Teacher to Teacher: Travel the World: An Addition Game

2000 ◽  
Vol 5 (6) ◽  
pp. 392-396
Author(s):  
Katherine D. Owens ◽  
Richard L. Sanders

This article introduces the “whole-number machine” and describes its use as an odometer in an addition game. This device was created for use with middle school students and can be used as a hands-on display as students review place-value concepts, practice computation of whole numbers, and explore large-number values and number names. The addition game described here has been tested with fifth-grade students whose motivation to play the game was influenced by the use of the “whole-number machine” as a calculating and recording device.

Author(s):  
Dea Sinta Maharani ◽  
Otang Kurniaman

Linguistic intelligence is one of eight multiple intelligences that currently attracts attention in the world of education. Linguistic intelligence is a person's ability to speak both verbally and in writing, besides that people who have linguistic intelligence also master the components of linguistic intelligence which consists of phonology, syntax, semantics and pragmatics. The type of research used is research and development (R & D) with a 4D model. The subjects in this study were experts as validators, fifth grade students for trials and homeroom teachers in elementary schools. Data collection is done by giving a questionnaire to the validator. In this study the researchers concluded that the product of the developed linguistic intelligence assessment instrument was declared feasible to be used based on the results of validation of 86% with very feasible categories. The obstacle in developing the product of this instrument of linguistic intelligence assessment is the lack of knowledge of the school about the importance of linguistic intelligence for students in elementary schools. 


2019 ◽  
Vol 8 (2) ◽  
Author(s):  
Dwi Novita Sari ◽  
Putri Juwita

This study aims to improve the results of learning mathematics of elementary school students SDIT Deli Insani of class V on the subject matter of fractions by using number playing card media. The from of this study is classroom action research conducted in 2 cycles, using number playing cards at SDIT Deli Insani in class V Tanjung Morawa. The subjects of this study were the fifth grade students of SDIT Deli Insani, amounting to 30 students. This action was carried out in April 2018. Methods of collecting data using observation and documentation. The data analysis used is quantitative and qualitative analysis. The results of the study showed an increase in students' ability to understand concepts from the first cycle and second cycle. Percentage of increase in pre-action results, cycle I and cycle II students' concept comprehension ability that is 13.04% for indicators identifying number forms using number game cards (dominoes) and indicators solving problems in fractional form operations using dominoes 27.26%. the success indicator in cycle II reaches 80%. Thus the application of number game cards can improve students' understanding of mathematical concepts at SDIT Deli Insani in Class V.


2019 ◽  
Vol 38 (2) ◽  
pp. 366-376
Author(s):  
Noor Alfulaila ◽  
Haryadi Haryadi ◽  
Ajat Sudrajat ◽  
Nashrullah Nashrullah

Multicultural approach in Indonesian language has become an absolute necessity over the last years. This research highlights the role of multicultural culture as a means to improve writing achievement of Indonesian Language among elementary school students. This study aims at determining the effectiveness of the multicultural approach in the writing achievement of Indonesian language among fifth grade students of islamic elementary school who are grouped based on their learning motivation. This study can be catagorized as an experimental study with 2x2 factorial design. The independent variable consists of two categories, multicultural and conventional approaches. The population was  60 fifth grade students of at two private islamic schools. The data was collected using learning achievement tests and learning motivation questionnaires, and analyzed using two-way ANOVA and sheffe test. The results showed that (1) there were a gap in learning achievement between students in the experimental group and control group students; (2) there were differences in learning achievement between students with high motivation between both groups; (3) there were differences in learning achievement between low motivated students between both groups; (4) the multicultural approaches proved to be more effective than the conventional one; and (5) there was no interaction between the approaches and the learning motivation.


2019 ◽  
Vol 11 (1) ◽  
pp. 45-58
Author(s):  
Ratih Ayu Apsari ◽  
Ratu Ilma Indra Putri ◽  
Sariyasa Sariyasa ◽  
Mieke Abels ◽  
Sudi Prayitno

The present study is a part of design research in local instructional theory in a pre-algebraic lesson using the Realistic Mathematics Education (RME) approach. The article will focus on recommendations for the type of pre-algebra class that supports elementary school students’ algebraic thinking. As design research study, it followed the three steps of preliminary studies, teaching experiment and retrospective analysis. The subject of the study is 32 fifth grade students of MIN 2 Palembang during the teaching experiment phase.  The data were gathered from students’ worksheets, lesson observation and interviews with the students. Data analysis was done using a constant comparative qualitative method. The results from the study indicate that pattern investigation in pre-algebra class that visualized geometrically supports the students to identify the form of the pattern and construct generalization.


Author(s):  
Sofia Sa’o

This research was aimed to describe the effectiveness of the use of aids in mathematics instruction in SMP, with: 1) compare the mathematics learning achievement of students who were taught using real aids with that of students who were taught using half-real aids.; 2) compare the mathematics learning mastery of the students from both schools categories.This research is a quasi-experiment with pretest-postest design with non-equivalent groups. This research used two experiment groups and two control groups. Population of this research was fifth grade students of state SMP in Detusoko. Stratified random sampling technique was used to select the sample. From the population, the researcher took two schools and every school consisted of two classes as a sample. The total of the sample are 100 people. Data were collected using test. The test were tried out to two groups of students. To compare the mathematics learning achievement of students, data were analyzed by descriptive statistic and inferential statistic by analysis of covariant  (α =0.05) and was continued with Tukey-Kramer test (α =0.05), while to compare the mathematics learning mastery of the students, data were analyzed by Chi-Square test.The result of this research showed that: 1) from both schools categories the mathematics learning achievement of students who were taught using real aids is higher than that of students taught using half-real aids; 2) the mathematics learning mastery of high category school students who were taught using real aids is higher than that of high category school students who were taught using half-real aids;3) the mathematics learning mastery of low category school students who were taught using real aids is not higher than that of low category school students who were taught using half-real aids; 4) from both schools categories the students who were taught using real aids, reach the mathematics learning mastery level, while the students who were taught using half-real aids, do not reach the learning mastery level.


Author(s):  
Brian Herrig

This chapter discusses the development and implementation of an introductory programming unit within a seventh grade technology education course. The goal of this unit was to introduce the concepts of programming to middle school students in a way that was accessible and unintimidating. Digital games provide an inherent level of engagement not present in other programming activities, and the digital game environment provides a safe platform for experimentation without concern for safety or equipment. The curriculum described in this chapter provides many practical examples of how digital games can be incorporated into a technology education classroom to engage students in the world of programming.


2019 ◽  
pp. 761-780
Author(s):  
Michelina Occhioni

This work describes Techland, an OpenSim-based VW developed and owned by the author for educational purposes for middle school students. Techland is a group of islands focused on math, and science, where explore various approaches to VW, in different and mutually not exclusive learning sets and degrees of immersion. The main objectives are to simplify abstract concepts by using scripted 3D learning objects and to engage students offering a way to go beyond the classroom as the only learning environment. So Techland can be considered a giant 3D book. Activities range from viewing the contents of the world on an IWB, as a support for the teacher's lesson, to logging on the student's avatars into the world for exploration, producing machinima videos and collaborating together. Most islands are public access and reachable from other similar virtual worlds by the HG system, so other schools could take advantage from its contents or they could share projects. Techland has got the proper requirements to will become a meeting place between students and teachers who want to find new approaches to scientific matters.


Author(s):  
Bin Tang ◽  
Yue Wang ◽  
Yujuan Gao ◽  
Shijin Wu ◽  
Haoyang Li ◽  
...  

Based on the panel data of 20,594 fourth- and fifth-grade students in the western provinces A and B in China, this paper analyzed the effect of boarding at school on the mental health of students using a combination of the propensity score matching (PSM) and difference-in-differences (DID) methods. The results showed that boarding had no significant effect on the mental health of students, but the tendency of loneliness among boarding school students was increased. Heterogeneity analysis found that fifth-grade students whose parents had both left home to work were more likely to have poorer mental health when boarding. This paper has essential policy significance for guiding rural primary schools to improve the mental health of boarding school students, especially left-behind children.


1991 ◽  
Vol 39 (3) ◽  
pp. 34-37 ◽  
Author(s):  
Kathleen Cramer ◽  
Nadine Bezuk

Multiplication of fractions is a deceptively easy skill for students to learn. In a large school district in Minnesota, fifth-grade students identified as being in the lower quartile on the district's mathematics competency test had great difficulty with all the fraction items except multiplication of fractions. Although only 18 percent of these students could find the sum of 1/2 and 1/8, 75 percent could find the product of 2/3 and 4/7. Students can successfully multiply, for example, 2/3 and 4/7, using their whole-number ideas. The answer. 8/21, can be calculated without considering the meaning of either of the fractions or of the answer.


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