Digital comic learning media based on character values on students’ critical thinking in solving mathematical problems in terms of learning styles

Rani Darmayanti, Rahmad Sugianto, Baiduri Baiduri, C. Choirudin, W. Wawan
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引用次数: 28

Abstract

To prepare students to compete in 21st-century skills, the Ministry of Education and Culture of the Republic of Indonesia integrates character education into school subjects. However, as a medium, comics do not contain the level of character values, exploration, and critical thinking skills in problem-solving on geometry material. Therefore, the aim of this study is to produce digital media based on character values on mathematical critical thinking skills in solving problems related to learning styles for eighth-grade students. This development research employed the 4-D method (Define, Design, Develop, and Disseminate). The study indicates that the digital comic learning media is valid with a total average score of 3.60 based on the material expert’s validation and 3.50 based on the media expert’s validation. The eight-grade students' responses were positive (92%) based on the trials. The learning outcomes in terms of kinesthetic, auditory, and visual learning styles used in this study can all meet all indicators of mathematical problem-solving.
基于人物价值观的数字漫画学习媒体在学习风格上对学生解决数学问题的批判性思维的影响
为了让学生在21世纪的技能竞争中做好准备,印度尼西亚共和国教育和文化部将品格教育纳入学校科目。然而,漫画作为一种媒介,在解决几何材料的问题上,并不包含人物价值、探索和批判性思维技能的水平。因此,本研究的目的是为八年级学生提供基于数学批判性思维技能品格价值的数字媒体,以解决与学习风格相关的问题。这项开发研究采用了4d方法(定义、设计、开发和传播)。研究表明数字漫画学习媒体是有效的,经材料专家验证的总平均得分为3.60分,经媒体专家验证的总平均得分为3.50分。根据试验,八年级学生的反应是积极的(92%)。本研究使用的动觉、听觉和视觉学习风格的学习结果均能满足数学问题解决的所有指标。
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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