International Journal of Trends in Mathematics Education Research
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    230 research outputs found

    The use of ethnomathematics based on carom media for children's creative thinking

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    This study aims to determine students' creative thinking abilities in addition operations using ethnomathematics based on carom media. This study uses a qualitative approach with a descriptive type. The qualitative approach was chosen because this study aims to understand in depth the process of learning mathematics through an ethnomathematics approach using carom media and its impact on children's creative thinking abilities. Data collection techniques were carried out using creative thinking ability tests through essay questions, observation sheets to measure creative thinking abilities, and student interview sheets. Based on the results of the analysis conducted, students' creative thinking abilities have generally shown quite good development. Of the four indicators studied, the aspects of fluency and originality appear more prominent than the other two aspects. Meanwhile, the ability to decompose (elaboration) remains a weakness that requires special attention in the learning process. These findings demonstrate the existence of strengths that can be further developed as well as challenges that need to be addressed. In the fluency indicator, most students are able to generate ideas fluently and quickly. This is evident from 44% of students who are in the very good category and 36% who are in the good category. The originality indicator also shows quite encouraging results. A total of 40% of students were in the excellent category, while 28% were in the good category. In the flexibility indicator, the distribution of student abilities appeared more even. Some students were already in the excellent (32%) and good (24%) categories, but quite a number were still in the fair (28%) and even poor (16%) categories. The elaboration indicator was the weakest aspect. The majority of students (44%) only achieved the adequate category, and only 16% were able to achieve the excellent category. This means that most students still struggle to develop their ideas into more detail and depth. Overall, it can be concluded that students' creative thinking skills are quite good, especially in the aspects of fluency and originality

    Exploring the Potential of STEAM Education in Cosmetology Vocational Schools: A Pathway to Innovative Learning

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    The implementation of the STEAM approach in cosmetology learning has now become a necessity. This must be done to answer the needs of SMK Cosmetology graduates who must be ready to become makeup artists who will be faced with client problems and adaptation to rapidly developing beauty technology. In this case, students majoring in cosmetology must be equipped with problem-solving skills, critical thinking and creativity.  Through a thorough literature analysis, the author of this paper investigates the possibilities of introducing STEAM Education to cosmetology majors. While STEAM education has not been implemented in vocational education for cosmetology majors, there are seven articles about its application in vocational education at all levels. From the results of the article review, there is potential for implementing STEAM learning in Vocational Education majoring in Cosmetology because there is Science content in its curriculum structure. In addition, the implementation of STEAM in this major can be combined with a project-based learning model. An embedded approach can be used to execute STEAM education, with science-based content on anatomy and physiology serving as the foundational literacy that is created, with additional competences serving as support

    Identification of Learning Challenges Towards the Curriculum at SDN 5 Jangkar

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    This study aims to identify obstacles in the learning process at SDN 5 Jangkar, Situbondo Regency, which include limited facilities, lack of conducive environmental support, and low public awareness of the importance of education. These factors have an impact on the quality of the teaching and learning process and student learning outcomes at SDN 5 Jangkar. This study uses a descriptive method with data collection techniques through interviews, observations, and documentation, with a focus on the implementation of the curriculum in the classroom to be more organized and in accordance with the planning. The results of the study indicate that the main challenge in learning at SDN 5 Jangkar is the inconsistency of the implementation of the curriculum with the planned learning design. Therefore, this study is expected to provide an in-depth description of the challenges faced by schools in implementing the curriculum and formulate strategies to optimize the learning process

    Critical mathematical thinking ability of junior high school students viewed from cognitive style

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    This study aims to analyze students' critical thinking skills in solving Two-Variable Linear Equations (PLDV) problems based on reflective and impulsive cognitive styles. The subjects of the study consisted of four students, namely two reflective students (SR1 and SR2) and two impulsive students (SI1 and SI2). This study used a qualitative method with a case study approach. We obtained data through critical thinking tests, in-depth interviews, and analysis of student answer documents. The results showed that reflective students could do all four types of critical thinking: interpretation, analysis, evaluation, and inference. They were also able to give correct and organized answers. In contrast, impulsive students only fulfilled some of the indicators, tended to answer quickly, and made mistakes in analyzing and verifying answers. The main factor influencing this difference was the more careful problem-solving approach in reflective students compared to impulsive students. Based on these findings, it is recommended that learning strategies be adjusted to students' cognitive styles, for example, through reflection-based learning and group discussions to improve critical thinking skills. Thus, this study contributes to the development of learning methods that are more adaptive to students' cognitive characteristics in understanding and solving mathematical problems

    Pre Number Sense Learning for Autistic Children

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    This study aims to explore the understanding of number sense among children with autism. Developing student intelligence is non-negotiable, as it enables them to compete at an international level. Equally important is the need to support these students in reaching their full potential, so they may live independently, take responsibility, and contribute as active citizens just like typically developing children. At the foundation of learning mathematics lies the understanding of basic number concepts, or pre-number sense. This study utilized an observational method based on the 3M approach: writing, choosing, and stating. The basic numbers tested with the autistic student ranged from 1 to 4. The child in this study exhibited motor impairments, which significantly affected performance particularly in the writing and stating tasks. The results showed that the student was unable to respond correctly using these methods, highlighting the need for adaptive strategies in early numeracy instruction for autistic learners

    Development of Digital Learning Media Based on Wingeom Software on Geometry Material at PGRI 3 Tempurejo Junior High School

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    Digital learning media is one of the urgent factors in improving the quality of learning. It is said so because of the development of digital technology in the field of education that demands effectiveness and efficiency in learning and teaching. Development of learning media so that in the implementation of future learning is expected to be able to support the material delivered. This study aims to recognize media development in learning and test the feasibility of the WinGeom software learning media. Implementing the research and development (RD) research method of the ADDIE research model (analysis, design, development, implementation, and evaluation). The results obtained from this study are based on the assessment of the validator; namely, the material expert validator obtained a score of 45 out of 50 maximum scores with a percentage of 90% in the very feasible category. Media validation obtained a score of 40 out of a maximum score of 50 with a percentage of 80% and can be said to be feasible. Practitioner experts, namely those obtaining a score of 46 with a percentage of 92%, are in the very feasible category. As for student responses to the media that has been developed. The data results obtained with a percentage of 91% are categorized as very feasible for use in learning. In terms of student satisfaction in using Wingeom media, it shows that the majority of students (more than 60%) feel "very satisfied" with the use of Wingeom software in geometry learning. Furthermore, in terms of student learning outcomes before and after using Wingeom software, it shows an increase. These results are obtained from the average value of the pre-test, which is 59.7, and the average value of the post-test, which is 89.3. In the calculation of N-Gain, the N-Gain value is 0.73. These results indicate that Wingeom Software is very effective in improving students' conceptual understanding of flat geometry material

    Ethnomathematics Exploration on 7 Bidadari Waterfall Tourism in Rowosari Village

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    Ethnomathematics is a study that investigates mathematical concepts in a cultural context, applied to the design and objects of cultural diversity, including tourist attractions. This study explores the concept of ethnomathematics at the 7 Bidadari Waterfall tourist attraction located in Rowosari village, focusing on the interaction between mathematics and the surrounding culture. The findings of this study highlight that the 7 Bidadari Waterfall tourist attraction is not only a tourist destination but also reflects the mathematical values inherent in the activities of the local community. The main focus of this study is to explore the mathematical concepts contained in the design of the 7 Bidadari Waterfall tourist attraction, with an emphasis on geometric patterns and mathematical proportions seen in the decoration of the tourist attraction and the surrounding natural features. The research method used is a qualitative one with an ethnographic approach, where observation and documentation are used as data collection tools. The data analysis process is carried out through several steps, namely, reduction, presentation, and interpretation. The results of the study indicate that the 7 Bidadari Waterfall, in addition to functioning as a vacation spot, also reflects mathematical values that are useful for learning. This research offers fresh viewpoints about the relationship between mathematics, culture, and architecture at the 7 Bidadari Waterfall.

    Development of Learning Media CATMOD Board (CHESSA MODIFICATION) on Straight Line Equation (PGL) Material for Class VIII SMP Nurul Imam

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    One of the activities that helps the teaching and learning process (KBM) is the process of providing interesting practice questions, one of which is with educational games. This research is development research that aims to produce valid, effective, and practical learning media. This research is development research, or research and development (RD), with the ADDIE development model, which consists of analysis, design, development, implementation, and evaluation. The resulting product is CATMOD (Modified Chess), a medium that is basically chess, then designed to be used as a learning medium, especially for linear equation material. CATMOD has been declared valid from the material aspect and the learning media aspect with consecutive scores of "4.33" and "4.14," both of which are included in the valid category. CATMOD has been tested on class VIII A Nurul Imam Randuagung students and produced a practicality index of use of "2.7," which is included in the good category. Furthermore, the posttest test with an average of 90.2 showed that there was an increase in student learning outcomes from before and after using the media. Based on these three results, it can be concluded that this medium is valid, practical, and effective

    An Ethnomathematic Exploration of Local Wisdom of Patrol Music in Jember Regency

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    This study aims to describe the form of ethnomathematics contained in patrol music as one of the local cultural heritages of the Jember Regency community. This study uses a qualitative descriptive approach with data collection techniques through observation, interviews and documentation of local cultural actors. Based on the results of data collection, several traditional Jember musical instruments were obtained, namely kentongan, tambourine and flute. Based on the results of the exploration, it was found that there are mathematical concepts contained in the kentongan, tambourine, and flute musical instruments including size and measurement, spatial shapes, rhythmic patterns, rhythm and time, symmetry. Kentongan and tambourine are rhythmic musical instruments that use the concept of counting and patterns to create rhythm and beats. Meanwhile, the flute utilizes the concept of frequency and wavelength to produce different tones, which are also related to mathematics. 

    Gamification in STEM Education: A Systematic Literature Review

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    This study aims to assess the impact of gamification in STEM education by focusing on student motivation, engagement, and learning outcomes. Gamification, or the use of game elements in non-game contexts, is applied in STEM education to enhance more engaging and interactive learning experiences. The literature review is carried out in a narrative manner by analyzing relevant research in the last 10 years obtained from various databases, such as Google Scholar and IEEE Xplore. The results of the study show that gamification elements, such as leaderboards, points, and badges, are effective in increasing student motivation and engagement, especially in subjects that tend to be difficult. In addition, gamification plays an important role in the formation of collaborative skills through activities such as "escape rooms" and gamification-based project simulations. However, the implementation of gamification is faced with challenges, such as adaptation to the institutional context and the need for adequate design to sustain long-term impacts. This review recommends the implementation of planned gamification, contextual adjustments, and continuous evaluation to improve the effectiveness of gamification in STEM education. Thus, the results of this study provide guidance for educators in integrating gamification as a relevant and adaptive learning strategy in the modern education era

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    International Journal of Trends in Mathematics Education Research
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