THE DEVELOPMENT OF E-MODULE MATHEMATICS BASED ON CONTEXTUAL PROBLEMS

R. Rochsun, Ririn Dwi Agustin

Abstract


Student' mathematics learning outcomes in the era of the industrial revolution 4.0 still have many problems. Meanwhile, teachers are required to be able to make innovations by involving technology. The purpose of this study is to produce a valid and appropriate mathematics e-module based on contextual problems. The research method used is Research & Development with the ADDIE model. The research participants were 78 students in 7th grade junior high schools who were selected purposively. The results showed that the e-module mathematics based on contextual problems developed was feasible to be used to improve student learning outcomes on set material. Student learning outcomes increase effectively due to the active involvement of students' mathematical knowledge, which is built from a digital real-life context. Researchers recommend that teachers and practitioners familiarize themselves with the use of e-module by integrating them with math problems that are close to students' lives.

Article visualizations:

Hit counter


Keywords


e-module, contextual problems, learning outcome, mathematical knowledge

Full Text:

PDF

References


Arikunto, S. (2010). Prosedur Penelitian Suatu Pendekatan Praktik. Rineka Cipta.

Boaler, J. (1993). The role of contexts in the mathematics classroom: Do they make mathematics more “Real”? For the Learning of Mathematics, 13(2), 12–17.

Creswell, J. W. (2012). Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research. Pearson Education.

Daryanto. (2013). Menyusun Modul: Bahan Ajar untuk Persiapan Guru dalam Mengajar. Gava Media.

Elissavet, G., & Economides, A. A. (2000). Evaluation factors of educational software. Proceedings International Workshop on Advanced Learning Technologies (IWALT), 113–120.

Ferdianto, F., Setiyani, & Nurulfatwa, D. (2019). 3D page flip professional: Enhance of representation mathematical ability on linear equation in one variable. Journal of Physics: Conference Series, 1188(1), 012043. https://doi.org/10.1088/1742-6596/1188/1/012043

Gatti, L., Ulrich, M., & Seele, P. (2019). Education for sustainable development through business simulation games: An exploratory study of sustainability gamification and its effects on students’ learning outcomes. Journal of Cleaner Production, 207, 667–678. https://doi.org/10.1016/j.jclepro.2018.09.130

Gerritsen-van Leeuwenkamp, K. J., Joosten-ten Brinke, D., & Kester, L. (2019). Students’ perceptions of assessment quality related to their learning approaches and learning outcomes. Studies in Educational Evaluation, 63(July), 72–82. https://doi.org/10.1016/j.stueduc.2019.07.005

Higgins, K. N., Crawford, L., Angelo, J. H.-D., & Horney, M. (2016). Investigating student use of electronic support tools and mathematical reasoning. Contemporary Educational Technology, 7(1), 1–24.

Jannah, A. F., & Prahmana, R. C. I. (2019). Learning fraction using the context of pipettes for seventh-grade deaf-mute student. Journal for the Education of Gifted Young Scientists, 7(2), 299–321. https://doi.org/10.17478/jegys.576234

Karaoglan-Yilmaz, F. G., Özdemir, B. G., & Yasar, Z. (2018). Using digital stories to reduce misconceptions and mistakes about fractions: an action study. International Journal of Mathematical Education in Science and Technology, 49(6), 867–898. https://doi.org/10.1080/0020739X.2017.1418919

Lampiran Permendikbud No. 68 Tahun 2013, (2013).

King, S. O., & Robinson, C. L. (2009). “Pretty Lights” and Maths! Increasing student engagement and enhancing learning through the use of electronic voting systems. Computers and Education, 53(1), 189–199. https://doi.org/10.1016/j.compedu.2009.01.012

Leow, M. F.-T., & Neo, M. (2014). Interactive multimedia learning: Innovating classroom education in a Malaysian University. The Turkish Online Journal of Educational Technology, 13(2), 99–110.

Lithner, J. (2017). Principles for designing mathematical tasks that enhance imitative and creative reasoning. ZDM - Mathematics Education, 49(6), 937–949. https://doi.org/10.1007/s11858-017-0867-3

Meyer, M. R., Dekker, T., & Querelle, N. (2001). Context in mathematics curricula. Mathematics Teaching in the Middle School, 6(9), 522–527.

Molenda, M. (2003). ADDIE Model Design Development Implementation (Issue June).

Nasrudin, N., Agustina, I., Akrim, A., Ahmar, A. S., & Rahim, R. (2018). Multimedia educational game approach for psychological conditional. International Journal of Engineering and Technology(UAE), 7(2.9), 78–81.

Pilt, L., Tartes, T., & Morandi, T. (2014). Tool for creating learning modules developed on the basis of open source OpenScholar Software. EUNIS Journal of Higher Education.

Professional, F. P. D. . (2019). Flip PDF Professional Interactive publishing - add video , image , link and.

Purwanto, A. R., & Lasmono, S. (2007). Pengembangan Modul Seri Teknologi Pembelajaran. Departemen Pendidikan Nasional.

Ramadianti, W., Priatna, N., & Kusnandi. (2019). Misconception analysis of junior high school student in interpreting fraction. Journal for the Education of Gifted Young Scientists, 7(4), 1159–1173. https://doi.org/10.17478/jegys.631567

Reeder, S. (2016). Prospective elementary teachers’ conceptual understanding of integers. The Research Council on Mathematics Learning, 8(3), 16–29.

Salavera, C., Usán, P., & Teruel, P. (2019). Contextual problems, emotional intelligence and social skills in Secondary Education students. Gender differences. Annales Médico-Psychologiques, Revue Psychiatrique, 177(3), 223–230. https://doi.org/https://doi.org/10.1016/j.amp.2018.07.008

Selvianiresa, D., & Prabawanto, S. (2017). Contextual teaching and learning approach of mathematics in primary schools. Journal of Physics: Conference Series, 895(1), 012171. https://doi.org/10.1088/1742-6596/895/1/012171

Sugianto, D., Abdullah, A. G., Elvyanti, S., & Muladi, Y. (2017). Modul virtual: Multimedia flipbook dasar teknik digital. Innovation of Vocational Technology Education, 9(2), 101–116. https://doi.org/10.17509/invotec.v9i2.4860

Suwangsih, E. & T. (2010). Model Pembelajaran Matematika. UPI Press.

Thuneberg, H. M., Salmi, H. S., & Bogner, F. X. (2018). How creativity, autonomy and visual reasoning contribute to cognitive learning in a STEAM hands-on inquiry-based math module. Thinking Skills and Creativity, 29(July), 153–160. https://doi.org/10.1016/j.tsc.2018.07.003

Tubb, A. L., Cropley, D. H., Marrone, R. L., Patston, T., & Kaufman, J. C. (2020). The development of mathematical creativity across high school: Increasing, decreasing, or both? Thinking Skills and Creativity, 35(December 2019), 100634. https://doi.org/10.1016/j.tsc.2020.100634

Widjaja, W. (2013). The use of contextual problems to support mathematical learning. Indonesian Mathematical Society Journal on Mathematics Education, 4(2), 157–168.




DOI: http://dx.doi.org/10.46827/ejes.v7i10.3317

Refbacks

  • There are currently no refbacks.


Copyright (c) 2020 R. Rochsun, Ririn Dwi Agustin

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.

Copyright © 2015-2023. European Journal of Education Studies (ISSN 2501 - 1111) is a registered trademark of Open Access Publishing Group. All rights reserved.


This journal is a serial publication uniquely identified by an International Standard Serial Number (ISSN) serial number certificate issued by Romanian National Library (Biblioteca Nationala a Romaniei). All the research works are uniquely identified by a CrossRef DOI digital object identifier supplied by indexing and repository platforms. All authors who send their manuscripts to this journal and whose articles are published on this journal retain full copyright of their articles. All the research works published on this journal are meeting the Open Access Publishing requirements and can be freely accessed, shared, modified, distributed and used in educational, commercial and non-commercial purposes under a Creative Commons Attribution 4.0 International License (CC BY 4.0).