DESAIN DIDAKTIK PEMBELAJARAN ETNOMATEMATIKA BERBASIS MODEL CONTEXTUAL TEACHING AND LEARNING MELALUI PERMAINAN KUBUK MANUK UNTUK MENINGKATKAN KEMAMPUAN PENALARAN MATEMATIS PADA MATERI PECAHAN KELAS III SEKOLAH DASAR

Rahma Khoiriyah, - (2023) DESAIN DIDAKTIK PEMBELAJARAN ETNOMATEMATIKA BERBASIS MODEL CONTEXTUAL TEACHING AND LEARNING MELALUI PERMAINAN KUBUK MANUK UNTUK MENINGKATKAN KEMAMPUAN PENALARAN MATEMATIS PADA MATERI PECAHAN KELAS III SEKOLAH DASAR. S1 thesis, Universitas Pendidikan Indonesia.

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Abstract

Penelitian ini dilatarbelakangi oleh pentingnya kemampuan penalaran matematis siswa kelas III sekolah dasar pada materi pecahan. Dalam meningkatkan kemampuan penalaran matematis pada materi pecahan, peneliti menggunakan pembelajaran etnomatematika yaitu pembelajaran matematika yang berkaitan dengan budaya. Pembelajaran etnomatematika berbasis model contextual teaching and learning yang mampu mengaitkan materi dengan dunia nyata supaya pembelajaran yang dilakukan lebih bermakna dan optimal. Dalam hal ini peneliti menggunakan budaya berupa permainan tradisional dengan memanfaatkan permainan tradisional kubuk manuk yang berasal dari Yogyakarta untuk dijadikan fokus dalam penelitian ini. Tujuan penelitian ini adalah untuk meningkatkan kemampuan penalaran matematis siswa pada materi pecahan menggunakan pembelajaran etnomatematika berbasis model contextual teaching and learning. Peneliti menggunakan metode didactical design research (DDR) dalam penelitian ini. Metode ini memiliki tiga tahapan yaitu, analisis situasi didaktik sebelum pembelajaran, analisis metapedadidaktik, dan analisis retrospektif yang dimanfaatkan untuk memberikan peningkatan penalaran matematis siswa terhadap materi pecahan yang ada pada permainan kubuk manuk. Di awal penelitian, peneliti melakukan tes learning obstacle untuk mengidentifikasi hambatan belajar yang dialami oleh siswa dalam materi pecahan dengan hasil terdapat lima tipe learning obstacle. Selanjutnya membuat desain didaktik awal (DDA) untuk menghilangkan learning obstacle yang terjadi, setelah implementasi DDA peneliti membuat revisi desain didaktik (RDD) untuk menghilangkan learning obstacle yang masih terjadi pada saat implementasi DDA. Peneliti juga membuat prediksi respon siswa dan menganalisisnya. Setelah melalui tiga tahap tersebut peneliti mendapatkan hasil yang optimal dan dapat mengatasi learning obstacle yang terjadi pada materi pecahan dengan menggunakan permainan kubuk manuk pada pembelajaran etnomatematika berbasis model contextual teaching and learning. Kata kunci: Etnomatematika, Contextual Teaching and Learning, Didactical Design Research, Learning Obstacle, Permainan Kubuk Manuk, dan Pecahan. | This research is motivated by the importance of the mathematical reasoning abilities of grade III elementary school students in fractions. In improving mathematical reasoning skills in fractional material, researchers use ethnomathematics learning, namely learning mathematics related to culture. Ethno-mathematical learning based on the contextual teaching and learning model is able to relate material to the real world so that learning is carried out more meaningful and optimal. In this case the researcher uses culture in the form of traditional games by utilizing the traditional kubuk manuk game originating from Yogyakarta to be the focus of this study. The purpose of this study was to improve students' mathematical reasoning abilities in fractional material using ethnomathematics learning based on the contextual teaching and learning model. The researcher used the didactical design research (DDR) method in this study. This method has three stages, namely, didactic situation analysis before learning, metapedadidactic analysis, and retrospective analysis used to improve students' mathematical reasoning of the fraction material in the kubuk manuk game. At the beginning of the study, the researcher conducted a learning obstacle test to identify the learning barriers experienced by students in the fraction material with the results there are five types of learning obstacles. Next, make an initial didactic design (DDA) to eliminate learning barriers that occur, after the implementation of DDA the researcher revised the didactic design (RDD) to eliminate learning barriers that still occur during DDA implementation. The researcher also made predictions about student responses and analyzed them. After going through these three stages, the researcher got optimal results and was able to overcome learning obstacles that occurred in the fraction material by using the kubuk manuk game in ethnomathematics learning based on contextual teaching and learning models. Keywords: Ethnomathematics, Contextual Teaching and Learning, Learning Obstacle, Didactical Design Research, Kubuk Manuk Game, and Fraction.

Item Type: Thesis (S1)
Additional Information: Link Google Scholar: https://scholar.google.com/citations?hl=en&user=8DfwndQAAAAJ | ID SINTA Dosen Pembimbing: Supriadi : 5994493
Uncontrolled Keywords: Etnomatematika, Contextual Teaching and Learning, Didactical Design Research, Learning Obstacle, Permainan Kubuk Manuk, dan Pecahan
Subjects: L Education > L Education (General)
Divisions: UPI Kampus Serang > PGSD UPI Kampus Serang
Depositing User: Rahma Khoiriyah
Date Deposited: 09 Feb 2023 04:57
Last Modified: 09 Feb 2023 04:57
URI: http://repository.upi.edu/id/eprint/87913

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