Setiawan, Linda Lusiana (2010) The use of a game as a teaching strategy to provide a meaningful learning experience in mathematics = Penggunaan permainan sebagai strategi mengajar untuk menciptakan pembelajaran matematika yang bermakna. Bachelor thesis, Universitas Pelita Harapan.
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Abstract
Learning mathematics is rarely an enjoyable experience for most students. These students often consider mathematics as simply an activity of memorizing a set of formulas in order to get the right answer, rather than a successful experience in solving problems within a challenging, yet enjoyable learning environment. This was the problem I found when I taught grade 8 students during my internship program at a private Christian school in Makassar. Attempting to solve the problem, I designed a learning game named “Supermarket Maths.” The sequence of identifying a problem, planning and implementing the learning game, and finally, reflecting upon it follows the steps of Gerald Susman’s classroom action research cycle. Based on the classroom action research, I conclude that a learning game was an effective solution for the problem. It provided a meaningful and enjoyable experience for students as they learned mathematics. Despite its limitations, a learning game can be an alternative strategy to involve students in constructing mathematical knowledge.
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Bagi sebagian besar siswa, belajar matematika bukanlah pengalaman yang menyenangkan. Matematika seringkali dianggap sekedar kegiatan mengingat serangkaian rumus untuk mendapatkan jawaban yang benar, bukan sebuah pengalaman sukses memecahkan masalah dalam lingkungan belajar yang menantang sekaligus menyenangkan. Inilah masalah yang ditemukan penulis pada saat mengajar siswa kelas 8 selama praktikum mengajar di sebuah sekolah Kristen swasta di Makassar. Dalam upaya memecahkan masalah tersebut, penulis merancang sebuah permainan yang dinamakan “Supermarket Maths”. Identifikasi masalah, perencanaan dan pelaksanaan permainan, serta refleksi mengikuti tahap penelitian tindakan kelas menurut Gerald Susman. Berdasarkan penelitian tindakan kelas yang dilakukan, penulis menarik kesimpulan bahwa permainan merupakan solusi yang efektif untuk memecahkan masalah belajar yang disebutkan sebelumnya. Permainan menciptakan pengalaman yang bermakna dan menyenangkan dalam pembelajaran matematika. Sekalipun permainan ini memiliki beberapa keterbatasan, namun permainan tersebut dapat menjadi pilihan strategi untuk melibatkan siswa dalam membangun pengetahuan matematika.
Item Type: | Thesis (Bachelor) |
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Creators: | Creators NIM Email ORCID Setiawan, Linda Lusiana NIM40820060004 UNSPECIFIED UNSPECIFIED |
Contributors: | Contribution Contributors NIDN/NIDK Email Thesis advisor Boothby, Enid UNSPECIFIED UNSPECIFIED |
Uncontrolled Keywords: | game; meaningful learning; permainan; pembelajaran bermakna. |
Subjects: | L Education > LB Theory and practice of education > LB1603 Secondary Education. High schools |
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > Faculty of Education > Mathematics Education Current > Faculty/School - UPH Karawaci > Faculty of Education > Mathematics Education |
Depositing User: | Stefanus Tanjung |
Date Deposited: | 21 Mar 2025 05:27 |
Last Modified: | 21 Mar 2025 05:27 |
URI: | http://repository.uph.edu/id/eprint/67883 |