Nur Robiah Nofikusumawati Peni
Universitas Ahmad Dahlan, Yogyakarta

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Influence of Jakri Game on Elementary School Students’ Understanding and Interests on Word Problem: Using Realistic Mathematics Education Peni, Nur Robiah Nofikusumawati
Unnes Journal of Mathematics Education Vol 6 No 2 (2017): Unnes Journal of Mathematics Education
Publisher : Department of Mathematics, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ujme.v6i2.17248

Abstract

This study aims to clarify the influence of Jakri game in improving students’ understanding and interest in learning word problem. By using Realistic Mathematics Education (RME) approach, the classroom is designed to support students to understand word problem. 81 students in Alor Regency, East Nusa Tenggara Province, were pointed out in order to reach the objectives of the data. This research used a quantitative method to measure students’ understanding and interest in learning word problem by playing Jakri. Based on the level of RME approach, many students are able to reach level 1, students easy to accustom with Jakri game (real situation level), but students have some difficult to shifting from level 2 to level 3 (model-of level to model-for level). No one of them can reach the formal mathematics level (level 4). Students also have difficulty to do computation but the students create new mathematics sentence based on their own story. The result based on the questionnaire which measures students’ interest in Jakri game shows that the students like the game which mean that they interested to this game and enjoy the mathematics class.
Analysis of Students' Learning Motivation in Calculus on the Usage of Learning Video Media during the Covid-19 Pandemic Sumargiyani; Ardi Dwi Susandi; Nur Robiah Nofikusumawati Peni
Mathematics Education Journal Vol. 6 No. 1 (2022): MEJ Vol 6 No.1
Publisher : Department of Mathematics Education University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/mej.v6i1.19547

Abstract

The Covid-19 pandemic has changed the process of teaching-learning activities from offline to online. Implementing this activity causes a lack of motivation and self-confidence for undergraduate students. This study describes undergraduate students' learning motivation for using video media in integral calculus lectures for integral application materials to calculate the shape area during the Covid-19 pandemic. This research is quantitative descriptive research. The research participants were 23 undergraduate students from Ahmad Dahlan University in mathematics education. Data was collected by distributing questionnaires via Google Form consisting of 32 statements with five alternative answer choices and eight questions about learning motivation when utilizing learning video media. The analytical technique used was quantitative descriptive analysis. The results show that learning video media effectively motivates student learning in integral calculus during the Covid-19 pandemic with an average percentage result of 90.625% with very high criteria.
Monte Carlo method at the 24 game and its application for mathematics education Meita Fitrianawati; Zulhaj Aliansyah; Nur Robiah Nofikusumawati Peni; Imam Wahyudi Farid; Lukman Hakim
Journal of Honai Math Vol 5, No 2 (2022): Journal of Honai Math
Publisher : Universitas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jhm.v5i2.250

Abstract

Students often find mathematics a challenging subject and turn it into a scourge for them. Game-based learning, such as “24-card game”, help engage students in a self-paced and fun learning process and thus may overcome students’ math anxiety and promote mental math skills. This research aims to examine how the 24-card game works using the Monte Carlo method and the possibility to overcome students' mathematics anxiety. The meta-analysis method was used to explain Monte Carlo’s simulation to solve the solution for all possible combinations of cards in the game and respectively assign difficulty levels. The student's proficiency level was evaluated based on the divergence value in the number of guesses required to solve the dealt combination at 87% to show full proficiency. The evaluation could also show the math difficulty of advanced operations, such as fractions and grouping games. This game is more efficient in developing students' mental math skills compared to a conventional and rigidly structured classroom lecture.