objectives. The study was conducted from January to April 2020. The participants in this study were high school students from the coastal region of North Jakarta. The sampling technique used in this study was random sampling. The instruments used to collect the research data are the questionnaire/questionnaire, observation, and interview. The data were analyzed in a qualitative description. The results of this study indicate that the formulation of the learning objectives is that students should receive marine education that is integrated with natural science learning in schools, students should be taught using methods of learning that are contextual within the daily problems in the student's home environment, i.e. problem-based learning / problem-solving models, students should be taught using interactive learning aids such as media based on information technology such as mobile learning, the assessments to be developed include 3 aspects namely cognitive, affective and psychomotor.   Keywords: Marine environment education, Indonesian coastal areas, Problem-solving, Mobile learning, Student assessment.    


Author(s):  
Mohammad Ahmad Al-Khateeb

<p><em>The study aimed to probe the effect of solving mathematical problems through using Mobile Learning (ML) on the seventh grade students' ability to solve them in Jordan. The study sample consisted of fifty-four (54) students of seventh basic grade in Zarqa in Jordan who were divided into two groups randomly: experimental group which included twenty-six (26) students who were taught through using mobile learning methodology and control group which consisted of twenty-eight (28) students who were taught through using the traditional ways of teaching. Mathematical problem solving test were prepared which were verified to check their validity and reliability. In general, the results related to problem solving and its dimensions revealed the understanding and reading of the problem, setting forth a plan for solving and implementing it as well as revising the solution). The students of the experimental group were taught by using mobile learning methodology were more excellent than their counterparts in the control group who were taught through using traditional teaching. </em></p>


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