A LEARNING TRAJECTORY FOR PROBABILITY: A CASE OF GAME-BASED LEARNING

This research is aimed to describe a learning trajectory for probability through game-based learning. The research employed design research consisting of three stages: preparing for the experiment, design experiment, and retrospective analysis. A hypothetical learning trajectory (HLT) using Sudoku a...

Full description

Bibliographic Details
Main Authors: Ariyadi Wijaya, Elmaini Elmaini, Michiel Doorman
Format: Article
Language:English
Published: Sriwijaya University 2021-01-01
Series:Journal on Mathematics Education
Subjects:
Online Access:https://ejournal.unsri.ac.id/index.php/jme/article/view/12836
_version_ 1818323121270161408
author Ariyadi Wijaya
Elmaini Elmaini
Michiel Doorman
author_facet Ariyadi Wijaya
Elmaini Elmaini
Michiel Doorman
author_sort Ariyadi Wijaya
collection DOAJ
description This research is aimed to describe a learning trajectory for probability through game-based learning. The research employed design research consisting of three stages: preparing for the experiment, design experiment, and retrospective analysis. A hypothetical learning trajectory (HLT) using Sudoku and Snake-and-ladder games was developed by collecting data through documentation, interviews, and classroom observations. The HLT was implemented in the classroom to investigate students’ actual learning trajectory. The results of this research indicate that the games helped students understand the concept of probability. The learning trajectory for probability based on game-based learning is seen from the perspective of four levels of emergent modeling. In the first level – ‘situational level’ – Sudoku and Ladder-and-Snake games were played by students. The second level is the ‘referential level’ where the rules of the games were used as a starting point to learn the concept of probability. Communication during game playing stimulated students' knowledge about random events, sample spaces, sample points, and events. At the third level – ‘general level’ – students used tree and table diagrams to generalize possible outcomes of an experiment and develop an understanding of sample spaces and sample points. Lastly, at the ‘formal level’ students developed their informal knowledge into formal concepts of probabilities.
first_indexed 2024-12-13T11:07:39Z
format Article
id doaj.art-acf8675b71a049a2b0f68635df5e449d
institution Directory Open Access Journal
issn 2087-8885
language English
last_indexed 2024-12-13T11:07:39Z
publishDate 2021-01-01
publisher Sriwijaya University
record_format Article
series Journal on Mathematics Education
spelling doaj.art-acf8675b71a049a2b0f68635df5e449d2022-12-21T23:48:55ZengSriwijaya UniversityJournal on Mathematics Education2087-88852021-01-0112111610.22342/jme.12.1.12836.1-165480A LEARNING TRAJECTORY FOR PROBABILITY: A CASE OF GAME-BASED LEARNINGAriyadi Wijaya0Elmaini Elmaini1Michiel Doorman2Universitas Negeri Yogyakarta, YogyakartaSMP Negeri 14 Tanjung Jabung Timur, JambiUtrecht University, UtrechtThis research is aimed to describe a learning trajectory for probability through game-based learning. The research employed design research consisting of three stages: preparing for the experiment, design experiment, and retrospective analysis. A hypothetical learning trajectory (HLT) using Sudoku and Snake-and-ladder games was developed by collecting data through documentation, interviews, and classroom observations. The HLT was implemented in the classroom to investigate students’ actual learning trajectory. The results of this research indicate that the games helped students understand the concept of probability. The learning trajectory for probability based on game-based learning is seen from the perspective of four levels of emergent modeling. In the first level – ‘situational level’ – Sudoku and Ladder-and-Snake games were played by students. The second level is the ‘referential level’ where the rules of the games were used as a starting point to learn the concept of probability. Communication during game playing stimulated students' knowledge about random events, sample spaces, sample points, and events. At the third level – ‘general level’ – students used tree and table diagrams to generalize possible outcomes of an experiment and develop an understanding of sample spaces and sample points. Lastly, at the ‘formal level’ students developed their informal knowledge into formal concepts of probabilities.https://ejournal.unsri.ac.id/index.php/jme/article/view/12836design researchfour levels of modellinggame-based learninglearning trajectoryprobability
spellingShingle Ariyadi Wijaya
Elmaini Elmaini
Michiel Doorman
A LEARNING TRAJECTORY FOR PROBABILITY: A CASE OF GAME-BASED LEARNING
Journal on Mathematics Education
design research
four levels of modelling
game-based learning
learning trajectory
probability
title A LEARNING TRAJECTORY FOR PROBABILITY: A CASE OF GAME-BASED LEARNING
title_full A LEARNING TRAJECTORY FOR PROBABILITY: A CASE OF GAME-BASED LEARNING
title_fullStr A LEARNING TRAJECTORY FOR PROBABILITY: A CASE OF GAME-BASED LEARNING
title_full_unstemmed A LEARNING TRAJECTORY FOR PROBABILITY: A CASE OF GAME-BASED LEARNING
title_short A LEARNING TRAJECTORY FOR PROBABILITY: A CASE OF GAME-BASED LEARNING
title_sort learning trajectory for probability a case of game based learning
topic design research
four levels of modelling
game-based learning
learning trajectory
probability
url https://ejournal.unsri.ac.id/index.php/jme/article/view/12836
work_keys_str_mv AT ariyadiwijaya alearningtrajectoryforprobabilityacaseofgamebasedlearning
AT elmainielmaini alearningtrajectoryforprobabilityacaseofgamebasedlearning
AT michieldoorman alearningtrajectoryforprobabilityacaseofgamebasedlearning
AT ariyadiwijaya learningtrajectoryforprobabilityacaseofgamebasedlearning
AT elmainielmaini learningtrajectoryforprobabilityacaseofgamebasedlearning
AT michieldoorman learningtrajectoryforprobabilityacaseofgamebasedlearning