{"title":"利用Android辅助游戏教育能力进行演练和演练的数学思考能力","authors":"Asri Sanusi, Ari Septian, Sarah Inayah","doi":"10.31980/MOSHARAFA.V9I3.866","DOIUrl":null,"url":null,"abstract":"AbstrakPermasalahan yang melatarbelakangi penelitian ini yaitu karena masih rendahnya kemampuan berpikir kreatif matematis siswa. Tujuan penelitian ini untuk mengetahui apakah bantuan media pembelajaran education game yang juga sebagai alternatif solusi permasalahan dapat meningkatkan kemampuan berpikir kreatif matematis siswa. Kuasi eksperimen dengan desain Nonequivalent group pretest-postest design menjadi metode penelitian ini. Instrumen tes berbentuk essai tentang literasi matematis, berupa pretest dan posttest. Seluruh siswa kelas XI MAN 1 Cianjur pada tahun ajaran 2019/2020 menjadi populasinya, sedangkan sampelnya dipilih melalui teknik purposive sampling yaitu kelas XI MIPA 4 sebanyak 25 siswa sebagai kelas eksperimen yang diberikan perlakuan dengan menggunakan education game berbantuan android dan XI MIPA 3 sebanyak 25 siswa sebagai kelas kontrol dengan pembelajaran biasa. Hasilnya, peningkatan kemampuan berpikir kreatif matematis siswa dengan education game berbantuan android lebih baik dibandingkan dengan peningkatan pada siswa dengan pembelajaran biasa. Mathematical Creative Thinking Ability Using Education Game Android Assisted on Sequence and SeriesAbstractThis study aims to determine whether the help of education game learning media which is also an alternative solution to problems can improve students' mathematical creative thinking abilities. The research method used was a quasi-experimental design with a Nonequivalent group pretest-posttest design. The instruments are in the form of a mathematical literacy test in the form of a pre-test and a post-test. The population of this research was all students of class XI MAN 1 Cianjur in the academic year 2019/2020 which were spread out in eleven classes, while the sample was selected by using two purposive sampling techniques, namely class XI MIPA 4 as many as 25 students as an experimental class who were treated using media assistance learning educational games and Mathematics and Natural Sciences 3 as many as 25 students as a control class with ordinary learning. The result is the increase in students' mathematical creative thinking abilities with educational game android assisted is better than the increase in students with ordinary learning.","PeriodicalId":102966,"journal":{"name":"Mosharafa: Jurnal Pendidikan Matematika","volume":"70 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"22","resultStr":"{\"title\":\"Kemampuan Berpikir Kreatif Matematis dengan Menggunakan Education Game Berbantuan Android pada Barisan dan Deret\",\"authors\":\"Asri Sanusi, Ari Septian, Sarah Inayah\",\"doi\":\"10.31980/MOSHARAFA.V9I3.866\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"AbstrakPermasalahan yang melatarbelakangi penelitian ini yaitu karena masih rendahnya kemampuan berpikir kreatif matematis siswa. Tujuan penelitian ini untuk mengetahui apakah bantuan media pembelajaran education game yang juga sebagai alternatif solusi permasalahan dapat meningkatkan kemampuan berpikir kreatif matematis siswa. Kuasi eksperimen dengan desain Nonequivalent group pretest-postest design menjadi metode penelitian ini. Instrumen tes berbentuk essai tentang literasi matematis, berupa pretest dan posttest. Seluruh siswa kelas XI MAN 1 Cianjur pada tahun ajaran 2019/2020 menjadi populasinya, sedangkan sampelnya dipilih melalui teknik purposive sampling yaitu kelas XI MIPA 4 sebanyak 25 siswa sebagai kelas eksperimen yang diberikan perlakuan dengan menggunakan education game berbantuan android dan XI MIPA 3 sebanyak 25 siswa sebagai kelas kontrol dengan pembelajaran biasa. Hasilnya, peningkatan kemampuan berpikir kreatif matematis siswa dengan education game berbantuan android lebih baik dibandingkan dengan peningkatan pada siswa dengan pembelajaran biasa. Mathematical Creative Thinking Ability Using Education Game Android Assisted on Sequence and SeriesAbstractThis study aims to determine whether the help of education game learning media which is also an alternative solution to problems can improve students' mathematical creative thinking abilities. The research method used was a quasi-experimental design with a Nonequivalent group pretest-posttest design. The instruments are in the form of a mathematical literacy test in the form of a pre-test and a post-test. The population of this research was all students of class XI MAN 1 Cianjur in the academic year 2019/2020 which were spread out in eleven classes, while the sample was selected by using two purposive sampling techniques, namely class XI MIPA 4 as many as 25 students as an experimental class who were treated using media assistance learning educational games and Mathematics and Natural Sciences 3 as many as 25 students as a control class with ordinary learning. The result is the increase in students' mathematical creative thinking abilities with educational game android assisted is better than the increase in students with ordinary learning.\",\"PeriodicalId\":102966,\"journal\":{\"name\":\"Mosharafa: Jurnal Pendidikan Matematika\",\"volume\":\"70 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"22\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Mosharafa: Jurnal Pendidikan Matematika\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.31980/MOSHARAFA.V9I3.866\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Mosharafa: Jurnal Pendidikan Matematika","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.31980/MOSHARAFA.V9I3.866","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 22
摘要
这项研究背后的原因是,学生的数学思维能力仍然很差。本研究的目的是确定作为问题解决方案的替代问题媒体学习工具是否能提高学生的数学思维能力。用非equivalent group pretest-postest设计进行实验进行研究。以数学素养为基础的essai测试仪器,即前测和后测。结果,提高android辅助游戏教育学生的数学创造性思维能力比增加学生的正常学习能力要好。通过教育游戏Android对学习媒体的帮助来确定这一研究方法是否具有教育意义,这一研究方法可以培养学生的创造力思维能力。研究中使用的方法是一种新型设计,由一个非equivalent小组预试验设计。仪器是数学文学的一种形式,在一种预试验和一种后测试中进行。所谓的进步是学生创新思维的增长,教育游戏android辅助学习能力的增长比普通学习的增长要好。
Kemampuan Berpikir Kreatif Matematis dengan Menggunakan Education Game Berbantuan Android pada Barisan dan Deret
AbstrakPermasalahan yang melatarbelakangi penelitian ini yaitu karena masih rendahnya kemampuan berpikir kreatif matematis siswa. Tujuan penelitian ini untuk mengetahui apakah bantuan media pembelajaran education game yang juga sebagai alternatif solusi permasalahan dapat meningkatkan kemampuan berpikir kreatif matematis siswa. Kuasi eksperimen dengan desain Nonequivalent group pretest-postest design menjadi metode penelitian ini. Instrumen tes berbentuk essai tentang literasi matematis, berupa pretest dan posttest. Seluruh siswa kelas XI MAN 1 Cianjur pada tahun ajaran 2019/2020 menjadi populasinya, sedangkan sampelnya dipilih melalui teknik purposive sampling yaitu kelas XI MIPA 4 sebanyak 25 siswa sebagai kelas eksperimen yang diberikan perlakuan dengan menggunakan education game berbantuan android dan XI MIPA 3 sebanyak 25 siswa sebagai kelas kontrol dengan pembelajaran biasa. Hasilnya, peningkatan kemampuan berpikir kreatif matematis siswa dengan education game berbantuan android lebih baik dibandingkan dengan peningkatan pada siswa dengan pembelajaran biasa. Mathematical Creative Thinking Ability Using Education Game Android Assisted on Sequence and SeriesAbstractThis study aims to determine whether the help of education game learning media which is also an alternative solution to problems can improve students' mathematical creative thinking abilities. The research method used was a quasi-experimental design with a Nonequivalent group pretest-posttest design. The instruments are in the form of a mathematical literacy test in the form of a pre-test and a post-test. The population of this research was all students of class XI MAN 1 Cianjur in the academic year 2019/2020 which were spread out in eleven classes, while the sample was selected by using two purposive sampling techniques, namely class XI MIPA 4 as many as 25 students as an experimental class who were treated using media assistance learning educational games and Mathematics and Natural Sciences 3 as many as 25 students as a control class with ordinary learning. The result is the increase in students' mathematical creative thinking abilities with educational game android assisted is better than the increase in students with ordinary learning.