scholarly journals QR Code-based Learning Development: Accessing Math Game for Children Learning Enhancement

Author(s):  
Widyasari Widyasari ◽  
Hadi Sutopo ◽  
Murniati Agustian

Mathematics in elementary school is difficult to understand, boring, formal, theoretical, and book-based learning, which makes students tired of listening and paying attention. The purpose of this study is to create a learning prototype based on QR codes, especially mathematics learning in elementary schools. Using the QR code, students can access math games related to the course. This learning model could encourage students to learn mathematics. The research included seven steps in research and development named after Borg & Gall, such as need assessment, plan, early product development, first test, revise early product, field test and revise product. The object of the research is QR code-based learning, and the respondents are elementary school students and teachers. After analyzing data in the first and field test, researchers found the result. QR code-based learning could support children for learning mathematics.

2020 ◽  
Vol 3 (1) ◽  
pp. 77-88
Author(s):  
Mukti Sintawati ◽  
Mifta Rudiyanta ◽  
Muhammad Nuryanto

Learning mathematics in elementary school is expected to adjust to the cognitive development of students. Abstract mathematical concepts make students need help to understand them. This study aims to develop mathematics learning media geometry for 4th grade elementary school students. This development research uses the Borg & Gall research model which was carried out to the seventh stage, namely research and information collecting, planning, developing preliminary form a product, preliminary field testing, main product revision, main field testing, and operational product revision. Product trials were conducted at Ngablak Public Elementary School. Data collection instruments were using a questionnaire. The questionnaire used to assess the appropriateness of the media was an expert validation assessment sheet, while the teachers’ assessment sheet and students’ response questionnaire were used to determine the practicality of the product. The validation results from the experts obtained that the Magic Geometry media was declared very appropriate to be used in learning mathematics with an average score of 4.45. The results of the teacher practicality assessment were stated to be very practical with a score of 4.9 and the student’s response questionnaire received an average score of 4.2 with a practical category. The results of the student response questionnaire also showed that Magic Geometry made learning becomes more interesting and materials easier to understand.


2020 ◽  
Vol 5 (4) ◽  
pp. 1087-1096
Author(s):  
Supriadi Supriadi

COMMUNITY SERVICE INNOVATION OF THE SCHOOL MATHEMATICS HEALTH CENTER (PUSKESMAS) IN LEARNING MATHEMATICS BASED ON THE TOWN SQUARE. The purpose of this study was to develop an innovation in the school’s mathematics health center in mathematics learning through city square-based mathematics learning. Descriptive method is used with subjects in early childhood and elementary school students who are in the location of the school mathematics health center. The instrument used by the researcher itself, data collection techniques using structured interviews, observation and documentation. The data analysis technique used triangulation, data reduction, data presentation and conclusion drawing. The results showed that the media presented at the Puskesmas were all new and they had not yet gotten them in their respective schools. The attitude of students who become happy, like, cheerful in learning mathematics and easy to understand mathematical concepts, and bring out the creativity of early age and elementary school students in learning mathematics. Student concentration also increases because the learning model used uses an individual approach, so that they can focus more on seeing the student learning process. Parents who accompany their children generally feel happy because their children enjoy learning mathematics. Puskesmas activities have an impact on early age and elementary school students to be happy learning mathematics, like learning with mathematics media, cheerful in following math tutoring and enjoy learning mathematics. This program is also highly supported by parents because it is very helpful in the learning process of their children and eases the family’s economic burden in education.


2021 ◽  
Vol 10 (2) ◽  
pp. 301
Author(s):  
Yenny Suzana ◽  
Sabaruddin Sabaruddin ◽  
Suesthi Maharani ◽  
Zainal Abidin

This research is to develop mathematics teaching materials that are integrated with elementary school thematic learning. The purpose of the development is to obtain mathematics teaching materials that prioritize the local wisdom of the Acehnese people. This teaching material is helpful for fifth-grade elementary school students in which there are character values for learning mathematics. This study uses a qualitative descriptive research method with the ADDIE model development research design. This research focuses on analyzing elementary school teachers who face the problem of integrated mathematics-based character education in thematic learning, then making initial designs and developing character education-based mathematics teaching materials that are integrated into the learning theme. The results showed that character education-based mathematics teaching materials were compatible with elementary students' thematic learning. Mathematics teaching materials focused on solving math problems for elementary students, integrating character values in mathematics with various themes in thematic learning by integrating each mathematics material into themes. The mathematics teaching materials developed were designed with various activities related to daily activities with straightforward language to be understood and made into a mathematical model. 


Author(s):  
Fitriana Puspa Hidasari ◽  
Muhammad Fachrurrozi Bafadal ◽  
Ahmad Yani

The purpose of this study was to develop traditional tabak games into playing and learning media for elementary school students’ Mathematics learning. The research method used is a product development activity, so this type of research includes research and development. In the R&D research model chosen, the research and development model developed by (Gall Borg & P). Based on the stages of the research that has been carried out, the results of this research are a discovery in learning physical education and learning mathematics based on culture which is packaged in traditional Tabak games, and the advantages of this research result are made in video form and can be accessed easily via YouTube account. The conclusion in this study is that the traditional game of tabak based on numeracy skills is a discovery in learning mathematics and physical education based on culture which is packaged through tabak games. This research innovation makes it easier for elementary school students to understand mathematics learning, especially arithmetic material, and can be applied through physical education learning and students can play independently and in groups in the student’s neighborhood. This product can help to enrich the cultural knowledge of West Kalimantan and increase physical activity.


For some people with dyslexia, success in the field of mathematics may be something that must be achieved with great struggle. There are various studies that report this problem that 10% of dyslexic children are geniuses in mathematics and show very good achievements in mathematics, but there are a majority of people with dyslexia experience dyscalculia or learning difficulties in mathematics. To overcome this requirement,an effort or strategy can make children absorb and understand learning mathematics well and can learn normally


Author(s):  
MaghfirohIzza Maulani ◽  
Ashma Nur Hanifah Heninda Putri ◽  
Faddliyah ◽  
Afifatul Muslimah ◽  
Aji Pangestu

Elementary School is a place to understand all learning for the next level, especially mathematics. Mathematics is also considered difficult by elementary school students because of its abstract and complex nature, especially with the large number of mathematical formulas, and its lack of interest in learning. So that student interest in learning is reduced. One interesting way to learn mathematics is by using learning media. This research introduces MagicBook contains a collection of formulas and mathematical games. This Magicbook is arranged in such a way with an attractive layout and color. Sources of data obtained from questionnaires and direct research on elementary school students in one of the lessons in Yogyakarta. The data of this study were analyzed descriptively quantitative and qualitative. The results showed that the magic book learning media can increase elementary school students' mathematics learning interest.the effect.


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 ◽  
pp. 855
Author(s):  
Clara Ika Sari Budhayanti ◽  
Pricilla Anindyta

Mathematics is one of the subjects that study abstract objects. The abstraction of material or mathematical concepts requires specific strategies or techniques in teaching it, especially for elementary school students who still have a concrete way of thinking. Learning mathematics in schools should reduce the abstraction of mathematical objects tobe more concrete for students. Learning mathematics in elementary schools tends to use an abstract approach. The dominant learning activities carried out are lectures and assignments. At the same time, the demands of the 2013 curriculum on the implementation of mathematics learning require teachers to creatively find and develop mathematics learning strategies that can direct students in finding, understanding, and applying mathematical concepts in solving problems, especially math problems in everyday life. PGSD Unika Atma Jaya and SD XaveriusMetro Lampung conducted a mathematics learning training that aims to reflect and refresh the knowledge needed to develop the learning required by students. In addition, with the rapid development of technology, teachers also need to learn to use technology, especially tools and applications, to support the implementation of innovative learning. The training results show that teachers are again motivated to develop technology-based mathematics learning by mathematical knowledge and the characteristics of elementary school students. Matematika merupakan salah satu pelajaran yang mempelajari obyek-obyek yang bersifat abstrak. Keabstrakan materi atau konsep matematika membutuhkan strategi atau teknik-teknik tertentu dalam mengajarkannya, terutama bagi siswa sekolah dasar yang masih memiliki cara berpikir yang kongkrit. Pembelajaran matematika di sekolah hendaknya dapat mengurangi keabstrakan obyek matematika menjadi lebih kongkrit bagi siswa. Pada kenyataannya, pembelajaran matematika di sekolah dasar cenderung menggunakan pendekatan abstrak. Aktivitas pada pembelajaran yang dominan dilakukan adalah ceramah dan pemberian tugas. Padahal tuntutan kurikulum 2013 terhadap pelaksanaan pembelajaran matematika mengharuskan guru secara kreatif menemukan dan mengembangkan strategi-strategi pembelajaran matematika yang mampu mengarahkan siswa dalam menemukan, memahami, dan mengaplikasikan konsep-konsep matematika dalam memecahkan masalah terutama masalah-masalah matematika dalam kehidupan sehari-hari. Oleh karena itu bersama Prodi PGSD Unika Atma Jaya, SD Xaverius Metro Lampung melaksanakan pelatihan pembelajaran matematika yang bertujuan untuk merefleksikan dan menyegarkan kembali pengetahuan-pengetahuan yang diperlukan untuk mengembangkan pembelajaran yang dibutuhkan siswa. Selain itu dengan pesatnya perkembangan teknologi, guru perlu juga belajar memanfaatkan teknologi, khususnya pemanfaatan tools (alat) dan aplikasi untuk mendukung pelaksanaan pembelajaran yang inovatif. Hasil pelatihan menunjukkan bahwa guru-guru kembali termotivasi untuk mengembangkan pembelajaran matematika berbasis teknologi yang sesuai dengan karakteristik keilmuan matematika serta karakteristik siswa sekolah dasar. 


Author(s):  
Reza Syehma Bahtiar ◽  
Diah Yovita Suryarini

Mastery in creative thinking ability on Elementary school students have become a central issue in Indonesia education system. The ability to think creatively in learning Mathematics is needed in solving the problems, especially the problem in the form of stories. This study aimed to investigate the use of Problem Posing approach on creative thinking ability of elementary school students. The study is descriptive qualitative study. The students of fourth grade of elementary school were chosen as subject of the research. The data collected from the result of observation sheet and test and then analyzed using the scoring indicator rubrics, developed by Siswono. The result of this study showed that (1) By applying the problem posing approach, the activities of fourth grader elementary school students have increase in mathematics learning about the story problem on calculating mixed operations and (2) the application of the problem posing approach can improve the creative thinking ability of fourth grade students.


Author(s):  
Yulia Yulia

One technology that is developing very rapidly now is information technology and mobile communication (mobile). Mathematics is a science that is widely used in everyday life such as used in trade transactions, carpentry, and so forth. But unfortunately mathematics is considered a difficult subject to understand and is considered terrible by some students who do not like the subject. Like what happened at 004 Batu Aji State Elementary School in Batam. In addition, learning techniques are a bit rigid, because they only come from textbooks. Therefore an educational game was made by incorporating elements of mathematics learning in it to make it look interesting and increase students' interest in learning mathematics. The game to be built is an android-based math education game for grade 2 elementary school students. The variable indicators used are addition, subtraction, multiplication, division, and image installation. By incorporating elements of learning in it, the game can be used as an instructional system using mobile devices. The purpose of this study is to apply and develop mathematics learning media in the form of an android-based educational game in the hope that it can improve the ability to count quickly, add insight and memory to students. From the survey results obtained from elementary school student questionnaire 93.4% were satisfied with the Android-based mathematics education game application that was designed. 


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