scholarly journals On Mathematical Induction: Revisiting its technique for classroom Instruction

10.17158/513 ◽  
2016 ◽  
Vol 19 (2) ◽  
Author(s):  
Ressa Mae B. Onsing ◽  
Grace O. Aoanan ◽  
Renan P. Limjuco

<p>This study intended to rediscover the concepts of mathematical induction and to develop a learning module that can make the students be more appreciative of mathematical induction. Specifically, this investigation aimed to measure the levels of knowledge and attitude of students towards mathematical induction. Guided by the ADDIE (Analysis-Design-Development-Implementation Evaluation) instructional systems design framework, the researchers employed the descriptive method and purposively chose 8 mathematics students whose attitude and cognitive levels were to be assessed using valid and reliable research instruments (α’s of 0.85 and 0.86). Findings revealed that the revisitation of the concept significantly increased the cognitive level but such intervention did not improve the attitude level of the students.</p><p> </p><p><strong>Keywords: </strong>Math education, mathematical induction, revisitation, attitude, cognitive, mathematics students, Philippines</p><div> </div>

2019 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Dewi Prabasari ◽  
Vera Yuli Erviana

The aim of this study; 1) to find out the steps to develop MacromediaFlash 8 Professional Based on the Character of Love of the Motherland in My Cultural Diversity Subtema for 4th grade students; 2) To find out the feasibility of MacromediaFlash 8 Professional Based on Land Love; 3) To find out student responses and teacher assessments of the quality of MacromdiaFlash 8 Professional that was developed. This study is a development research using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The research subjects were class IV C students in a small group trial of 10 students and class IV B students in a large group trial. Techniques for collecting expert data collection (media experts, learning experts, material experts), on product trials using teacher assessment questionnaires and student responses as suggestions and input for the feasibility of MacromediaFlash 8 Professional Based on Love Characters Homeland that researchers developed. The results of the study showed that the assessment of media experts received a 77.7 score in the category "Eligible". Assessment of learning experts received a score of 86.5 with the category "Very Worthy". The assessment of material experts scored 81.6 with the "Very Worthy" category. In evaluating product trials (small groups) scored 91.85 in the "Very Worthy" category. In the assessment of usage trials (large groups) scored 91.60 in the "Very Worthy" category. The conclusion of use.


2018 ◽  
Vol 8 (2) ◽  
pp. 72
Author(s):  
Dyan Falasifa Tsani

<p>Penelitian pengembangan ini dilatar belakangi karena peserta didik memerlukan bahan ajar yang praktis ketika dipelajari di dalam kelas maupun di luar kelas. peserta didik minim pendidikan karakter yang berhubungan dengan karakter religius dan kesopanan. Sehingga peneliti mengembangkan buku saku matematika berbasis pendidikan karakter yang bertujuan untuk meningkatkan prestasi belajar serta meningkatkan nilai karakter peserta didik. Penelitian ini merupakan jenis penelitian R &amp; D (research and development). Prosedur pengembangan buku saku menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian ini adalah peserta didik kelas X IPA 1 sebagai kelas eksperimen dan X IPA 2 sebagai kelas kontrol. Teknik analisis data menggunakan deskriptif kualitatif dan kuantitatif. Berdasarkan hasil penelitian dapat disimpulkan bahwa buku saku matematika berbasis pendidikan karakter pada materi trigonometri valid dengan penilaian validator termasuk dalam kategori valid namun perlu sedikit revisi dengan presentase rata-rata sebesar 70,80%. Dan juga tanggapan peserta didik terhadap buku saku termasuk pada kategori sangat baik dengan pesentase 86,60%. Efektivitas buku saku terhadap prestasi belajar peserta didik didapatkan nilai rata-rata kelas eksperimen yaitu 86,52 dan nilai rata-rata kelas kontrol yaitu 79,97. Kemudian dilakukan uji t-test mendapatkan hasil = 2,248 &gt;  = 1,668 maka diterima. Artinya rata-rata kelas yang menggunakan buku saku matematika berbasis pendidikan karakter lebih baik daripada yang tidak menggunakan buku saku. Sedangkan hasil angket penilaian pendidikan karakter didapatkan sebesar 56,6 pada pertemuan pertama dan sebesar 71,4 pada pertemuan terakhir, sehingga diperoleh skor n-gain sebesar 0,34. Hal ini menunjukkan bahwa pembelajaran menggunakan buku saku matematika trigonometri berbasis pendidikan karakter efektif meningkatkan pendidikan karakter peserta didik dengan kategori sedang.</p>


Author(s):  
Rina Wijayanti ◽  
Siti Napfiah

This research aims to produce products such as module, which supporter statistics courses in IKIP Budi Utomo Malang institutions. It can be used to enhance the students' ability to solve problems. This research development method using ADDIE models which include analysis, design, development, implementation, evaluation. Methods of data collection in this study include legibility test. Results of this study we concluded the step wrote statistics module that determining competency standards, specify the title of the module, arrange the contents of the module, cover design, legibility test, revision and production. Based on the conclusion that thelegibility test for aspects of language, presentation, and graphic declared valid while the worthiness aspect of the module is very valid. So based on student legibility test module does not need to be revised. 


2021 ◽  
Vol 7 (1) ◽  
pp. 19-31
Author(s):  
Meilia Tika Ayu Ningrum ◽  
Agus Purnomo ◽  
Idris Idris

Android-based learning media for Social Studies (SS) might reduce boredom and accelerate student learning because it conveys attractive, creative, and innovative learning materials that support independent learning. This study aims to develop android-based learning media for SS about the Kingdom and Relics of Hindu-Buddhist. It employed Research and Development (R&D) with Analysis, Design, Development, Implementation, Evaluation (ADDIE) model. Validation by material experts and linguists stated that the learning media was feasible with 61.5% and 70%. Results show that the learning media is suitable to use by 88.2%. The product trials resulted in practical products by 100% from educational practitioners, and 80.2% from students. This finding indicates that the media is effective, as can be seen, that 26 out of 32 students scored above the minimum grade. It is suggested that SS learning media are developed through further research by utilizing virtual reality technology. This may accelerate student understanding as the use of videos and pictures, and virtual reality to images and objects help depict things clearly.


Author(s):  
Gilbert Willett

This paper details one faculty members approach to developing a prototype module for a computer based instruction (CBI) course in foundational neuroscience for physical therapy students. The process was based on the generic instructional systems design model, ADDIE. ADDIE is an acronym for Analysis, Design, Development, Implementation, and Evaluation. Each step has an outcome that feeds the subsequent step or results in modification of the prior step in order to reach the desired outcome. The analysis section summarizes the state of the global academic environment in health professions education and the environment at the University of Nebraska Medical Center (UNMC) where the project took place. Events that led to development of the CBI course module are described and results of a national and local survey analysis to determine the level of interest in a CBI course for foundational neuroscience are reported. The design section outlines formation of the design team for the CBI module and describes the pedagogy of the module. Development explains the rational for determining the mode of CBI delivery, reports the amount of faculty time required for module development, and lists the equipment needed and skills required. Implementation reviews the process employed for peer validation of content and for student editorial feedback. Evaluation consists of a summary pre and post-test of results and qualitative feedback provided by test students.


Author(s):  
Dr. Eduardo García Sánchez ◽  
Mtro. Osbaldo Vite Chávez ◽  
Mtro. Miguel Ángel Navarrate Sánchez ◽  
Mtro. Miguel Ángel García Sánchez ◽  
Dra. Verónica Torres Cosío

En este trabajo se presenta una nueva metodología para el desarrollo de software multimedia educativo, constituida por ocho fases principales: concepto o pre–producción, análisis, diseño, desarrollo, implementación, evaluación y validación del programa, producción y elaboración del material complementario. El objetivo principal es facilitar, a través de la descripción de los elementos y actividades requeridos para generar el entorno general, pedagógico y técnico/estético, el desarrollo del software multimedia educativo. AbstractTthis work presents a new methodology for the development of multimedia educational software, consisting of eight main phases: concept and pre–production, analysis, design, development, implementation, evaluation and validation program, production and processing of additional material. The main objective is to facilitate through the description of the elements and activities required to generate, pedagogical and technical/aesthetic overall environment, the development of multimedia educational software. Recibido: 18 de junio de 2015Aceptado: 25 de enero de 2016


Author(s):  
Saad Lwyen Al- Sibieh

  The objective of the current study is to analyze the content of the 12th grade Arabic language book questions in Jordan in the light of Bloom's classification of cognitive objectives in order to reveal the cognitive levels measured by the questions of the Arabic language book for Grade 12 in the Hashemite Kingdom of Jordan and the percentage obtained by each level Of these levels. The researcher used the descriptive method. The tool consisted of constructing a special card to analyze the questions of the 12th grade Arabic language book. The analysis form included information including the title of the book, the official issuing authority, the edition and the year of publication. The analysis form was divided into four sections. The first consisted of units, the second included the lessons, the third contained the number of questions as they appeared in the textbook, and the fourth included the levels of knowledge. The researcher analyzed the questions of the Arabic language subject of the study in the light of a special questionnaire that included the six levels of Bloom's classification (recall, understanding, comprehension, application, analysis, composition, evaluation). To ensure that the analysis was consistent, three arbitrators were chosen to perform the same analysis on the search form. The study found that 558 questions in the Arabic language book were the percentage of questions that measure information recall (25%). The questions that measure students' understanding of the content (36%), (9%), while the questions that require the student to obtain a new item were (5%), while the evaluation and judgment questions were (8%). Results A number of recommendations were made.  


2018 ◽  
Vol 8 (1) ◽  
pp. 77-86
Author(s):  
Ita Fitriati ◽  
Muhammad Ghazali

Penelitian ini bertujuan: (1) Pengembangan media pembelajaran menggunakan Software Lecture Maker pada mata pelajaran pemrograman dasar; (2) Meningkatkan motivasi belajar siswa pada mata pelajaran pemrograman dasar, (3) Media pembelajaran yang dibuat apakah layak untuk digunakan dalam pembelajaran pemrograman dasar. Penelitian ini merupakan penelitian pengembangan dngan Model pengembangan ADDIE (Analisis, Design, Development, Implementation, Evaluation). Media pembelajaran Lecture Maker dasar pemrograman yang telah dikembangkan, divalidasi oleh dua orang ahli dan mengalami revisi sehingga didapatkan hasil yang sangat layak digunakan. Hasil penelitian menunjukkan bahwa (1) Media pembelajaran menggunakan software Lecture Maker yang dikembangkan setelah dilakukan validasi media tersebut dinyatakan sangat valid dengan nilai 3.59, (2) Aktivitas belajar siswa dalam menggunakan media pembelajaran di SMKN 9 Bima dinilai sangat aktif dengan nilai 3.60. Media pembelajaran dinyatakan layak berdasarkan uji kelayakan menurut ahli media dengan nilai 3.59. hasil uji coba kelompok kecil dengan presentase total sebesar 87,8%, dan uji coba kelompok besar dengan presentase total sebesar 87,9%. Dari hasil uji diatas dapat disimpulkan bahwa media pembelajaran dengan Software Lecture Maker yang dibuat layak digunakan sebagai pendukung pembelajaran untuk mata pelajaran dasar-dasar pemrograman dan efektif untuk meningkatkan motivasi belajar siswa.


2018 ◽  
Vol 35 (2) ◽  
pp. 113-120
Author(s):  
Elok Fariha Sari ◽  
Nursiwi Nugraheni ◽  
Trimurtini Trimurtini

Penelitian ini bertujuan untuk menghasilkan media Geometry Fun Activity berciri konservasi dengan menggunakan model ADDIE dan mengetahui kelayakan media Geometry Fun Activity. Penelitian ini termasuk penelitian pengembangan dengan menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Proses pengembangan media Geometry Fun Activity meliputi tahap: (1) analisis, (2) desain, (3) pengembangan, (4) implementasi, (5) evaluasi. Validasi media dilakukan oleh seorang ahli media dan ahli materi. Media yang dihasilkan diujicobakan kepada 30 orang mahasiswa semester 4 Jurusan Pendidikan Guru Sekolah Dasar Fakultas Ilmu Pendidikan Universitas Negeri Semarang (Jurusan PGSD FIP UNNES). Hasil pengembangan media Geometry Fun Activity ini berupa media latihan soal yang dikombinasikan dengan gambar yang bertema konservasi khususnya konservasi etika seni dan budaya. Hasil uji kelayakan menunjukkan bahwa media layak digunakan terbukti dengan validasi ahli media mendapatkan nilai 3,6 yang artinya masuk dalam kategori layak digunakan, ahli materi mendapatkan nilai 3,4 masuk dalam kategori layak digunakan tanpa revisi, dan respon positif mahasiswa sebanyak 95,2% menyatakan media layak digunakan. Penelitian ini diharapkan dapat digunakan sebagai salah satu referensi untuk melengkapi pembelajaran geometri, dapat memberikan sumbangan bagi pengembangan media geometri.


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