ELECTRONIC GAMES IMPROVE THE STUDENT RESPONSE IN MATHEMATICAL LEARNING

Sundari, Sundari (2014) ELECTRONIC GAMES IMPROVE THE STUDENT RESPONSE IN MATHEMATICAL LEARNING. In: The 1st Sriwijaya University Learning And Education International Conference (SULE-IC) 2014. Faculty of Teacher Training and Education, Sriwijaya University , Palembang, South Sumatera, Indonesia, pp. 771-778. ISBN 978-602-70378-0-9

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    Abstract

    The problem in this research is that the students are not motivated in learning mathematic in the extra class tutorial. This is due to the fact the teaching and learning system are similar to the formal classroom instruction. The aim of this research is to create a joyful learning environment through a competitive and cooperative activities by using mathematics games. The researchers will use electronic games in learning math for fourth grade elementary school students. Math game in electronic form is a new thing for the students so that they can increase their motivation in learning. This research was carried out on Edu-Fun, educational institution in Jambi. The purpose of this research was formulated as follows: 1) Improve learning process more interesting, 2) Motivates students in following activities in pursuit of study in educational institutions of Edu-Fun, 3) create an atmosphere of learning math fun, 4) train students to compete for sportsmanship, and, 4) increase the ability of students of the class IV elementary school in understanding the basic concept of integer arithmetic operations. This research employed Classroom Action Research (CAR) and was divided into three cycles. Every cycle consists of planning, implementation, observation, and reflection. The instrument used is observation and video recording of learning activities. The qualitative data analyzed by employing the Miles and Hubberman (1994). The result showed that 1) the use of games in learning mathematics created a fun and interestingly learning, 2) grouping students randomly based on academic ability to effectively train students mutually learn and work together to get better grades, 3) competition in learning activities trained students to be sportive, learning to posed ideas, and confident to answer teacher’s questions, 4) students response in learning activities affects students achievement, 5) the cognitive, affective and physicomotoric achievement based on students response, the classroom teaching process, competitive character, and students active involvement in learning activities Key Words: Math games, competition and cooperation, joyful learning

    Item Type: Book Section
    Subjects: L Education > L Education (General)
    Q Science > QA Mathematics
    Divisions: Faculty of Teacher Training and Science Education > Department of Mathematics and Sciences Education > Mathematics Education
    Depositing User: Dr, M.A. Hartono Hartono
    Date Deposited: 20 Sep 2016 15:23
    Last Modified: 20 Sep 2016 15:23
    URI: http://eprints.unsri.ac.id/id/eprint/6843

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