scholarly journals Exploring Project-Based Teaching for Engaging Students' Mathematical Learning

2021 ◽  
Vol 6 (6) ◽  
pp. 30-49
Author(s):  
Raj Kumar Tyata ◽  
Niroj Dahal ◽  
Binod Prasad Pant ◽  
Bal Chandra Luitel

The declining interest of learners in mathematics in the learning process has resulted in poor achievement (Yeh et al., 2019). To get rid of these poor achievements, we explored project-based teaching in four topical areas (e.g., mathematical concepts of coordinate geometry, trigonometry, sequence, and series) in the school mathematics. This paper results from observing changes in engagement of learners in learning mathematics by motivating them through the project-based learning (PBL) guided by two theories – knowledge constitutive interests (Habermas, 1972), and collaborative and cooperative learning under the paradigms of interpretivism and criticalism. In this ethos, PBL is an “engaging and learner-directed approach that provides equal opportunities for students to explore their knowledge and understanding” (Thomas, 2000, p. 12). More specifically, we adopted the 'action research' method with the secondary level students (Grade IX) of one of the institutional schools in their classrooms. The information was collected by observing and recording the changes seen in consecutive seventeen days. The research landed that project-based learning is an appropriate pedagogy for engaged learning. The study revealed that the students were motivated while they got opportunities to interact in the projects. Moreover, the findings show that PBL is helpful to engage the learners through questioning, pair/group discussion, discovery learning, and concept mapping.

2020 ◽  
Vol 1 (1) ◽  
pp. 70-76
Author(s):  
Letu Paulus

The purpose of this research is to: (1) Improve the learning outcomes of algebraic operation material in grade X students Accounting-2 SMK Negeri I Waingapu in 2018/2019 by implementing the Discovery learning model. (2) To increase the activity of learning Mathematics of algebraic operations in grade X students in Accounting-2 SMK Negeri I Waingapu by implementing the Discovery learning model. This research is a collaborative classroom action (CAR) study implemented in two cycles . The subject in this study was the grade X student Accounting-2 SMK Negeri I Waingapu in 2018/2019 with a total of 36 people. Each cycle consists of two meetings. The data collection techniques used in this study were observations, tests and documentation. The instruments used are observation sheets and tests. Analysis of the data used is the analysis of the implementation of learning, learning outcomes and success criteria. The defined success indicator is when the average class increases from the preset, cycle I and cycle II. The results showed that students’ mathematical learning results were improved. This is evidenced by the increased percentage of the classical, which is from the preview 31%, Cycle I 69% and cycle II 94%. In addition to the observation data obtained before the action, students look less active in learning activities, learning activities are more dominated by teachers. After being given an action, students appear active during a learning activity and at the time of the group discussion


2019 ◽  
Vol 10 (1) ◽  
pp. 40
Author(s):  
Risnita Risnita

This research starts from the low results of learning mathematics students. This can be seen in the daily test of students who are below the Minimum Completion Criteria (MCC). One reason is a low understanding of mathematical concepts. Low understanding of concepts is due to the fact that mathematics is still abstracted by students. Abstract mathematical concepts for students will be easily understood if learning uses learning media. Learning carried out is discovery learning using manipulative chessboard media. This study aims to determine the improvement in learning outcomes of students of class XI MIPA 1 SMAN 1 Pangkalan Kerinci and conducted in two cycles consisting of planning, action, observation and reflection. The research data collected is data on learning outcomes and field notes. The collected data was analyzed descriptively. The results of this study indicate that the use of manipulate chess shooting media with discovery learning methods can improve learning outcomes. The learning outcomes of students from the first cycle and second cycle increased by 36.11%. Based on the research findings, it can be concluded that the use of manipulate chess shooting media with guided methods can improve learning outcomes on the subject of geometric transformation.


2020 ◽  
Vol 4 (3) ◽  
pp. 340
Author(s):  
Dian Setyo Budi ◽  
Henry Suryo Bintoro ◽  
Ratri Rahayu

Learning activeness is a provision that must be possessed by every student in learning mathematics because active learning affects the conceptual ability of students. The problem that was found by the researcher during the observation time was the low student learning activeness so that the students' ability to understand concepts was still low in learning mathematics. The purpose of this study was to analyze how much influence active learning has on the ability to understand mathematical concepts using discovery learning models. This research is a quantitative experiment with the one-shot case study design type. The sample in this study were 40 students of grade V SD. Data collection techniques consisted of a written test of the ability to understand concepts and observation of learning activeness. The data analysis technique in this study includes a simple linear regression test. Based on the research results, it shows that learning activeness has a positive and significant effect of 69.8% on the ability to understand mathematical concepts using discovery learning models. This means that if the higher the student's learning activeness, the higher the results of understanding the students' mathematical concepts.


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.


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 9 (2) ◽  
pp. 111 ◽  
Author(s):  
Yudhi Arifani

<p class="apa">Writing research proposal in educational setting is a very complex process involving variety of elements. Consequently, analyzing the complex elements from introduction to data analysis sections in order to yield convinced research proposal writing through reviewing reputable journal articles is worth-contributing. The objectives of this research are to improve students’ ability in generating a research topic from reputable journal articles, developing thesis proposal draft, and writing comprehensive thesis proposal. A classroom action research administered at English Department University of Muhammadiyah Gresik Indonesia is adopted. The results reveal that the implementation of team-based discovery learning may improve students’ ability in generating a research topic, developing research proposal draft and writing comprehensive research proposal. Several suggestions are addressed. First, although the syntax of the team based discovery learning is quite similar to the remaining strategies but it will not work more optimally if it is not followed by relevant sets of guiding questions reflecting the detailed content of each reputable journal article in each meeting. Second, learning innovations activities through intensive writing practices and consultations should be taken into account to foster the steps of discovery learning in group discussion process. Finally, the results of commonalities of strategies may be used as a reference to enhance students’ ability in writing comprehensive research proposal.</p>


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


2018 ◽  
Vol 1 (1) ◽  
pp. 51-58
Author(s):  
Dodik Mulyono ◽  
Lucy Asri Purwasi ◽  
Agusman Riyadi

This study aims to determine the completeness of the results of learning mathematics Class VIII SMP Negeri 8 Lubuklinggau. Having applied guided discovery method. The research method used in this research is a quasi experiment with population class VIII 191 students and as a sample is class VIII F 32 students are taken at random. Data collecting is done by the test technique in the form of essay.Data problem is analyzed using t-test . Based on the results of data analysis on tarap belief α = 0.05 can be concluded that the results of students studying class VIII SMP Negeri 8 Lubuklinggau Academic Year 2016/2017 after the average value of the final test of 81.27 and the percentage of complete students reached 82.14% Keywords: Guided Discovery, Learning Outcomes, Mathematics


2019 ◽  
Vol 2 (1) ◽  
pp. 40
Author(s):  
Lilik Ariyanto ◽  
Derisna Aditya ◽  
Ida Dwijayanti

Lack of innovative learning media that is interesting, practical and easy to use in learning such as listening to lesson modules or seeing powerpoint shows used by teachers, thus causing learning to be ineffective, unattractive, and slow to understand, this results in a lack of understanding of mathematical concepts. Because of this, researchers are trying to develop an interesting and interactive learning media. This type of research is development research that aims to produce learning media on Android-based discovery learning apps that are feasible to use and to improve understanding of mathematical concepts of seventh-grade students. The method used is the ADDIE method. Which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. Data analysis was carried out by normality, homogeneity, n-gain test, and right-sided t test. The results of this study can be concluded that (1) the results of the percentage of media expert validation amounted to 80.26%, material experts 86.36% and student response responses of 87.16% with the criteria of each very good. (2) the results of the n-gain test obtained that there is an increase in understanding of mathematical concepts of students who use learning media on Android-based discovery learning applications. (3) data from the field shows that student learning outcomes that obtain learning media android apps based on discovery learning are better than students who use conventional learning


Author(s):  
Adi Candra Kusuma

In understanding abstract mathematical concepts, students need teaching aids such as concrete objects as an intermediary or visualization. The purpose of the research is to obtain skills in making mathematics teaching aids on PGSD University of Civilization students. The research method uses qualitative research with a total of 66 research subjects in the third semester of 2015/2016 Academic Year. Data collection techniques were taken using observation, interviews, documentation. The results obtained from the study provide knowledge of new knowledge, improve skills in making learning support instruments, train the creative thinking of students of the University of Civilization PGSD as a provision of learning strategies when going to be a teacher. This training prepares prospective teachers in explaining mathematical concepts, in learning mathematics, the use of teaching aids is expected to increase student motivation. Motivation can arise because many ideas and new ideas and fun learning contains a variety of information that is relevant to the learning needs of students.


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