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CHARACTERISTICS OF STUDENTS' MATHEMATICAL PROBLEM SOLVING ABILITIES IN OPEN-ENDED-BASED VIRTUAL REALITY GAME LEARNING

Infinity Journal · Vol. 11 No. 2 (2022)

DOI
10.22460/infinity.v11i2.p255-272
ISSN
2460-9285, 2089-6867
Terbit
2022-09-20
Penerbit
IKIP Siliwangi Bandung
Lisensi
creativecommons.org/licenses/by-sa/4.0

Abstrak

This research is motivated by the problem-solving ability of students is still low, and the teaching materials used cannot be studied independently. The purpose of this study was to determine students' profiles about students' problem-solving abilities seen from indicators of choosing and implementing the problem-solving strategies to solve mathematical and outside mathematics using open-ended-based virtual reality games. A virtual reality game through open-ended-based learning media is made with the concept of moving the situation of learning mathematics in the real world into a virtual world displayed through a computer. This research used a qualitative method with a case study design. The research instrument used is a question of mathematical problem-solving ability through open-ended-based and interview transcripts. The research subjects were six eighth grade Junior High School students consisting of two students with high knowledge, two with moderate knowledge, and two with common knowledge. The result showed that students have different mathematical problem-solving abilities from each indicator, namely 1) identifying the adequacy of data for problem-solving, 2) making mathematical models from everyday situations or problems, 3) selecting and implementing strategies to solve math and math problems outside of using virtual reality games through open-ended based.

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26 penulis · 60 tautan kepenulisan bersama · 27 lintas organisasi

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  • Universitas Swadaya Gunung Jati
  • Indonesia University of Education
  • Sriwijaya University
  • Universitas Muhammadiyah Prof Dr Hamka
  • IKIP Siliwangi
  • Universitas Negeri Padang
  • Tadulako University
  • Organisasi lain
  • Afiliasi tidak diketahui
  • Organisasi berbeda
  • Organisasi sama
  • Afiliasi tidak diketahui
  • Garis lebih tebal = lebih banyak artikel bersama · lingkaran lebih besar = lebih banyak artikel
Tampilkan sebagai tabel
Rekan penulisOrganisasiArtikel bersama
Wahyu HidayatIKIP Siliwangi4
Yudrick Maulana FiqriUniversitas Swadaya Gunung Jati4
Ida HamidahIndonesia University of Education3
Yulyanti HarismanUniversitas Negeri Padang3
Wahyu HartonoUniversitas Swadaya Gunung Jati2
Mohammad Dadan SundawanUniversitas Swadaya Gunung Jati2
Jarnawi Afgani DahlanIndonesia University of Education1
Nanang PriatnaIndonesia University of Education1
Ratu Ilma Indra PutriSriwijaya University1
ZulkardiSriwijaya University1
Risnina WafiqohAfiliasi tidak diketahui1
Wahyudin WahyudinTadulako University1
Samsul MaarifUniversitas Muhammadiyah Prof Dr Hamka1
Herri MulyonoUniversitas Muhammadiyah Prof Dr Hamka1
Yaya Sukjaya KusumahIndonesia University of Education1
Kusnandi KusnandiIndonesia University of Education1
Ririn WidiyasariUniversitas Muhammadiyah Jakarta1
Pipin FitriadiAfiliasi tidak diketahui1
Surya Amami PramudityaAfiliasi tidak diketahui1
Atina Sabila KhodijahAfiliasi tidak diketahui1
Sri AsnawatiAfiliasi tidak diketahui1
Sri AsnawatiUniversitas Swadaya Gunung Jati1
Atina Sabila KhodijahUniversitas Swadaya Gunung Jati1

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Sumber metadata: Crossref API (cadangan, berdasarkan ISSN) https://api.crossref.org/journals/2460-9285/works, pertama di-harvest 28 Okt 2026, terakhir terlihat 8 Nov 2026.
Metadata sebagai oai_dc, dikonversi dari Crossref
<oai_dc:dc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"><dc:title>CHARACTERISTICS OF STUDENTS' MATHEMATICAL PROBLEM SOLVING ABILITIES IN OPEN-ENDED-BASED VIRTUAL REALITY GAME LEARNING</dc:title><dc:creator>Pramuditya, Surya Amami</dc:creator><dc:creator>Noto, Muchamad Subali</dc:creator><dc:creator>Azzumar, Fuji</dc:creator><dc:description>&lt;jats:p&gt;This research is motivated by the problem-solving ability of students is still low, and the teaching materials used cannot be studied independently. The purpose of this study was to determine students' profiles about students' problem-solving abilities seen from indicators of choosing and implementing the problem-solving strategies to solve mathematical and outside mathematics using open-ended-based virtual reality games. A virtual reality game through open-ended-based learning media is made with the concept of moving the situation of learning mathematics in the real world into a virtual world displayed through a computer. This research used a qualitative method with a case study design. The research instrument used is a question of mathematical problem-solving ability through open-ended-based and interview transcripts. The research subjects were six eighth grade Junior High School students consisting of two students with high knowledge, two with moderate knowledge, and two with common knowledge. The result showed that students have different mathematical problem-solving abilities from each indicator, namely 1) identifying the adequacy of data for problem-solving, 2) making mathematical models from everyday situations or problems, 3) selecting and implementing strategies to solve math and math problems outside of using virtual reality games through open-ended based.&lt;/jats:p&gt;</dc:description><dc:publisher>IKIP Siliwangi Bandung</dc:publisher><dc:date>2022-09-20</dc:date><dc:type>info:eu-repo/semantics/article</dc:type><dc:format>application/pdf</dc:format><dc:identifier>https://doi.org/10.22460/infinity.v11i2.p255-272</dc:identifier><dc:identifier>10.22460/infinity.v11i2.p255-272</dc:identifier><dc:source>Infinity Journal; Vol 11 No 2 (2022); 255</dc:source><dc:source>2460-9285</dc:source><dc:source>2089-6867</dc:source><dc:relation>http://e-journal.stkipsiliwangi.ac.id/index.php/infinity/article/viewFile/2990/1446</dc:relation><dc:rights>http://creativecommons.org/licenses/by-sa/4.0</dc:rights></oai_dc:dc>