scholarly journals Using a task analysis approach within a guided problem-solving model to design mathematical learning activities

Pythagoras ◽  
2007 ◽  
Vol 0 (66) ◽  
Author(s):  
Aneshkumar Maharaj

The FET Curriculum Statements for Mathematics advocates that knowledge integrates theory, skills and values. This paper focuses on a guided problem-solving teaching model that provides a framework to do this. A task analysis approach is used within this  framework to illustrate how educators could frame mathematical questions based on the relevant mathematical content.

2020 ◽  
Vol 4 (1) ◽  
pp. 20-28
Author(s):  
Waliyyatu Azzahra ◽  
Heffi Alberida

This study aims to determine the influence of the application of Problem Solving Model towards higher order thinking skills and learning activities of Class X students in SMAN 3 Bukittinggi. This type of research is an experimental study with a Random Design Only Posttest Design Group. The research subjects were 32 students of Class X MIPA 2 SMAN 3 Bukittinggi who were registered in the 2019/2020 school year. The research instrument for obtaining high order thinking skills data is an objective form of question sheet, while the learning activities data obtained through the observation sheet filled by observers. The results showed the average value obtained in the class applied the Problem Solving Model was 76.06. This value is higher when compared to the average value in the control class, which is 66.19. Learning activities of students with the application of the Problem Solving Model, namely for oral activity 73.44%, visual activity 93.76%, and writing activity 96.88%. This percentage is also higher than the control class which has a percentage of 42.19%, 84.38%, and 75%. Based on the results of the study, it can be conclude that the Problem Solving Model has a significant positive effect on the increase in high order thinking skills and learning activities of Class X students of SMAN 3 Bukittinggi. Keywords: Problem Soving, HOTS, Learning Activities


2014 ◽  
Vol 51 (6) ◽  
pp. 636-646 ◽  
Author(s):  
Dennis J. Simon ◽  
Tracy K. Cruise ◽  
Brenda J. Huber ◽  
Mark E. Swerdlik ◽  
Daniel S. Newman

2019 ◽  
Author(s):  
Amany Annaggar ◽  
Rüdiger Tiemann

<p>The aim of this study is to present how to implement the constructive learning theory and self-determination theory into a video game. This video game is designed as a new kind of teaching tool for chemistry concepts and as an assessment tool for domain-specific problem-solving competence, by applying a problem-solving model and the factors of self-determination theory through game elements. These types of video games are designed not only to have fun and motivate students, but also to help the teachers and educators to assess their students according to their weaknesses and strengths in each particular phase of the competence. Thus, educators could improve their teaching strategy or use the tools to improve weak areas. Based on this idea, we developed ALCHEMIST. ALCHEMIST targeted the 9th-grade students in the German chemistry curriculum. The scientific content is about acids, bases, and indicators, and is designed and based on the problem-solving model to access this competence of the students. The 3D game framework was chosen for this game since it makes the game efficient, interactive and drives it into more virtual reality. The designing process was complicated, as it includes multidisciplinary work across psychology, design, scientific content, development and programming, which makes it challenging. To cover these points, we followed a game design model, adding some steps to cover the educational needs and the aim of the game.</p><p>In order to make the game more effective and interactive, and to drive it into a more virtual world, the 3D game framework was chosen for this game since for this age group a 3D educational game is expected to be more effective (Gunter et al, 2008; Terzidou et al, 2012) . Moreover, the use of avatars in the 3D virtual environment establishes non-verbal communication (NVC) features, which can foster collaboration interactions, and enhance the student’s ability to apply abstract knowledge later in reality (Dede, 1992; Tsiatsos and Terzidou, 2010). The log file provided shows the player points and gameplay path which indicates the performance levels for each problem set. Also, it can help teachers to evaluate each particular phase of problem-solving competence. After the success of the development of our game-based theoretical background, it will be tested and validated by experts in chemistry education. This validation process should examine if the problem-solving model is correctly applied and test the significance of the game design, scientific content and the game’s objective.</p><p>It may also be of interest to develop such video games with scientific content and educational background in other fields. It also would be a success for the scientist to apply the scientific content through a fantasy 3D video game to the students at different ages to have fun, to learn, and to assess their competencies.</p>


2019 ◽  
Vol 6 (2) ◽  
pp. 169
Author(s):  
Rosniar Rosniar ◽  
Salawati Salawati

The aim of this study was to improve the learning achievement and activities of students through the implementation of the Problem Solving learning method in Mol Concept. This study was conducted by using two cycles of classroom action research. The subject of this research was 25 students of class X-2 MAN Rukoh Banda Aceh. The result of the implementation of learning Problem Solving method showed that there is improvement of student learning achievement from Cycle I to Cycle II. It could be seen from the results of research that showing about 64% of students had passed learning in Cycle I and about 88% in Cycle II. While the observation was conducted, the improvement of learning activities of students amounts 50%. Based the result of this study, it is can be concluded that the implementation of learning Problem Solving method can improve the learning achievement and activities of the student in Mol Concept.


Author(s):  
Prashant Thote ◽  
Gowri S

The aim of the present study is to investigate the effect of experiential learning activity in deep conceptual understanding of science in comparison with conventional teaching model. In the present experiment quasi experimental and post-test research design is implemented. Totally 80 students participate in the study: 40 girls and 40 boys. The sample is categorized into two: study and the control group. Each group consists of 40 students: 20 boys and 20 girls. The study group is taught “Gases Law” by using experiential learning activities and the control is taught by using the conventional method. Data is collected by using a questionnaire and it consists of 20 multiple choice questions. The collected data is analyzed by using descriptive statistics. The examination of the data illustrates that there is no noteworthy difference in the mean score between the study group and the control group. Independent ‘t-test’ is applied to compare the student’s achievement in post-test. The mean score of the study group, who are exposed to the experiential learning activities, in Science Achievement post-test is 17.35. It is higher than that of (t=6.65; p&gt;0.01) the learners in the control group. The mean of the control group is 14.45. Therefore, it is concluded that the experiential learning activities as a teaching model enhances the deep conceptual understanding of science.


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