Belajar Pencerminan dengan Menggunakan Permainan Bom-Boman di Kelas VII

S. Hartati, Zulkardi Zulkardi, Yusuf Hartono
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引用次数: 1

Abstract

This study produces a learning trajectory in transformation geometry, specifically on reflection using a game called “bom-boman”. This study using PMRI, the Indonesian version of realistic mathematics education. Subjects of this study are 36 seventh grade students of SMP Negeri 24 Palembang. This study using a design research approach with conducted in three stages: preliminary design, the design experiment (pilot experiment & teaching experiment), and retrospective analysis. Data were collected by observations, interviewing the student, collecting student worksheet, and documentation of classroom event and group works. Hypothetical Learning Trajectory (HLT) has been designed then compared to Actual Learning Trajectory (ALT) during the learning process. Retrospective analysis shows that student’s learning trajectories using the game help students to understand transformation geometry in reflection.
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通过在七班使用炸弹弹来学习推理
这项研究产生了一个变换几何的学习轨迹,特别是使用一个叫做“炸弹-炸弹”的游戏进行反射。本研究采用PMRI,印尼版现实数学教育。本研究的对象为36名七年级学生。本研究采用设计研究方法,分初步设计、设计实验(先导实验及教学实验)、回溯分析三个阶段进行。通过观察、采访学生、收集学生作业表、记录课堂活动和小组作业来收集数据。设计了假设学习轨迹(HLT),并与实际学习轨迹(ALT)在学习过程中进行了比较。回顾分析表明,学生使用游戏的学习轨迹有助于学生在反思中理解变换几何。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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