scholarly journals DESIGNING LEARNING TRAJECTORY OF SET THROUGH THE INDONESIAN SHADOW PUPPETS AND MAHABHARATA STORIES

2021 ◽  
Vol 10 (2) ◽  
pp. 331
Author(s):  
Irma Risdiyanti ◽  
Rully Charitas Indra Prahmana

Indonesia has many cultures that can be used as a starting point in learning mathematics. Yet, many teachers still use conventional methods to provide explicit mathematical content without connecting with students' culture and daily activities. One of the learning approaches that can solve these problems is Realistic Mathematics Education (RME). This approach uses context as one of its characteristics containing students' culture and their daily activities. On the other hand, Wayang (Indonesian shadow puppets) and Mahabharata stories have the characteristics that can be a context in the learning of set. This research aims to design the Hypothetical Learning Trajectory (HLT) of the set using the RME approach through Wayang and Mahabharata stories, which are familiar with students' culture in Yogyakarta. This HLT will then be tested on students in further research until it becomes the Local Instructional Theory (LIT) on set. Students can study about set by grouping Wayang in Mahabharata stories based on their characters. The research result is the HLT of set through the context of wayang and Mahabharata stories containing learning goals, learning activities, and the conjecture of every activity. This HLT can be a promising solution to overcome students' difficulties in understanding the concept of sets and values in the cultural context to improve the students' character.

2019 ◽  
Vol 9 (3) ◽  
pp. 294-306
Author(s):  
Sri Imelda Edo ◽  
Wahyuni Fanggi Tasik

Several studies documented that mathematics, as it is taught in general secondary education, is far away from what is needed for most fields of vocational practice. Some studies found that workplace mathematics demands are very different from traditional mathematics taught in classrooms. Therefore, this study aims to design a learning trajectory for teaching mathematics in vocational college, oriented on the Realistic Mathematics Education (RME) approach to improve students’ understanding and motivation in learning mathematics. Design research was chosen as an appropriate method to answer the research questions and achieve the research goals. Design research methods consist of three phases, namely preliminary design, experiment, and retrospective analysis. The research result shows that the learning trajectory can improve students’ understanding. Students enjoy the learning process and give a very enthusiastic response.


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.


Author(s):  
Nur Lailatul Fitri ◽  
Rully Charitas Indra Prahmana

Ferris wheel is one amusement playground that resembles a giant spinning wheel. Many students are familiar with the Ferris wheel in the mini version of it at night market festivals. This is the potential for learning mathematics. Furthermore, there is a mathematical learning approach called Indonesian Realistic Mathematics Education (IRME) where students learn with contexts which are close to students' life as starting points. Therefore, this study aims to design a learning trajectory using the IRME approach with the Ferris wheel as the context in the learning process to support students' understanding of the learning about circles. The research method is design research that consists of three stages: preliminary design, design experiments, and retrospective analysis. The subjects were 20 eighth-grade students from one of the private Junior High School in Yogyakarta. The instruments used are videos to see the learning process and when students work on the given problems, photos to refer the results of student work, and written test in worksheets to get the data on student's work. The research result explores the learning trajectory practiced using the Ferris wheel as the context seen in the student's daily activities. The learning trajectory consists of four events, namely assembling the Ferris wheel, drawing an illustration of the Ferris wheel, making a list of the circle parts, and solving a problem related to the parts of the circle. Lastly, this study shows that learning trajectory activities have essential roles in supporting students' understanding of the concept of a circle.


2020 ◽  
Vol 11 (1) ◽  
pp. 157-166
Author(s):  
Irma Risdiyanti ◽  
Rully Charitas Indra Prahmana

In recent years, several researchers have tried to use stories and games as a starting point for learning mathematics. This is allegedly able to increase students' mathematical abilities and make learning mathematics more enjoyable. Therefore, this research is aimed to design a mathematics learning trajectory in pattern number using Barathayudha War Stories and Uno Stacko games as a starting point or context in the learning process with the Indonesian Realistic Mathematics Education (IRME) approach. The research method used is a design research that contains three stages, preliminary design, teaching experiment, and retrospective analysis. The result of this research is the learning trajectory design of number pattern learning using Barathayudha war stories and Uno Stacko. The design consists of four activities, which is a detective of Barathayudha war; rebuilt Abimayu fortress at the battlefield of Kurusetra; find the unique secret number code of Abimayu fortress; and built another fort using number pattern. The results showed Barathayudha war stories and Uno Stacko can stimulate students to understand their knowledge of pattern number concept which is the stages in the learning trajectory of student have an essential role in understanding the concept.


Author(s):  
Gregonius Sebo Bito

Abstract: Plays is joyfull activity for Elementary School Students.  This reality as something advatages for using that in mathematics learning. There are  some spaces in Realistic Mathematics Education Approach for using plays as starting point to developing mathematical concept. This paper describes some examples about using play activities as context for facilitate students learning mathematics with meaning and joyfull.Abstrak: Bermain merupakan kegiatan yang menyenangkan bagi anak usia Sekolah Dasar. Kenyataan ini merupakan sesuatu yang menguntungkan untuk digunakan dalam pembelajaran matematika. Pendekatan Pendidikan Matematika Realistik (PMR) memberi ruang untuk menggunakan aktivitas bermain sebagai starting point pengembangan konsep matematika. Makalah ini menyajikan contoh bagaimana sebuah aktivitas bermain dapat digunakan sebagai konteks untuk memfasilitasi siswa belajar matematika secara bermakna dan  menyenangkan.Kata Kunci: aktivitas bermain, konteks, matematika realistik


2021 ◽  
Vol 12 (1) ◽  
pp. 93-112
Author(s):  
Rully Charitas Indra Prahmana ◽  
Wahid Yunianto ◽  
Milton Rosa ◽  
Daniel Clark Orey

Mathematics exists as rooted in human ideas, ways, and techniques to respond to their environments. Along with its development, mathematics has been taught through formal education or schooling in the flat- not flexible ways and far from students' social and cultural lives. Indonesia is rich with culture, including the Special Region of Yogyakarta (DIY). It is called a city of culture. Educators are not yet aware of this richness in the learning process to integrate it as the starting point. It is hard to find in mathematics textbooks in Indonesia, which put cultural context as starting points. Therefore, this study aims to explore Yogyakarta's culture in terms of contexts used in mathematics learning.  It is an ethnography study. Furthermore, the data was collected through literature artifacts, field observation, and interviews with resource persons who understand the seasons, system, and calculation of birth and death days. It is to clarify the researcher's understanding of the literature. This study showed that Yogyakarta's people use mathematical modeling to determine the seasons' system and funerary dates. These models have the potential to be used as a starting point in learning mathematics.


2016 ◽  
Vol 1 (4) ◽  
pp. 250
Author(s):  
Gregonius Sebo Bito

Abstract: Plays is joyfull activity for Elementary School Students.  This reality as something advatages for using that in mathematics learning. There are  some spaces in Realistic Mathematics Education Approach for using plays as starting point to developing mathematical concept. This paper describes some examples about using play activities as context for facilitate students learning mathematics with meaning and joyfull.Abstrak: Bermain merupakan kegiatan yang menyenangkan bagi anak usia Sekolah Dasar. Kenyataan ini merupakan sesuatu yang menguntungkan untuk digunakan dalam pembelajaran matematika. Pendekatan Pendidikan Matematika Realistik (PMR) memberi ruang untuk menggunakan aktivitas bermain sebagai starting point pengembangan konsep matematika. Makalah ini menyajikan contoh bagaimana sebuah aktivitas bermain dapat digunakan sebagai konteks untuk memfasilitasi siswa belajar matematika secara bermakna dan  menyenangkan.Kata Kunci: aktivitas bermain, konteks, matematika realistik


2020 ◽  
Vol 3 (2) ◽  
pp. 61
Author(s):  
Maryati Maryati ◽  
Rully Charitas Indra Prahmana

Indonesia has many cultures, one of which is in the form of traditional crafts namely Anyaman Bambu. It’s a form of traditional craft in the community that uses bamboo as its basic material. However, people only see these crafts as only a form of traditional craft, even though there are many motifs in these crafts that can be used as a starting point in learning mathematics, namely geometry transformations. Therefore, this research aims also to produce the learning trajectory of students in learning one subject in geometry transformations namely translation, which develops from informal to formal level through the Indonesian Realistic Mathematics Education (IRME) approach. The research method used is design research starting from preliminary design, design experiments, and retrospective analysis. This study explores how the motifs of Anyaman Bambu make a real contribution for ninth-grade students to understand the concept of translation. The results of design experiments show that the context of the motifs of Anyaman Bambu can stimulate students to understand their knowledge of the concept of translation. All the strategies and models that students find, describe, and discuss that show how students' constructions or contributions can be used to help their initial understanding of the translation.


Viruses ◽  
2021 ◽  
Vol 13 (7) ◽  
pp. 1240
Author(s):  
Bjorn Criel ◽  
Steff Taelman ◽  
Wim Van Criekinge ◽  
Michiel Stock ◽  
Yves Briers

Phage lytic proteins are a clinically advanced class of novel enzyme-based antibiotics, so-called enzybiotics. A growing community of researchers develops phage lytic proteins with the perspective of their use as enzybiotics. A successful translation of enzybiotics to the market requires well-considered selections of phage lytic proteins in early research stages. Here, we introduce PhaLP, a database of phage lytic proteins, which serves as an open portal to facilitate the development of phage lytic proteins. PhaLP is a comprehensive, easily accessible and automatically updated database (currently 16,095 entries). Capitalizing on the rich content of PhaLP, we have mapped the high diversity of natural phage lytic proteins and conducted analyses at three levels to gain insight in their host-specific evolution. First, we provide an overview of the modular diversity. Secondly, datamining and interpretable machine learning approaches were adopted to reveal host-specific design rules for domain architectures in endolysins. Lastly, the evolution of phage lytic proteins on the protein sequence level was explored, revealing host-specific clusters. In sum, PhaLP can act as a starting point for the broad community of enzybiotic researchers, while the steadily improving evolutionary insights will serve as a natural inspiration for protein engineers.


Sensors ◽  
2021 ◽  
Vol 21 (4) ◽  
pp. 1292
Author(s):  
Neziha Akalin ◽  
Amy Loutfi

This article surveys reinforcement learning approaches in social robotics. Reinforcement learning is a framework for decision-making problems in which an agent interacts through trial-and-error with its environment to discover an optimal behavior. Since interaction is a key component in both reinforcement learning and social robotics, it can be a well-suited approach for real-world interactions with physically embodied social robots. The scope of the paper is focused particularly on studies that include social physical robots and real-world human-robot interactions with users. We present a thorough analysis of reinforcement learning approaches in social robotics. In addition to a survey, we categorize existent reinforcement learning approaches based on the used method and the design of the reward mechanisms. Moreover, since communication capability is a prominent feature of social robots, we discuss and group the papers based on the communication medium used for reward formulation. Considering the importance of designing the reward function, we also provide a categorization of the papers based on the nature of the reward. This categorization includes three major themes: interactive reinforcement learning, intrinsically motivated methods, and task performance-driven methods. The benefits and challenges of reinforcement learning in social robotics, evaluation methods of the papers regarding whether or not they use subjective and algorithmic measures, a discussion in the view of real-world reinforcement learning challenges and proposed solutions, the points that remain to be explored, including the approaches that have thus far received less attention is also given in the paper. Thus, this paper aims to become a starting point for researchers interested in using and applying reinforcement learning methods in this particular research field.


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