学习轨迹的设计:基于Congklak语境的数据分布案例

Fuad Luky Atmaja, S. Sugiman, Rira Jun Fineldi
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引用次数: 1

摘要

对学生来说,增加学习的一个有趣的过程是通过学习轨迹进行概念性学习。本研究的目的是描述传统基于博弈的学习过程中应用的数据分布的学习轨迹。这种类型的研究使用设计研究。设计研究分为实验策划、实验设计、回顾性分析三个阶段。本研究基于文件、访谈和观察的数据,在《Congklak》游戏的背景下使用了一个假设的学习轨迹。研究对象为15名初七、八年级学生。结果表明,传统游戏能够支持对数据分布概念的理解。基于传统游戏学习的学习轨迹是从冰山上的阶段的角度来看的。这个阶段是1)情景,2)情景模型,3)数学模型,4)形式数学。因此,教师提高数学学习的重要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing Learning Trajectory: A Case of Data Distribution Using The Context of Congklak
One of the processes of increasing learning that is interesting for students is conceptual learning through the learning of trajectory. The purpose of this study is to describe the learning trajectory in the discussion of data distribution applied in the traditional game-based learning process. The type of research uses design research. Design research has 3 stages, namely experimental planning, experimental design, and retrospective analysis. This study uses a hypothetical learning trajectory in the context of the Congklak game developed based on data from documentation, interviews, and observation. The research subjects were 15 students in grades 7 and 8 in junior high school. The results showed that traditional games could support the understanding of the concept of data distribution. Learning trajectories based on traditional game-based learning are seen from the perspective of stages on the iceberg. This stage is 1) situational, 2) situational model 3) Mathematical model and 4) formal mathematics. Thus, it is important for teachers in increasing mathematics learning.
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