A learning trajectory of integer addition and subtraction using the kempreng game context

Indri Salsabila, Mohammad Faizal Amir, M. D. K. Wardana
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Abstract

Traditional games can be used as a context to understand mathematical concepts. Many studies on learning trajectory (LT), which are set in the context of traditional games, have been carried out. However, no study focuses on using the context of the traditional kempreng game to facilitate primary students in understanding integer addition and subtraction. This research aims to design an LT through traditional game kempreng to help construct students' understanding and mathematical concepts through various activities that have been developed. This study uses design research with stages, namely preliminary design, teaching experiment, and retrospective analysis. This study produces LT which consists of five activities, namely: consisting of calculating addition points through the kempreng context, calculating subtraction (difference) through the kempreng context, performing additional operations on the “same” kempreng card, performing subtraction operations on “different” kempreng, and determining the results of addition or subtraction operations of number cards with the opposing group. In this study, LT set in the traditional game of kempreng can be used as a context in preparing learning designs that could stimulate students thinking in understanding the mathematical concepts of integer addition and subtraction. The impact of the research design also occurs on teachers. Learning becomes a student center, the teacher as a facilitator. The results of this study can have implications as one of the considerations for using contexts with real and cultural backgrounds to reduce or build a meaningful understanding of the concept of integer addition and subtraction for primary students.
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使用kempreng游戏上下文的整数加减法学习轨迹
传统游戏可以作为理解数学概念的背景。许多关于学习轨迹的研究都是在传统游戏的背景下进行的。然而,没有研究关注如何利用传统的“干摊”游戏情境来帮助小学生理解整数加减法。本研究旨在通过传统的游戏kempreng来设计一个LT,通过各种已经开发的活动来帮助学生构建理解和数学概念。本研究采用分阶段的设计研究,即初步设计、教学实验和回顾性分析。本研究产生的LT由五个活动组成,即:通过kempreng上下文计算加法,通过kempreng上下文计算减法(差),在“相同”kempreng牌上进行附加操作,在“不同”kempreng牌上进行减法操作,以及确定与对手组数字牌的加法或减法操作结果。在本研究中,传统的“干串”游戏中的LT设置可以作为学习设计的背景,激发学生理解整数加减法数学概念的思维。研究设计的影响也发生在教师身上。学习成为学生的中心,教师成为推动者。本研究的结果可以作为使用真实背景和文化背景的情境来减少或建立小学生对整数加减法概念的有意义理解的考虑之一。
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