scholarly journals Mathematical Representation Ability of Middle School Students through Model Eliciting Activities with STAD Type

2020 ◽  
Vol 3 (2) ◽  
pp. 109-116
Author(s):  
Zairisma Zairisma ◽  
Vina Apriliani ◽  
Johan Yunus

The ability of mathematical representation is one of the abilities that must be possessed by students in learning mathematics. In fact, students 'mathematical representation ability is still relatively low, so we need a learning model that can improve students' mathematical representation abilities, namely Model Eliciting Activities (MEA) with STAD type. The purpose of this study is to compare the mathematical representation ability of students taught using MEA with STAD type and those taught with conventional learning. The approach to be used is a quantitative approach with a quasi-experimental research method and using a control group pretest-posttest design. The population in this study were all VII grade students. Sampling was done using simple random sampling, which consisted of two classes, class VII1 as the experimental class and class VII2 as the control class. Data collection is used by using a mathematical representation ability test sheet. The data analysis technique used is independent t-test. Based on these analysis it can be concluded that the mathematical representation ability of students taught using MEA with STAD type is better than conventional learning.

2011 ◽  
Vol 16 (2) ◽  
pp. 78
Author(s):  
Mrs Isty Yulianti ◽  
Mr Kusnandi

This article presents the results of quasi-experimental research design with pretest-post test control group to assess the ability of the mathematical representation student’s using experience-based learning model of type Knisley-Mulyana. The study was conducted on student of junior high school. Two classes were randomly selected to serve as the study sample. Students in experimental class get Knisley-Mulyana learning, while students in the control class get the conventional learning. There are two main instruments used, namely the ability test of mathematical representation and questionnaires. Questionnaires used to evaluate the response of students towards learning with Knisley-Mulyana model. The Results showed that students who acquire the learning of mathematics by using Knisley-Mulyana model provide a achievement of the mathematical representation capability better than students who received conventional learning. Viewed from the mathematical skills, students in the high group and low group with Knisley-Mulyana learning achieve their ability of mathematical representation better than students in the same group who received conventional learning. In other words the most effective group of students in the application of Knisley-Mulyana learning is a high and low groups. In addition, students responded well to learning by using Knisley-Mulyana model.Key words: Knisley-Mulyana, Mathematical Representation


Ta dib ◽  
2019 ◽  
Vol 22 (2) ◽  
pp. 105
Author(s):  
Jhoni Warmansyah

This study aims at determining the effectiveness of powerpoint games in developing initial mathematical abilities. The approach used was quantitative with a quasi experimental method type pretest-posttest group design. The population of this study was all of the group B early young learners in Koto Tangah Subdistrict, Padang City 2018/2019 academic year. The sampling technique used was simple random sampling with a total sample of 30 children. The data were collected by using an initial mathematical ability test adopted from REMA the Research Based Early Mathematics Assessment. Data analysis technique was an independent t-test, seeing a comparison of differences in average scores. The result shows that powerpoint games were effective in developing early mathematical abilities in the experimental group compared to the control group. The use of powerpoint games can be an alternative learning media in developing other aspects of development.


2021 ◽  
Author(s):  
Herlawan

The main purpose of this study to investigate the ability of mathematical communication ofHigh School Students, as a result of learning mathematics through application RealisticMathematics Education (RME). Research design used was a quasi experimental. Subjects inthis study consisted of 70 students of class VII Junior High School, Junior High School on oneof the states in Bandung academic year 2015/2016. Subject determined by purposivesampling techniques, and this study using pretest-posttest design of the control group. Datacollected with a mathematical communication ability test descriptions. Data were analyzedusing parametric statistical tests which is Test Independent Sample T-Test and nonparametrical tests which is Test Mann-Whitney. The results showed that: (1) students wholearn math with RME approach has a better ability mathematical communication of studentswho do not learn math with RME; (2) increasing mathematical communication ability ofstudents who learn with RME better than students who do not learn with RME; (3) students'attitudes toward learning mathematics through RME showed a positive attitude.


2018 ◽  
Vol 5 (1) ◽  
pp. 43 ◽  
Author(s):  
Ratni Purwasih ◽  
Martin Bernad

Penelitian ini bertujuan untuk mengetahui peningkatan kemampuan komunikasi dan disposisi mahasiswa melalui pembelajaran diskursus multi representasi (DMR). Metode penelitian ini adalah metode kuasi eksperimen dengan desain penelitian pretset-posttest control group design. Populasi penelitian adalah seluruh mahasiswa pendidikan matematika STKIP Siliwangi Bandung yang mengikuti mata kuliah metode pembelajaran matematika sekolah SD pada semester ganjil Tahun Ajaran 2016/2017 yang terdiri dari 3 kelas, yaitu: A1, A2 dan A3. Sampel penelitian dipilih 2 kelas dari populasi penelitian, terpilih kelas A2 sebagai kelas kontrol yang terdiri dari 35 orang mahasiswa dan kelas A1 sebagai kelas eksperimen yang terdiri dari 36 orang mahasiswa. Analisis data dilakukan terhadap gain hasil tes kemampuan mahasiswa mata kuliah metode pembelajaran matematika sekolah SD. Sedangkan analisis skala disposisi matematis mahasiswa menggunakan Microsoft Excel 2010. Untuk memperoleh data penelitian digunakan instrumen berupa tes uraian dan skala disposisi. Analisis penelitian menggunakan uji perbedaan rata-rata mann whitney. Hasil penelitian menunjukkan bahwa: (1) Pencapaian dan peningkatan kemampuan komunikasi matematis yang mendapat pembelajaran DMR lebih baik daripada mahasiswa yang mendapat pembelajaran konvensional; dan (2) Disposisi matematis mahasiswa yang pembelajarannya menggunakan DMR lebih baik daripada mahasiswa dengan pembelajaran yang menggunakan pendekatan konvensional. Learning multi discourse representation to enhance students communication and their mathematical disposition AbstractThis study aims to determine the improvement of students’ mathematical communication and dispositions ability through multi-representation discourse (DMR) learning. This research method is quasi-experimental with the design of pretset-posttest control group. The population is all students of mathematics education STKIP Siliwangi Bandung attending the course subject of  Metode Pembelajaran Matematika SD (Elementary Mathematics Learning Method) in the first semester of 2016/2017 academic year consisting of three classes, namely: A1, A2 and A3. The samples are selected from two classes; A2 as the control group consisting of 35 students and A1 as the experimental group consisting of 36 students.. Data analysis is performed to find out the gain from the results of students’ ability test in the subject of Metode Pembelajaran Matematika  SD; while the students’ mathematical disposition scale analysis is conducted by using Microsoft Excel 2010. To obtain research data, the instruments of  description test and disposition scale are used. The analysis of research uses the Mann Whitney’s mean differences test. The results show that: (1) the achievement and improvement of communication ability of the students’ receiving DMR learning are better than those who receive conventional learning; and (2) Mathematical disposition of students with DMR learning is better than those with the conventional approach.


2021 ◽  
Vol 2 (1) ◽  
pp. 45-50
Author(s):  
Asmi Aminuddin ◽  
Muhammad Yunus ◽  
Sundari Hamid

Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar dengan penerapan pembelajaran jigsaw berbantuan media puzzle pada mata pelajaran IPS siswa di Kecamatan Tallo Kota Makassar. Jenis penelitian ini adalah penelitian eksperimen semu (quasi eksperimen). Instrumen pengumpulan data yang digunakan adalah observasi dan tes. Teknik analisis data yang digunakan adalah analisis deskriptif kuantitatif. Populasi dalam penelitian ini adalah siswa SD kelas V di SD Inpres Kecamatan Tallo Kota Makassar. Sampel penelitian ini berjumlah 50 orang siswa yang dibagi menjadi dua kelompok yaitu kelompok eksperimen dan kelompok kontrol dengan masing-masing kelompok terdiri atas 25 orang siswa SD Inpres Galangan Kapal II dan 25 orang siswa SD Inpres Galangan Kapal IV Kota Makassar. Hasil penelitian menunjukkan terdapat peningkatan aktivitas dan hasil belajar dalam penerapan pembelajaran jigsaw berbantuan media Puzzle pada mata pelajaran IPS terhadap siswa di Kecamatan Tallo Kota Makassar sebesar 92%. Kegiatan pembelajaran dengan penerapan model pembelajaran jigsaw,  selain dapat meningkatkan pemahaman siswa pada materi pelajaran juga dapat dijadikan sebagai sarana untuk memupuk rasa persatuan, memperlancar komunikasi, membentuk sifat yang tidak egois, dan memupuk rasa tanggung jawab siswa baik dalam kelompok maupun individual. The objective of this research is to know the improvement of learning outcomes using the application of jigsaw learning model by puzzle media in social studies of the students in Tallo District, Makassar City. This study is quasi experimental research. The data collection instrument used observation and test. The data analysis technique used  quantitative descriptive analysis. The population in this study were fourth grade elementary school students at Inpres Elementary Schools, Tallo District, Makassar City. The sample of this study is 50 students who were divided into two groups, namely the experimental group and the control group with each group consisting of 25 students of SD Inpres Galangan Kapal II and 25 students of SD Inpres Galangan Kapal IV Makassar City. The result showed that there was the improvement in learning activities and outcomes using the application of jigsaw learning model by puzzle media in social science of the students in Tallo District, Makassar City  which was 92%. The learning activities using the application of  learning model of jigsaw can improve the students' understanding of learning materials. It can also be used as a mean to increase unity, facilitate communication, forming an unselfish nature, and increase the students' responsibility both in group and individual.


2020 ◽  
Vol 10 (2) ◽  
pp. 187
Author(s):  
Hafiziani Eka Putri ◽  
Idat Muqodas ◽  
Ayu Shandra Sasqia ◽  
Afif Abdulloh ◽  
Aan Yuliyanto

<span>This research was motivated by limited self-regulated learning (SRL) in elementary school students. The aim of this research was to understand the increase in SRL of elementary school students apply the Concrete-Pictorial-Abstract (CPA) approach which was reviewed as a whole and based on Early Mathematical Ability (EMA) during the COVID-19. This study was applied with a quasi-experimental method through a nonequivalent control group. Determination of the sample through purposive sampling on fifth-grade elementary school students in Central Jakarta. The sample coincide of 27 students each for the CPA and the conventional class. Measurement through a scale of SRL. This research informs the students' SRL on CPA learning that is significantly better than SRL with conventional approach reviewed as a whole and in the medium EMA group., however, based on the high and low EMA groups, SRL students who received CPA learning were not significantly better than those with conventional learning.</span>


2018 ◽  
Vol 8 (2) ◽  
pp. 68-80
Author(s):  
Muhammad Maki ◽  
Jefri Marzal ◽  
Saharudin Saharudin

Multimedia pembelajaran merupakan suatu kombinasi dari berbagai media yang dirancang atau diprogram secara terstruktur dan interaktif untuk menyajikan konsep pembelajaran. Hendaknya dipersiapkan multimedia pembelajaranuntuk membantu memudahkan pembelajaran agar siswadapat memahamikonsepdanmerepresentasikan konsep pembelajaran matematika.Tujuan penelitian ini adalah mengembangkan multimedia pembelajaran matematika berbasis teori APOS (aksi, proses, objek dan skema) dan efektivitasnya terhadap pembelajaran pada materi statistika dan peluang yang valid menurut ahli. Efektivitas pembelajaran diukur denganpeningkatan kemampuan representasi matematis dan multimedia dipersepsikan dengan baik oleh siswa. Jenis penelitian ini adalah penelitian pengembangan yang mengembangkan multimedia pembelajaranmatematika dan instrumen yang digunakan adalah angket penilaianahli materi dan ahli desain pembelajaran, angket tanggapan guru dan siswa, persepsi siswa, dan tes hasil kemampuan representasi matematis siswa. Dari hasil analisis tes kemampuan representasi didapat peningkatan kemampuan representasi matematis siswa pada kategori tinggi, berdasarkan uji gain untuk materi statistika skor yang diperoleh 0,7 dan materi peluang skor uji gain diperoleh 1,3. Dan hasil analisis dari angket persepsi siswa didapat persentase 95% menunjukkan kategori “sangat positif”. Dapat disimpulkan multimedia pembelajaran yang dikembangkan sangat baik dan dapat meningkatkan kemampuan representasi matematis siswa. Sehingga multimedia pembelajaran efektiv digunakan oleh guru dan siswa SMA khususnya pada pembelajaran materi statistika dan peluang.Kata Kunci : Multimedia Pembelajaran, Teori APOS, Efektivitas Multimedia learning is a combination of various media that are designed or programmed in a structured and interactive way to present the concept of learning. Multimedia learning should be prepared to help facilitate learning so students can understand the concept and represent the concept of mathematics learning. The purpose of this study was to develop a multimedia learning mathematics based on APOS theory (actions, processes, objects and schemes) and its effectiveness on learning in statistical materials and valid opportunities according to experts. The effectiveness of learning is measured by increasing the ability of mathematical representations and multimedia are well perceived by students. This type of research is development research that develops multimedia mathematics learning and the instruments used are questionnaires for assessment of material experts and expert learning design, questionnaires of teacher and student responses, student perceptions and test results of studentsmathematical representation abilities. From the results of the analysis of the representation ability test obtained an increase in students mathematical representation ability in the high category, based on the gain test for statistical material the score obtained was 0,7 and the probability material gain test score was 1,3. And the results of the analysis of the student perception questionnaire obtained a percentage of 95% showed the category “very positive”. It can be concluded that multimedia learning that is developed is very good and can improve students mathematical representation abilities. So that effective multimedia learning is used by teachers and high school students, especially in learning statistical materials and opportunities.Keywords: Learning Multimedia, APOS Theory, Effectiveness


2018 ◽  
Vol 4 (2) ◽  
pp. 212-221
Author(s):  
Risva Anggriani ◽  
Ishartiwi Ishartiwi

Penelitian ini bertujuan untuk mengungkapkan keefektifan metode role playing dibandingkan dengan metode ceramah dalam peningkatan: (a) keaktifan siswa dan (b) kerja sama siswa dalam pembelajaran IPS kelas VIII di SMP Negeri 1 Marioriawa.  Penelitian ini merupakan penelitian quasi experimental dengan pretest-posttest control group design. Populasi penelitian ini adalah semua kelas VIII SMP Negeri 1 Marioriawa, Kabupaten Soppeng, Sulawesi Selatan. Sampel penelitian ini adalah dua kelas dari lima kelas, dipilih satu kelas kontrol menggunakan metode ceramah dan kelas eksperimen menggunakan metode role playing ditentukan dengan teknik simple random sampling dengan memilih secara acak. Instrumen yang digunakan untuk mengumpulkan data adalah angket dengan skala Likert dan panduan observasi. Validitas instrumen yang digunakan adalah validitas isi dan validitas empiris. Pengujian realibilitas dengan menggunakan Cronbach’s Alpha. Teknik analisis data yang digunakan adalah teknik analisis uji-t. Hasil penelitian adalah sebagai berikut. (1) Metode role playing lebih efektif terhadap peningkatan keaktifan siswa dibandingkan dengan metode ceramah. (2) Metode role playing lebih efektif terhadap peningkatan kerja sama siswa dibandingkan dengan metode ceramah. Role atau peran yaitu siswa dibagi menjadi dua kelompok, kelompok pertama sebagai pemain peran dan kelompok kedua sebagai pengamat. Playing atau bermain yaitu siswa memainkan peran dalam topik musyawarah dan gotong royong dalam menciptakan keamanan desa. Dengan metode role playing, siswa dapat aktif dan bekerja sama pada saat memainkan peran atau karakter.Kata kunci: metode role playing, keaktifan, kerja sama THE EFFECTIVENESS OF ROLE PLAYING METHOD IN INCREASING THE ACTIVENESS AND COOPERATION IN SOCIAL STUDIESAbstractThis study aims to reveal the effectiveness of the role playing method compared with the lecture method in creasing: (a) the activeness and b) the cooperation in social studies of grade VIII students of SMP Negeri 1 Marioriawa. This study was quasi-experimental with the pretest-posttest control group design. The population was all students of class VIII of SMP Negeri 1 Marioriawa, Soppeng, South Sulawesi. The research sample was two out of five classes, one control class taught using the lecture method and one experimental class taught using the role playing method. The instrument used to collect data was a questionnaire with Likert scale and an observation. The validity of the instruments used content validity and empirical validity . Testing reliability by using Cronbach 's Alpha. The data analysis technique used was the t-test analysis technique.The results are as follows. (1) The role playing method is more effective in improving student activeness compared with the lecture method, (2) The role playing method is effective in improving cooperation compared with the lecture method. The role that the students were divided into two groups, the first group as a role player and the second group as observers. Playing that students play a role in the topic of discussion and mutual assistance in creating a security village. With this method of role playing, students can be active and work at the time played a role or character.Keywords: role playing method, activeness, cooperation


2021 ◽  
Vol 8 (12) ◽  
Author(s):  
Fazli Rabi ◽  
Ma Fengqi ◽  
Muhammad Aziz ◽  
Muhammad Ihsan Ullah ◽  
Nuritdinova Hilola Abduraxmanovna

<p>Mathematics is important and applies to science, technology, society or the natural sciences. It is applied directly or indirectly. Most students find this to be a very stimulating, complex, and well-understood subject. Maths in high school is extremely important. The study was designed to investigate the impact of students' mathematical representation skills and their attitudes towards GeoGebra. This study was quasi-experimental and carried out on high school students. We have two groups belonging to the same standard class. The control group consisted of 22 students, while the experimental group consisted of 28 participants. The conventional approach was used to teach certain concepts of plane geometry to the students in the control group. On the other hand, the experimental group taught similar teachings using GeoGebra. The results show that students have more skills in mathematical representation using GeoGebra. The semi-empirical test also showed a significant change in students' attitudes between the pre-test and the post-test. Students are more active in mathematical representation skills in GeoGebra.</p><p> </p><p><strong> Article visualizations:</strong></p><p><img src="/-counters-/edu_01/0967/a.php" alt="Hit counter" /></p>


2019 ◽  
Vol 7 (2) ◽  
pp. 129-136
Author(s):  
Muhammad Abdul Ghofur ◽  
Nuzuliya Rohma Qurrota Agyun

This study aimed to analyze the use of stocklab game to improve students' understanding of the stock market. This research was a quasi-experimental study with a nonequivalent control group design. The object of this study were students of class X IPS in MAN Surabaya. Class X IPS 2 was determined as the experimental class while class X IPS 3 as the control class. Both classes were given the same treatment using cooperative learning methods make a match type and numbered head together, however in the experimental class, games were given in the form of stocklab games. The analysis technique used to test the research hypothesis was one way ANOVA. Hypothesis tested by comparing the pre-test and post-test scores in both classes. Based on the analysis results, it was known that there were differences in students' understanding of the control class and the experimental class, where the understanding of the experimental class students tend to be better than students in control class. In addition, students also tend to understand more stock market terms.  


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