Abstract

Learning in mathematical subjects such as calculus, engineering mathematics, statistics, discrete mathematics, numerical methods, etc., is necessary for proper learning so students understand well. In this study, the lecturer will improve the pedagogical process, which involves at least three aspects of the process: construction, reflection, and communication. The simulation method is a learning method that is done by giving students aspects of construction and reflection. The game method supports aspects of communication and reflection because it makes students motivated by learning in different atmospheres, conditions and enthusiasm. The two methods are combined and supported by the use of mathematics information and communication technology (ICT) learning processes. The learning model uses simulations and games because the learning process during teaching and learning activities that involve educators and students. The results of research at Faculty of Information Technology Perbanas Institute Jakarta students show that student motivation has increased in terms of attendance and enthusiasm in attending lectures and in evaluating student learning outcomes has increased in final exam result.

Highlights

  • STEAM education (Science, Technology, Engineering, Art, and Mathematics / science, technology, engineering, art, and mathematics) is gaining in popularity but there is little empirical data to guide effective learning practices, and even little is known about the challenges associated with teaching [1].Learning subjects in the field of mathematics of mathematics such as calculus, engineering mathematics, statistics, discrete mathematics, numerical methods the need for proper learning so that students understand well

  • By using multimedia-based simulations, it is expected that elementary level students in tertiary institutions with diverse basic knowledge of mathematical knowledge can achieve learning objectives according to the required competency standards

  • The research conducted on the even semester 2015/2016 at the researcher place of teaching by doing a combination of simulations and games on mathematics family courses (Discrete Mathematics, Numerical Methods and Calculus)

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Summary

Introduction

STEAM education (Science, Technology, Engineering, Art, and Mathematics / science, technology, engineering, art, and mathematics) is gaining in popularity but there is little empirical data to guide effective learning practices, and even little is known about the challenges associated with teaching [1]. Examples for some exact sciences study programs such as in the information technology faculty that have students who come from non-exact vocational students or from high school with a social science background. This causes problems in providing mathematics teaching courses which are categorized as "difficult" science. Mathematics learning is oriented towards the final result, but emphasizes more on the process during teaching and learning activities that take place involving educators and students. The involvement of educators is important, with the support of technology, appropriate learning models are created for the above problem. In addition to considering various other factors that influence such as curriculum, learning process, teaching methods, evaluations, textbooks, teacher quality, education advice and infrastructure. [5]

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