KEMAMPUAN KOMUNIKASI DIGITAL MATEMATIS PADA PEMBELAJARAN ROLE PLAY BERBANTUAN GAME EDUKASI (STUDI FENOMENOLOGI GROUNDED THEORY SISWA SMP KELAS VIII)

Surya Amami Pramuditya, - (2021) KEMAMPUAN KOMUNIKASI DIGITAL MATEMATIS PADA PEMBELAJARAN ROLE PLAY BERBANTUAN GAME EDUKASI (STUDI FENOMENOLOGI GROUNDED THEORY SISWA SMP KELAS VIII). S3 thesis, Universitas Pendidikan Indonesia.

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Abstract

Penelitian ini bertujuan untuk memperoleh gambaran positif karakteristik kemampuan komunikasi digital matematis siswa SMP kelas VIII pada pembelajaran role play berbantuan game edukasi matematika, serta hubungannya dengan kemampuan komunikasi matematis, kemampuan pemahaman matematis serta kemampuan representasi matematis. Perkembangan teknologi informasi dan komunikasi yang berkembang secara pesat telah memberikan perubahan dalam dunia pendidikan, seperti memunculkan era komunikasi berbantuan media digital. Kemampuan matematis berbantuan media digital didefinisikan sebagai kemampuan digital matematis. Game edukasi matematika merupakan alat untuk merepresentasikan kemampuan komunikasi digital matematis. Penelitian ini menggunakan paradigma interpretivis dengan pendekatan kualitatif. Metodologi penelitian yang digunakan adalah fenomenologi, yaitu siswa memaknai pengalaman belajar berbantuan game edukasi matematika sebagai bentuk kemampuan komunikasi digital matematis siswa SMP kelas VIII. Sedangkan metode penelitian menggunakan grounded theory. Partisipan merupakan siswa SMP Veteran Kota Cirebon kelas 8. Penelitian ini menghasilkan 29 kategori coding yang kemudian dibentuk dalam beberapa konjektur dan model hubungan kemampuan komunikasi digital matematis dengan beberapa kemampuan matematis lainnya. Kesimpulan penelitian ini menghasilkan kebaruan mengenai karakteristik kemampuan digital matematis yaitu (1) kemampuan komunikasi digital matematis dipengaruhi oleh kemampuan komunikasi matematis dan kemampuan komunikasi matematis memerlukan kemampuan pemahaman matematis dan kemampuan representasi matematis; (2) kemampuan komunikasi digital matematis merupakan kapasitas siswa untuk melakukan proses interaksi dengan media digital yang menimbukan arus informasi dua arah, yaitu informasi antara siswa dan ide matematisnya melalui sinkronisasi pemahaman dan representasi matematis; (3) adanya dampak positif kepada kemampuan pemahaman instrumental dan kemampuan pemahaman relasional, motivasi belajar, fokus belajar serta resiliensi siswa dalam belajar matematika.; This study aims to obtain a positive profile of mathematical digital communication for 8th junior high school students in role play learning assisted by mathematics education games, as well as mathematical communication skills, mathematical understanding abilities and mathematical representation skills. The rapid development of information and communication technology has provided changes in the world of education, such as the era of digital media assisted communication. Digital media assisted mathematical ability is defined as mathematical digital capability. Math education game is a tool to represent mathematical digital communication. This study uses an interpretive paradigm with a qualitative approach. The research methodology is phenomenology, students interpreting the learning experience assisted by mathematics education games as a form of mathematical digital communication for 8th junior high school students. While the research method uses grounded theory. Participants were 8th grade students of Veteran junior high school in Cirebon. The research resulted in 29 coding categories which were then formed into several conjectures and a mathematical digital communication relationship model with several other mathematical abilities. The conclusion of this study resulted in novelties regarding digital mathematical abilities, namely (1) mathematical communication skills digital communication by mathematical communication skills and mathematical communication skills require mathematical understanding skills and mathematical representation skills; (2) mathematical digital communication ability is the student's capacity to interact with digital media that creates a two-way flow of information, namely information between students and their mathematical ideas through mathematical understanding and representation; (3) there is a positive impact on the ability of instrumental understanding and relational understanding ability, learning motivation, learning focus and student resilience in learning mathematics.

Item Type: Thesis (S3)
Uncontrolled Keywords: Kemampuan Pemahaman Matematis, Kemampuan Representasi Matematis, Kemampuan Komunikasi Matematis, Kemampuan Komunikasi Digital Matematis, Game Edukasi Matematika
Subjects: L Education > L Education (General)
Q Science > QA Mathematics
Divisions: Sekolah Pasca Sarjana > Pendidikan Matematika S-3
Depositing User: DAM STAF Editor
Date Deposited: 09 Feb 2021 07:12
Last Modified: 09 Feb 2021 07:12
URI: http://repository.upi.edu/id/eprint/59034

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