电子漫画媒体发展,以增进学生对数学概念的理解

Ani Afifah, Putri Arisca Dewi
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引用次数: 0

摘要

本研究的目的是开发电子漫画媒体,以情境化的方法来处理四边形和三角形的材料,以帮助初中生提高对数学概念的理解。Thiagarajan模型所使用的开发模型,即4d模型被修改为3d模型,由于适应了学习媒体开发的需要,只进入了第三个阶段,即定义、设计和开发。媒体开发过程使用Inkscape为电子漫画着色和整理。电子漫画媒体使用上下文方法,练习问题与日常生活相关。本研究中的电子漫画分为两个系列,第一个系列是关于四边形和三角形的属性、对角线、边和角的材料,第二个系列是关于四边形和三角形的周长和面积的材料。结果表明,基于验证性评估的电子漫画是有效的,基于完成学习的百分比的电子漫画是有效的,并且从实施的观察结果来看是实用的。这种电子漫画媒体可以从翻译、内推和外推三个层面帮助学生理解。在学习中使用电子漫画媒体的目的是建立学生对所呈现材料的理解。关键词:电子漫画,理解数学概念
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Pengembangan Media E-Komik Untuk Meningkatkan Pemahaman Konsep Matematika Siswa
This study aims to develop e-comic media with a contextual approach to the material of quadrilaterals and triangles to help improve the understanding of mathematical concepts for seventh grade junior high school students. The development model used by the Thiagarajan model known as the 4-D model was modified into a 3-D model which only reached the third stage, namely define, design, and develop, because it was adapted to the needs of learning media development. The media development process uses Inkscape for coloring and finishing e-comics. E-comic media uses a contextual approach where practice questions are related to everyday life. The e-comic in this study consists of two series, namely series 1 with material on properties, diagonals, sides and angles in quadrilaterals and triangles, in series 2 with material on perimeter and area of ​​quadrilaterals and triangles. The results show that e-comic is valid based on validation assessment, effective based on the percentage of complete learning and practical from the results of observation of implementation. This e-comic media can help students' understanding based on 3 levels, namely translation, intrapolation and extrapolation. The use of e-comic media in learning is intended to build students' understanding of the material presented. Keywords: e-comic, understanding mathematical concept  
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来源期刊
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0.00%
发文量
14
审稿时长
24 weeks
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