MaPan ◽  
2021 ◽  
Vol 9 (1) ◽  
pp. 27
Author(s):  
Andi Aras ◽  
Fawziah Zahrawati

Interest in learning is one important factor that determines student success in learning. Low student interest in learning is associated with their ability to master the concept of summing whole numbers. This study aims to foster students' interest in learning mathematics through makkudendeng traditional game. The research method is design research starting from the preliminary design, design experiment, and retrospective analysis. The research subjects were students in grade II primary school. The results of this study conclude that the makkudendeng traditional game, which is used as a learning resource in learning the addition of whole numbers, has relevance to the indicators of learning interest, which include: pleasure in learning, interest in learning, attention, and involvement in learning. It is because students learn while playing. So, the makkudendeng traditional game can be a solution to foster students' interest in learning mathematics.


Author(s):  
Andra Irbīte ◽  
Aina Strode

Design thinking has become a paradigm that is considered to be useful in solving many problems in different areas:  both in development of design projects and outside of traditional design practice.  It raises the question - is design thinking understood as a universal methodology in all cases? How it is interpreted in design education? The analysis of theoretical and design related literature indicates different basic and contextual challenges facing design today: increasing scale of social, economic and industrial borders; complexity of environment and systems; requirements in all levels. As specialists and researchers in the field of design have concluded, here are multiple disconnects betweenwhat the graduate design schools are teaching at the level of methods and what skills is already needed. The problems have been found also in interdisciplinary cooperation and research. In the context of design thinking models and problem solving methods, the analysis shows that design education implementers in public higher education institutions in Latvia are ready for local and global challenges.  


2017 ◽  
Vol 5 (1) ◽  
Author(s):  
Mika Meitriana Manurung ◽  
Hening Windria ◽  
Lukman Fakhmi

Intersection and union concepts are crucial part of operation in sets, especially in solving word problems and creating the venn diagram. In fact, not a few students do fallacies in representing sets word problems into a sets operation, so they do mistakes in solving the problems. This study aims to investigate students’ thinking in learning intersection and union concept, specifically by using colored cards. The learning is designed under Realistic Mathematics Education (RME) approach and the principle used is emergent modeling. The method used in this study is design research. The subjects of this study is 25 students of the 7th grade junior high school, in which five of them were the focused group. The main findings in this study are description of students’ thinking while learning union and intersection using colored cards in the class, and any kinds of students’ ‘diagram venn’models. Keywords: design research, intersection, realistic mathematics education, union, venn diagram


2018 ◽  
Vol 9 (1) ◽  
Author(s):  
Gregorius Sebo Bito

The purpose of this study was to describes the use of student’s contribution as a transition tool at each level of learning the fraction operation concept. This study involved fourth grade students of an elementary school in Ngada East Nusa Tenggara. The type of this research is Design Research with three stages, namely: initial design, teaching experiment and retrospective analysis. This research begins conduct a hypothetical learning trajectory (HLT) of fraction operations concept. The HLT has been tested before the actual learning process (ALT). The results of the retrospective analysis obtained an overview of the Actual Learning Trajectory (ALT) show that the use of various student’s contribution at each level of learning can lead to understanding the fraction operation concept.


Jurnal Elemen ◽  
2021 ◽  
Vol 7 (1) ◽  
pp. 19-28
Author(s):  
Farida Nursyahidah ◽  
◽  
Bagus Ardi Saputro ◽  
Irkham Ulil Albab ◽  
◽  
...  

Geometry is an essential subject for students. However, geometry, especially the cone, remains a challenging material for students. Besides, we need the proper media and context for learning mathematics on cone material. This research aims to develop a learning trajectory that utilizes the Megono Gunungan tradition as a context in the learning process using the Indonesian Realistic Mathematics Education (PMRI) approach. The research method used is Design Research, which consists of three phases of the study: preliminary design, experimental design, and retrospective study. This study's outcome is designing a learning trajectory on cone material using the Megono Gunungan tradition. This learning trajectory comprises four activities, including observing the interactive video of the Megono Gunungan tradition to discover cone elements, finding the concept surface area of a cone using origami paper, and grasping the cone concept volume with magic seeds, and solving contextual problems related to the cone. Studies have shown that using the Megono Gunungan context could help students improve their understanding of the cone concept. Furthermore, this study hoped could be an inspiration for exploring another local wisdom that can be a context in learning mathematics.


2012 ◽  
Vol 27 (2) ◽  
pp. 125-139 ◽  
Author(s):  
Judy McKay ◽  
Peter Marshall ◽  
Rudy Hirschheim

This paper arose from concerns regarding the current conceptualizations of ‘design’ in the emerging literature on design science (DS) in information systems (IS). In this paper, we argue that current conceptualizations of design in IS are overly narrow, which necessarily limits what is viewed as acceptable DS research. In response we advance a more encompassing view of design. The revised view extends the current perspectives of design in the IS literature to embrace broader conceptualizations of design, which are evident in many intellectual communities outside IS where design is viewed as a critical component of both research and practice - such as management, engineering, architecture and others. In addition to the fairly common conceptualizations of design as product and design as process or action, design is also conceived as: intention; planning - including modeling and representation; communication; user experience; value; professional practice; and as service. Further, whereas the current conceptualization of design in IS views IS design knowledge as split across two paradigms, namely DS and behavioral science, in this paper we argue for a broader and more integrated view of design: one that emphasizes both the construction-centered and human-centered aspects of design in IS. Building from our broader view, we discuss some of the implications for design-oriented research in IS, and consider ways in which this human- centered perspective might impact on the context and content of design research in IS.


2018 ◽  
Vol 3 (1) ◽  
pp. 1-17 ◽  
Author(s):  
Leni Maimuna ◽  
Darmawijoyo Darmawijoyo ◽  
Ely Susanti

This study was aimed at describing the student’ learning progress on decimals addition by a set of learning activitis based on Indonesian Realistic Mathematics Education. This research  method is design research which contain three stages, namely: preliminary design, design experiment and retrospective analysis. Hypothetical Learning Trajectory (HLT) has been designed to play an important role as learning design and research instrument. HLT was tested to 30 fourth grade students. The data were collected through interview, observation, and field notes. The findings of the research  showed that this instructional design could stimulate students  in the introduction of one digit decimal through the result of weight measurement, the use of the model that the students make themselves (model of) to describe the measurement results at the second level, and marking the result of the measurement to the number line and continued by describing the process of decimals addition from the measurement activity to the number line in the more formal level. Furthermore at the formal level, students are able to solve the problem of the decimals addition using the correct procedure that is the place value rule.


INVENSI ◽  
2018 ◽  
Vol 2 (2) ◽  
pp. 33-42
Author(s):  
Winta Adhitia Guspara

Dunia desain telah tumbuh serta berkembang pesat hingga hari ini, dan masih banyak hal untuk dibahas pada wilayah design research, salah satunya ialah mengenai pemahaman tentang makna dari desain itu sendiri. Munculnya pertanyaan tersebut didasarkan kepada pemahaman yang menterjemahkan desain hanya pada proses styling saja dan tidak memahami bahwa proses desain telah dimulai ketika manusia mulai berpikir untuk mengatasi keterbatasan serta memenuhi kebutuhan. Persoalan pemahaman desain tersebut dijawab melalui proses desain yang menggunakan pendekatan material sehingga didapatkan bahwa aktivitas desain telah melibatkan pemikiran semenjak dari awal hingga pada perwujudannya. Pada proses desain berbasis pendekatan material, menemukan dan memunculkan bakat material pada sebuah produk merupakan unsur utama yang harus diusahakan. Kondisi tersebut sama halnya dengan menemukan DNA dan identitas dari sebuah produk yang dihasilkan sehingga dapat memunculkan aspek kegunaan (utilitarian) dan aspek estetik (dekoratif). Metode yang digunakan dalam menjawab persoalan tersebut berupa penelitian kualitatif menggunakan perspektif emic dan penelitian desain berbasis material, sehingga melalui metode tersebut didapatkan pemahaman desain yang lebih dikenal oleh masyarakat Indonesia dengan istilah rekayasa. Melalui pemahaman demikian, desain lebih mudah dipahami karena sangat dekat dengan realita keseharian dan lebih mudah untuk diajarkan, bahkan dapat menterjemahkan pengertian mengenai brand identity dari produk secara lebih lugas. Today, the world of design has been grown and developed, even though there are many questions still leaves need to discuss. One of the most fundamental questions in design research is an understanding of the meaning of design itself. The emergence of such question, in particular, what is design, based on an understanding that many students or people translete design into the styling process only, and did not understand that design process has begun when people start to think to overcome limitations and meet the needs. The problem of understanding design has been answered through a design process which based on material approach, so it is found that the design activity has involved thinking from the beginning until embodiment. In the design process which based on material approach, discovering and adressed a material property into a product is the most important thing has to be sought. The conditions is the same thing to find DNA and the identity of a product, so that it can bring up the purposes (utilitarian), and aesthetic (decorative) aspects. The methods used for answering a problem are qualitative research with emic persepective and material-based design research, so that through those methods, there is a better understanding of meaning for design by Indonesian people and has been known as rekayasa. Through this paradigmshift, design is more easily to understand and taught as well, as it is very close to reality.


Author(s):  
Mika Meitriana Manurung ◽  
Hening Windria ◽  
Samsul Arifin

The topic of the set is a basic concept in mathematics and its relationship is close to our daily life. However, some studies in Indonesia have found that the students have difficulties in solving the set problem. This can be due to the pattern of mathematics teaching in schools. This study aims to provide a design of learning in the set topic with Realistic Mathematics Education (RME) approach. The research questions are: (1) How is the design of mathematics learning in the topic of the set using the RME approach? (2) How do students learn the topic of the set by using the RME approach? This research method is design research with one cycle in SMP Dasana Indah Tangerang. The subjects were 24 students with one focus group, 5 students who had no errors in the initial test. Data of research obtained from sound recording, video, photos, and Student Activity Sheet, then be analyzed by comparing the Hypothesis of Trajectory Learning and Trajectory of Actual Learning. This study produces the Theory of Local Instruction, with four lessons, namely: (1) Determining the set and not the set; (2) Finding the concept of set of universe, subsets, empty set, and describing the models; (3) Finding the concept of intersection, union, and illustrating the models; (4) Find the concept of complement, difference, and describe the models, and use the models to solve the story problem. In the learning process, through grouping games and describe the model, student learning the notion of set enthusiastically and actively. Keywords: design research, set, realistic mathematics education approach


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