Dina Lita Sari, Devi Fitriani, Denti Zaedatul Khaeriyah, Hartono Hartono, F. Nursyahidah
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引用次数: 2
摘要
学生仍然有学习机会材料的困难,其中一些人很难理解机会的概念,使用机会公式的错误,以及学习机会材料的缺乏动力。在正确的学习环境下设计学习可以成为解决方案。本研究旨在设计学习机会材料的环境,使用蛇的游戏环境。设计研究的研究方法有三个阶段:准备阶段、设计实验和回顾分析。准备阶段为HLT测试设计阶段的准备提供了说明。该研究包括6名八年级学生MTs NU mf知识尔野生纱丽和1名数学老师。这项研究制定HLT组成的4个学生的学习活动,即:(1)看蛇游戏视频,决定找出许多事件和大量的实验和经验的机会,公式(2)决定teoritik机会,公式(3)确定样本,样本点的空间,希望,频率公式(4)完成相关语境问题材料的机会。学生们仍然困难地学习可选择的材料,包括困难地理解用概率公式的概念、不正确的方法和缺乏学习机会材料的动力。与正确的学习背景一起学习设计可能是一个解决方案。这个研究工具利用龙的背景来设计材料的机会。研究方法有三个阶段,namely:准备阶段,实验设计和回顾分析。设计实验阶段前的准备阶段。这项研究包括6个班的MTs NU mifknow Ulum野生苹果酒和1个数学老师。这个研究formulates HLT哪种公司》4学生的学习活动,namely:看着a当家》龙之蛇的电子游戏,identifying事件experiments当家》和《empirical determining probability公式,determining the theoretical probability公式,determining一点《太空样本,样本点和频率公式,解决contextual problems对probability相关材料。
Hypothetical Learning Trajectory pada Materi Peluang: Konteks Mainan Tradisional Ular Naga
Siswa masih mengalami kesulitan belajar materi peluang, diantaranya sulit memahami konsep peluang, salah dalam menggunakan rumus peluang, dan kurangnya motivasi dalam belajar materi peluang. Desain pembelajaran dengan konteks pembelajaran yang tepat dapat menjadi solusi. Penelitian ini bertujuan mendesain pembelajaran materi peluang menggunakan konteks permainan ular naga. Metode penelitian yaitu design research dengan 3 tahapan yaitu: tahap persiapan, eksperimen desain dan analisis retrospektif. Tahap persiapan memberikan penjelasan mengenai persiapan sebelum uji coba HLT pada tahap ekperimen desain. Penelitian ini melibatkan 6 siswa kelas VIII MTs NU Mftahul Ulum Margasari dan 1 guru pengampu matematika. Penelitian ini merumuskan HLT yang terdiri dari 4 aktivitas pembelajaran siswa, yaitu: (1) Menonton video permainan ular naga, untuk mengidentifikasi banyaknya kejadian dan banyaknya eksperimen dan menentukan rumus peluang empirik, (2) menentukan rumus peluang teoritik, (3) menentukan ruang sampel, titik sampel, dan rumus frekuensi harapan, (4) menyelesaikan masalah kontekstual berkaitan materi peluang. Students still have difficulty learning opportunity material, including difficulty understanding the concept of opportunity, incorrectly using the probability formula, and lack of motivation in learning opportunity material. Learning design with the right learning context can be a solution. This study aims to design learning opportunities material using the context of the dragon game. The research method is design research with 3 stages, namely: preparation stage, experimental design, and retrospective analysis. The preparation stage explains the preparation before the HLT trial at the design experiment stage. This study involved 6 students of class VIII MTs NU Miftahul Ulum Margasari and 1 teacher of mathematics. This study formulates the HLT which consists of 4 student learning activities, namely: Watching a video game of dragon snakes, identifying the number of events and the number of experiments and determining the empirical probability formula, determining the theoretical probability formula, determining the sample space, sample point, and expected frequency formula, solve contextual problems related to probability material.