CHARACTERISTICS OF STUDENTS' MATHEMATICAL PROBLEM SOLVING ABILITIES IN OPEN-ENDED-BASED VIRTUAL REALITY GAME LEARNING

S. A. Pramuditya, M. S. Noto, Fuji Azzumar
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引用次数: 2

Abstract

This research is motivated by the problem-solving ability of students is still low, and the teaching materials used cannot be studied independently. The purpose of this study was to determine students' profiles about students' problem-solving abilities seen from indicators of choosing and implementing the problem-solving strategies to solve mathematical and outside mathematics using open-ended-based virtual reality games. A virtual reality game through open-ended-based learning media is made with the concept of moving the situation of learning mathematics in the real world into a virtual world displayed through a computer. This research used a qualitative method with a case study design. The research instrument used is a question of mathematical problem-solving ability through open-ended-based and interview transcripts. The research subjects were six eighth grade Junior High School students consisting of two students with high knowledge, two with moderate knowledge, and two with common knowledge. The result showed that students have different mathematical problem-solving abilities from each indicator, namely 1) identifying the adequacy of data for problem-solving, 2) making mathematical models from everyday situations or problems, 3) selecting and implementing strategies to solve math and math problems outside of using virtual reality games through open-ended based.
开放式虚拟现实游戏学习中学生数学解题能力的特点
本研究的动机是学生解决问题的能力仍然较低,所使用的教材不能独立学习。本研究的目的是通过开放式虚拟现实游戏解决数学和数学之外的问题的策略选择和实施指标来确定学生的问题解决能力概况。通过开放式学习媒体制作虚拟现实游戏,其理念是将现实世界中学习数学的情况移动到通过计算机显示的虚拟世界中。本研究采用个案研究设计的定性方法。使用的研究工具是一个问题的数学解决问题的能力,通过开放式的基础和访谈成绩单。研究对象为6名初八年级学生,包括2名高知识学生、2名中等知识学生和2名普通知识学生。结果表明,学生在每个指标上都具有不同的数学解决能力,即1)识别问题数据的充分性,2)从日常情况或问题中建立数学模型,3)通过开放式基础选择和实施解决虚拟现实游戏之外的数学和数学问题的策略。
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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