Laswadi
Institut Agama Islam Negeri Kerinci, Sungai Penuh, Indonesia

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Thinking Trajectory of Students with Thinking and Feeling Personality Types in Solving Algebra Problems Rhomiy Handican; Laswadi; Jamaris Jamna; Solfema
Jurnal Pedagogi dan Pembelajaran Vol. 6 No. 1 (2023): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v6i1.53957

Abstract

The strategies students use in solving mathematical problems are quite diverse, so they affect students' personality types. This research focuses on analyzing the trajectory of students' thinking in solving algebraic problems in terms of thinking and feeling personality types. This research is qualitative research with a descriptive method. The population is 34 students; the sampling is done by purposive sampling—data collection techniques through personality questionnaire sheets, algebraic test questions, and interviews. Qualitative data analysis was done through data reduction, display, and conclusion/verification stages. The results showed that the students' thinking path in solving algebraic problems in terms of thinking and feeling personality types is that in the problem analysis cycle, thinking students can correctly show what is known from the problem. The problem-solving process is made sequentially up to the simplification cycle. In the completion cycle, students think until they get the final answer by completing the steps properly and correctly. Based on these results, students need help solving algebra problems properly compared to students with the thinking personality type. It is because students feel that the steps could be more sequential in solving problems with algebraic forms, and it is difficult to consider based on right or wrong (objective). Therefore, sometimes he needs to be more wishy-washy or even needs clarification in taking a stand.
Instructional Edutainment Media "Number Game" Based on Mobile Technology to Improve Mathematical Conceptual Understanding Laswadi; Rhomiy Handican; Eline Yanty Putri Nasution
Jurnal Edutech Undiksha Vol. 11 No. 1 (2023): Juni
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i1.53913

Abstract

Integrating technology into learning is a challenge for education in the current digital era, so innovation is needed to make students' cognitive, constructive processes more optimal. This development research aims to produce edutainment media in the form of quality mobile technology-based "Number Game" video games. This type of research is developed using the ADDIE model. Methods of data collection using questionnaires and tests. The mobile game was implemented for VII graders of junior high school consisting of 34 students. The research instruments comprised media and material validation sheets, teacher and student practicality questionnaires, and conceptual understanding ability test instruments. The results showed that the "Number Game" edutainment media developed was valid with an average media validation score of 4.49, with a very good classification. The mean material validation score is 4.17, with a good classification. The "Number Game" game developed is practical, with an average teacher response questionnaire score of 3.75 with a good classification, an average student response questionnaire score is 3.35 with a good classification, and an average percentage of learning implementation is 93.51% with a very good category. The "Number Game" game effectively understood students' concepts, with a learning completeness percentage of 67.64 with an effective classification. It is concluded that educational games are feasible and effective in learning.