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2020 ◽  
Vol 3 (01) ◽  
pp. 154-163
Author(s):  
Fadilah ◽  
Halomoan, T.H ◽  
Priyanda, R

This research aims to find out whether by applying a group investigation leraning model can increase student’s motivation to learn mathematic grade X in SMK Dwi Tunggal 1 Tanjung Morawa. The research instruments used were observation and questioner. The observations used are statements of the learning process. Observation consists of observation sheets on the effectiveness of student learning, and observation of student learning motivation.The population this study is Students Class off X SMK Dwi Tunggal 1 Tanjung Morawa, while the sample in this study was a class off X-AP SMK Dwi Tunggal 1 Tanjung Morawa. From the results of the study can be seen an in crease student motivation to learn mathimatics by using a learning model of investigation b 75% at the first meeting and is categorized as effective, while at the second meeting it reaches 80% and is categorized as effective. Thereofere the use of the group investigation learning model is effective in creasing the motivation to learn mathematic in students of SMK Dwi Tunggal 1 Tanjung Morawa.  


Author(s):  
Yogi Udjaja ◽  
Vincent Sadino Guizot ◽  
Natalia Chandra

The purpose of this research is to combine multimedia elements and mathematics learning material to a mathematic learning interactive application. Research and design methodology that used is Game Development Life Cycle (GDLC) which consist of initiation, pre-production, production, testing and release. Content inside the game is made using gamification and expert system concept. The result of this research is an interactive learning game to support student to understand mathematic materials. The purpose of this application is to help student to learn mathematic in an interactive and interesting way, to deliver mathematic material easily.


Author(s):  
Yogi Udjaja ◽  
Vincent Sadino Guizot ◽  
Natalia Chandra

The purpose of this research is to combine multimedia elements and mathematics learning material to a mathematic learning interactive application. Research and design methodology that used is Game Development Life Cycle (GDLC) which consist of initiation, pre-production, production, testing and release. Content inside the game is made using gamification and expert system concept. The result of this research is an interactive learning game to support student to understand mathematic materials. The purpose of this application is to help student to learn mathematic in an interactive and interesting way, to deliver mathematic material easily.


2015 ◽  
Vol 6 (2) ◽  
pp. 222
Author(s):  
Dwi Sanderayanti

This study aimed to determine the effect of achievement motivation and ability to think critically about result of learn mathematic at elementary school. The research was conducted in the elementary school fifth grade Beji 6, Depok, on June of the school year 2013/2014. The research method with a survey method using path analysis. In this study, it can be concluded that there is a direct effect between achievement motivation toward mathematic learning outcomes of 0,802, there is a direct influence of critical thinking on mathematic learning outcomes at 0,163 and there is  a direct influence between achlevement motivation on critical thingking at 0,588   Keywords : Achievement motivation, critical thinking. Mathematics, elementary school   studi ini dilakukan untuk mengetahui efek pencapaian motivasi dan kemampuan berpikir kritis terhadap hasil belajar mathematika di sekolah dasar. Penelitian dilakukan di sekolah dasar kelas lima Beji 6 Depok, pada juni tahun ajaran 2013/2014. Metode penelitian menggunakan path analisis. Dalam studi ini , dapat disimpulkan bahwa ada efek langsung antara prestasi motivasi tehadap hasil belajar matematika sebesara 0,802 , ada pengaruh langsung dari berpikir kritis terhadap hasil belajar di 0,163 dan ada pengaruh langsung antara motivasi 0,588.   Kata Kunci : motivasi belajar, berpikir kritis. matematika, sekolah dasar


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