scholarly journals Core Learning Model and Mathematical Disposition, Against Mathematics Problem Solving Ability of Elementary School Students

Author(s):  
Sonny Irawan ◽  
Vina Iasha

This research is aimed to reveal the effects of the core learning model and mathematical disposition model to problem-solving skills in elementary school. This research is experimental research with a 2x2 factorial design. The research sample is fourth-grade students, i.e., 44 persons. The instrument is the mathematical disposition and problem-solving skill instrument. The research result shows that the core learning model is a suitable mathematical learning model to develop mathematical problem-solving skills. The core learning model is more appropriately applied on a group of students with a high mathematical disposition. Meanwhile, the conventional model is more suitable to be applied on a group of students with a low mathematical disposition

2019 ◽  
Vol 6 (2) ◽  
pp. 253
Author(s):  
Akhmad Badrul Lubis ◽  
Yelvema Miaz ◽  
Indah Eka Putri

Difficulties of primary school students in solving mathematical problems that require problem solving or reasoning abilities indicate the existence of problems in the process of learning mathematics, because one of the purposes of learning mathematics in primary school is to develop the students’ mathematical problem-solving skills. As a solution to overcome the problems, this research aims at understanding how the implementation of the guided discovery learning model influences mathematical problem-solving skills. This research employs a quasi-experimental design by involving all fifth-grade students at one of primary schools in Tebo Regency, Jambi. The simple random sample was conducted to obtain class VB as experimental class, and class VA as control class. Based on the results of the final score, experiential class obtained an average score of 86.00, and control class obtained an average score of 76.93.  The results of hypothesis test using t-test obtained tcount = 2,203 > ttable = 2,020, which indicated that H0 was rejected, and H1 was accepted. Therefore, the guided discovery learning model influenced the fifth-grade students’ mathematical problem-solving skills, thus it is recommended for teachers to be able to use the guided discovery learning model in the mathematics learning process.


2020 ◽  
Vol 7 (2) ◽  
pp. 171-183
Author(s):  
Ratnawati Handayani ◽  
Yulia Maftuhah Hidayati

This study aims to describe the implementation of concept attainment model in developing math problem solving skills of 5th grade elementary school students. This study used a qualitative approach with a phenomological research design. The subjects in this study were 2 students and 1 teacher of 5th grade of SD Negeri Newung 2 Elementary School (SDN Newung 2), Sukodono, Indonesia. The data technique used tests and interviews with students and teachers. The data validity used source and method triangulation. Data analysis used three stages, namely (1) data reduction, (2) data presentation, (3) data conclusions. The results of this study, (1) the students' mathematical solving ability is good, because students have mastered the indicators of mathematical problem solving abilities, (2) Implementation of the concept attainment model in Mathematics learning is correct, because students are enthusiastic about learning, the steps used are appropriate, namely the stage of analyzing thinking strategies, presenting data, and testing concept achievement.


2019 ◽  
Vol 7 (1) ◽  
pp. 58-72 ◽  
Author(s):  
Suryatin Suryatin ◽  
Sugiman Sugiman

The study aims at generating a product in the form of comic book and also displaying the feasibility and the effectiveness of the comic book in improving the mathematical problem-solving skills and the self-confidence of the Grade IV students in the Muhammadiyah Elementary School Condongcatur Yogyakarta. The study is a Research and Development initiative (R&) with reference to 10 stages that have been developed by Borg & Gall. During the conduct of the study, the subjects were the Grade IV students of Muhammadiyah Elementary School Condongcatur Yogyakarta. The results of the study show that: (1) a comic book-based learning media that meet the criteria of feasibility based on the validation results by the material expert, the media expert, the teacher response and the students response have been generated with “Good” category; and (2) the comic book-based learning media that have been generated are effective for improving the students’ mathematical problem-solving skills and also the students’ self-confidence.


2017 ◽  
Vol 1 (2) ◽  
pp. 200-210
Author(s):  
Rivdya Eliza ◽  
Fitri Aulia

The purpose of this research are: 1) to know the learning activity of learners mathematics which is taught by Search, Solve, Create, and Share (SSCS), and 2) model to know the ability of problem solving of mathematics learners who taught by SSCS learning model in the class XI MIA MAN 1 Muara Labuh academic year 2016/2017. This research belongs to a kind of quasi-experimental research with randomized control group only design. In this study design, a group of subjects taken from a particular population were randomly assigned into two groups, the experimental group and the control group. After analyzing the data, it is known that the learning activity of the students after applying the SSCS learning model has improved towards the better from the first meeting to the fifth meeting, ie 35%, 45%, 55%, 68%, 77%. Based on the hypothesis test obtained ttable = 1.645 and tcount = 2.598 so obtained (2.598> 1.645) at 95% confidence interval. Because tcount > ttable then hypothesis in this research accepted. Thus, students 'math-problem-solving skills taught by SSCS learning models are higher than the students' uneducated mathematical problem-solving skills with SSCS learning modelsKeywords: Problem solving abilities, search, solve, sreate and share (SSCS) learning models


Author(s):  
Jenny Root ◽  
Alicia Saunders ◽  
Fred Spooner ◽  
Chelsi Brosh

The ability to solve mathematical problems related to purchasing and personal finance is important in promoting skill generalization and increasing independence for individuals with moderate intellectual disabilities (IDs). Using a multiple probe across participant design, this study investigated the effects of modified schema-based instruction (MSBI) on personal finance problem solving skills, purchasing an item on sale or leaving a tip, and using a calculator or iDevice (i.e., iPhone or iPad) for three middle school students diagnosed with a moderate ID. The results showed a functional relation between MSBI using a calculator on the participant’s ability to solve addition and subtraction personal finance word problems and generalize to iDevices. The findings of this study provide several implications for practice and offer suggestions for future research.


2021 ◽  
Vol 15 (4) ◽  
pp. 511-518
Author(s):  
Lutfi Putri Nugraheni ◽  
Marsigit Marsigit

Mathematical problem solving was an crucial skill to be mastered by primary school student so that will help student to unravel their problems encountered in everyday life. By using the realistic mathematics approach, stundents learn mathematical concept based on reality or scope around students. This study aimed to develop an eligible learning materials and test the effectiveness of learning materials based on realistic mathematics education to enhance the problem solving skill of primary school students. This research and development study was conducted in Sawangan Subdistrict, Magelang Regency, Central Java, Indonesia. The testing subjects consisted of 12 students in the the preliminary field, there were 42 students in the main field, and 90 students in the operational field that divided into experiment dan control class. The data were collected by interviews, observation, and tests. The analyzing N-gain score and t-test with a significant level of 0.05 done to find out th effectiveness of the teaching materials. The developed of realistic mathematics eduation learning materials is feasible and effective in improving problem solving skill with significance value of 0.000 (p≤0.05). It can enhance the problem solving skills of 4th grade elementary school.


2021 ◽  
Vol 2 (1) ◽  
pp. 42-53
Author(s):  
Dyah Ayu Setyarini ◽  
Zainal Arifin Imam Supardi ◽  
Elok Sudibyo

This research aims to improve senior high school students’ physics problem-solving skills through learning used IBMR learning model. This research was a pre-an experimental study with a one-group pre-test and post-test design. The Methods of data collection used validation and test. The materials used to teach were valid category by two experts and can be used to practice physics problem-solving skills. The average post-test score physics problem-solving ability was 73.24 with an N-gain of 0.59 was classified as moderate. The success of IBMR learning model-based devices in practicing problem-solving abilities can be seen in the increase in the average score in each indicator of problem-solving abilities. The indicator of understanding the problem had the highest post-test average score of 94.58 with an N-gain of 0.89 in the high category. The problem-solving indicator had the lowest posttest average score was 58.22 with N-gain 0.39 and mean that it was the moderate category. Based on the results study, it can be concluded that the learning used by IBMR learning model can practice the ability to solve physics problems on heat material and its displacement. Learning with the IBMR learning model was expected to train students in solving physics problems. The stages in the IBMR learning model can help students


Gamification ◽  
2015 ◽  
pp. 472-487 ◽  
Author(s):  
Hui-Chun Chu ◽  
Chun-Ming Hung

In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science course to evaluate the performance of the proposed approach. A total of 59 sixth graders from two classes of the elementary school participated in the experiment. One class of 30 students was selected as the experimental group, and the other class of 29 students was the control group. From the experimental results, it was found that the proposed game development-based learning approach could effectively promote the students' problem-solving skills. However, the students' learning achievement and motivations were quite different from our expectations. A discussion of the experimental group interview data is provided and suggestions made.


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