scholarly journals The Effect of Mathematical Language On Learning Mathematics

Author(s):  
Priska Wahyuni ◽  
Saka Aji Pangestu ◽  
Itsna Shalihatus Sabila Mursyida ◽  
Aji Pangestu

Language as a communication tool has an important role in interaction between human beings. Language can be used by humans to convey ideas, ideas, desires, feelings and experiences to others. Especially in a learning activity where communication tools such as language must be clearly and easily understood. In learning mathematics, the language of mathematics is very important in helping the learning process. Because to understand mathematical concepts easily requires mathematical language skills. However, the situation on the ground shows that students' understanding of mathematical language is not optimal. This study aims to determine the effect of students' mathematical language on understanding material. So the results of this study can be used by teachers as a reference in teaching mathematics to students and teachers become more concerned with students' mathematical language abilities. The method used in this study is the study of literature, which examines relevant previous studies and concludes based on the results obtained. The results of this study are that if students have understood the language of mathematics well, students can receive and understand the material easily and can increase student interest in learning. So indirectly high mathematical language skills can improve students' mathematical ideas to be more structured and convincing. Moreover, on material related to many symbols such as algebra. In addition, students can receive and understand the material easily and student interest in learning will increase.

1994 ◽  
Vol 87 (8) ◽  
pp. 602-606
Author(s):  
Ruth McClintock

Viewing mathematics as communication is the second standard listed for all grade levels in the NCTM's Curriculum and Evaluation Standards for School Mathematics (1989). This emphasis underscores the need for nurturing language skills that enable children to translate nonverbal awareness into words. One way to initiate discussion about mathematical concepts is to use physical models and manipulatives. Standard 4 of the Professional Standards for Teaching Mathematics (NCTM 1991) addresses the need for tools to enhance discourse. The flexigon is a simple and inexpensive conversation piece that helps students make geometric discoveries and find language to share their ideas.


2017 ◽  
Vol 2 (1) ◽  
pp. 11-18
Author(s):  
Alviyaturrohmah Alviyaturrohmah ◽  
Saluky Saluky ◽  
Arif Muchyidin

The use of media in learning activity can be a solution for teachers to overcome the problems that arise in learning. One of the problem is learning interest. It is important for teachers to cultivate students' learning interests. One of the media that can be used in learning is learning media with Prezi software. Learning media with Prezi software can be inserted with images, videos, music that can stimulate students' interest in learning. Population in this research is all class VIII SMP Negeri 4 Palimanan Kabupaten Cirebon while sampling using cluster random sampling technique and elected class VIII E as experiment class. Based on the results of the data obtained; the results of questionnaire analysis of students' responses to learning mathematics using Prezi software showed strong criteria with an average of 71% and the results of student interest in mathematics questionnaire analysis also showed strong criteria with an average of 80%. Based on the results of the hypothesis, it can be seen that the value of  thitung > t_tabel, that is 4.546> 1.7011. Because t_hitung> t_tabel, then the decision to be taken is to reject H0 and accept Ha, it means that the hypothesis is accepted. The writer takes the conclusion that there is significant influence between learning media with Prezi software to the students' learning interest in mathematics.


Author(s):  
Annalou B. Panes ◽  
Teresita A. Falle

The study revealed that the teacher-respondent is in her early adulthood, bachelors’ degree holder and attended few numbers of training relevant to teaching IP students. The teacher-respondents assessed “Always Practiced” on the dimensions of teaching Mathematics strategies among IP students. The students assessed “Always Practiced” on the dimensions of teaching Mathematics strategies among IP students. The IP students were rated “Satisfactory” in both Mathematics subjects Algebra and Geometry. There is significant difference on the perception towards dimensions on teaching Mathematics strategies for IP students between teachers and students. There is significant difference on the perception  of the teacher-respondents while no significant differences to the students towards dimensions of teaching Mathematics strategies among IP students as to  Creating Student’s Learning Environment Focused on Mathematics Goals, Providing Opportunities for Independent and Collaborative, Facilitating Mathematical Discussion, Using Appropriate Mathematics Language, connections, tools, and presentations, Developing and Using Teacher Knowledge to Initiate Learning and Assessing Student Academic Performance in Algebra and Geometry. The researcher offered the following recommendations based in the study that the school management is encouraged to organize an in-house teacher’s capability training in order to enhance motivational techniques and teaching strategies in Mathematics among IP students; the teachers are encouraged to be resourceful and creative in organizing the lesson in order to unlock the difficulty among the students in learning mathematics; the teachers are encouraged to conduct and in-depth study on the nature of the students and apply the learning activity and exercises based on their capability and competence.


2019 ◽  
Vol 8 (2) ◽  
Author(s):  
Dwi Novita Sari ◽  
Putri Juwita

This study aims to improve the results of learning mathematics of elementary school students SDIT Deli Insani of class V on the subject matter of fractions by using number playing card media. The from of this study is classroom action research conducted in 2 cycles, using number playing cards at SDIT Deli Insani in class V Tanjung Morawa. The subjects of this study were the fifth grade students of SDIT Deli Insani, amounting to 30 students. This action was carried out in April 2018. Methods of collecting data using observation and documentation. The data analysis used is quantitative and qualitative analysis. The results of the study showed an increase in students' ability to understand concepts from the first cycle and second cycle. Percentage of increase in pre-action results, cycle I and cycle II students' concept comprehension ability that is 13.04% for indicators identifying number forms using number game cards (dominoes) and indicators solving problems in fractional form operations using dominoes 27.26%. the success indicator in cycle II reaches 80%. Thus the application of number game cards can improve students' understanding of mathematical concepts at SDIT Deli Insani in Class V.


2021 ◽  
Author(s):  
Dragana Glogovac ◽  
◽  
Marina Milošević ◽  
Bojan Lazić ◽  

Modern primary education, especially mathematics, requires constant innovation of teaching practice in order to modernize, rationalize, and efficiently the teaching process. Teaching mathematics should be experienced as a process that promotes learning with understanding, stimulates motivation, active learning, research, critical thinking, analysis, problem solving, drawing conclusions, exchange of experiences. The tendency to improve the quality of mathematics education has resulted in many studies pointing to the benefits of research-based mathematics (IN) teaching, known as inquiry-based learning (IBL), recognized as an essential way of organizing the teaching process to develop key competencies, abilities and skills in 21st century. Тhe aim of this paper is to see, based on a comprehensive theoretical analysis and the results of previous research. The created model of teaching mathematics based on research represents a useful framework for improving the quality of the process of teaching and learning mathematics, and empowers teachers in its application and affirmation, gaining insight into the way of organizing research learning.


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.


Technology has significantly emerged in various fields, including healthcare, government, and education. In the education field, students of all ages and backgrounds turn to modern technologies for learning instead of traditional methods, especially under challenging courses such as mathematics. However, students face many problems in understanding mathematical concepts and understanding how to benefit from them in real-life. Therefore, it can be challenging to design scientific materials suitable for learning mathematics and clarifying their applications in life that meet the students’ preferences. To solve this issue, we designed and developed an interactive platform based on user experience to learn an advanced concept in the idea of linear algebra called Singular Value Decomposition (SVD) and its applicability in image compression. The proposed platform considered the common design principles to map between the provider in terms of clear mathematical explanation and the receiver in terms of matching good user experience. Twenty participants between the ages of 16 and 30 tested the proposed platform. The results showed that learning using it gives better results than learning traditionally in terms of the number of correct and incorrect actions, effectiveness, efficiency, and safety factors. Consequently, we can say that designing an interactive learning platform to explain an advanced mathematical concept and clarify its applications in real-life is preferable by considering and following the common design principles.


2016 ◽  
Vol 2 (1) ◽  
Author(s):  
Nailul Himmi Hasibuan

Tulisan ini mengkaji tentang pemanfaatan autograph sebagai sumber belajar matematika yang dikombinasikan dengan Pembelajaran Berbasis Masalah (PBL). Pembelajaran berbasis masalah adalah suatu pembelajaran yang dimulai dengan masalah dunia nyata sehingga siswa agar dapat mengkonstruksi pengetahuannya sendiri dengan kemampuan berpikir yang dimilikinya, dengan mengacu pada lima langkah pokok, yaitu: orientasi siswa pada masalah, mengorganisir siswa untuk belajar, membimbing penyelidikan individual maupun kelompok, mengembangkan dan menyajikan hasil karya dan menganalisis dan mengevaluasi proses pemecahan masalah. Autograph adalah software software yang sangat serbaguna dan dinamis sebagai media pembelajaran untuk belajar dan mengajar matematika tingkat menengah berupa menggambar titik, ruas garis, vektor, garis, poligon, irisan kerucut, dan kurva dua dimensi. Dengan menerapkan model pembelajaran berbasis masalah yang memanfaatkan autograph dapat meningkatakan pemahaman konsep, penalaran, kemampuan berpikir kritis dan komunikasi matematis siswa. Kata Kunci: Pembelajaran Matematika, PBL, dan  AutographThis paper examines the use of autographs as a source of learning mathematics combined with Problem Based Learning (PBL). Problem-based learning is a learning that begins with real world issues so that students in order to construct his own knowledge with the ability to think it has, with reference to the five main steps, namely: orientation of students on the issue, organizing students to learn, guiding the investigation of individual and group, develop and present the work and analyze and evaluate the problem-solving process. Autograph software is software that is very versatile and dynamic as a learning medium for learning and teaching mathematics in the form of a mid-level draw point, line segment, vector, line, polygon, conic sections, and two-dimensional curve. By implementing problem based learning model that utilizes autographs can increase the understanding of concepts, reasoning, critical thinking skills and students' mathematical communication.                          Keywords: Learning Mathematics, PBL, and Autograph


2021 ◽  
Vol 1 (1) ◽  
pp. 58-67
Author(s):  
Nurdin Arifin ◽  
Eudia Fortuna

Mathematical concepts are always useful in everyday life to solve problems at hand. Learning mathematics that is associated with the surrounding (contextual) circumstances, especially in the culture of an area, is expected to be able to improve the ability of students in learning. Learning mathematics which is associated with the culture of an area is called ethnomathematics. Moreover, the government is currently promoting literacy. Literacy in mathematics is called mathematical literacy/mathematical literacy is the knowledge to know and apply basic mathematics every day such as to communicate both orally and in writing, to reason, and to solve problems. This service is carried out through a zoom meeting application that is given to 6th semester students, as a preparation effort before students carry out the Introduction to Learning Environment (PLP) at school. This service method uses the ADDIE (Analyze, Design, Develop, Implementation, and Evaluation) model. In the results of this service, a discussion was held on the ethnomathematics of the Bentian Dayak tribe in relation to learning mathematics and participants were able to make mathematical literacy questions. In the end, participants will be able to apply ethnomathematics and mathematical literacy in learning


2020 ◽  
pp. 58-86
Author(s):  
Semjon F. Adlaj ◽  
◽  
Sergey N. Pozdniakov ◽  

This article is devoted to a comparative analysis of the results of the ReMath project (Representing Mathematics with digital media), devoted to the study of digital representations of mathematical concepts. The theoretical provisions and conclusions of this project will be analyzed based on the theory of the information environment [1], developed with the participation of one of the authors of this article. The analysis performed in this work partially coincides with the conclusions of the ReMath project, but uses a different research basis, based mainly on the work of Russian scientists. It is of interest to analyze the work of the ReMath project from the conceptual positions set forth in this monograph and to establish links between concepts and differences in understanding the impact of computer tools (artifacts) on the process of teaching mathematics. At the same time, the authors dispute the interpretation of some issues in Vygotsky’s works by foreign researchers and give their views on the types and functions of digital artifacts in teaching mathematics.


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