Designing Learning Trajectory: A Case of Data Distribution Using The Context of Congklak

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Fuad Luky Atmaja, Sugiman Sugiman, Rira Jun Fineldi

2021 ACM International Conference Proceeding Series Conference paper Cited by 0 Quartile

Abstract

One of the processes of increasing learning that is interesting for students is conceptual learning through the learning of trajectory. The purpose of this study is to describe the learning trajectory in the discussion of data distribution applied in the traditional game-based learning process. The type of research uses design research. Design research has 3 stages, namely experimental planning, experimental design, and retrospective analysis. This study uses a hypothetical learning trajectory in the context of the Congklak game developed based on data from documentation, interviews, and observation. The research subjects were 15 students in grades 7 and 8 in junior high school. The results showed that traditional games could support the understanding of the concept of data distribution. Learning trajectories based on traditional game-based learning are seen from the perspective of stages on the iceberg. This stage is 1) situational, 2) situational model 3) Mathematical model and 4) formal mathematics. Thus, it is important for teachers in increasing mathematics learning. © 2021 ACM.

Affiliations

Universitas Negeri Yogyakarta, Indonesia