Epistemic games of students grade X IPA SMAN 5 Malang in solving Newton law problems

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Abstract

This study aims to analyze the epistemic games of students in solving Newton's Law problems. Epistemic games in solving problems by adopting epistemic games developed by Tuminaro and Redish. This research was in the form of a descriptive qualitative research subject with 27 students of class X IPA SMA 5 Malang. Data is collected from the results of student answers and interview transcripts. The problem-solving ability test for Newton's Law is given with two questions that have quantitative and qualitative characteristics. Reliability in coding is calculated by Cohen Kappa. The Cohen Kappa coefficient value of 0.73. Based on the research results obtained epistemic games used by students in solving quantitative problems are Mapping Meaning to Mathematics (19%), Mapping Mathematics to Meaning (22%), Physical Mechanism Games (26%), and plug and chug (33%). Epistemic games used by students in solving qualitative problems are Mapping Meaning to Mathematics (33%), Mapping Mathematics to Meaning (41%), Physical Mechanism Games (7%), Pictorial Analysis (7%), and plug and chug (11%). The uses of epistemic games are based on activated resources by the student. Mathematical abilities also play a big role in the problem-solving process. Based on the interview, a student who used epistemic games mapping meaning to mathematics have used the concept well, but still, fail in mathematic manipulation

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APA

Bontinge, S., Sutopo, & Taufiq, A. (2021). Epistemic games of students grade X IPA SMAN 5 Malang in solving Newton law problems. In AIP Conference Proceedings (Vol. 2330). American Institute of Physics Inc. https://doi.org/10.1063/5.0043198

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