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Adelia Salsabila - Task 1 Resume MEM1
Adelia Salsabila - Task 1 Resume MEM1
NIM : 4101418127
Currently, education media using technology have been widely used. One such
technology with a growing research base for instruction in the field of special education is the
use of video modeling. It will help the students with a learning disability in mathematics to
learn geometry. Besides that, prompting videos can also help students with a learning
disability in mathematics to solve real-world math problems with video simulations. The use
of digital games from the scratch software in the classroom can create a culture of local
criticism so that children learn to formulate and respond to peer feedback and this can
develop students' digital literacy. In addition, collaborative games that require problem
solving can be used by children to build, maintain, and develop knowledge in peer groups.
Then the children's actions when interacting with digital media can affect their engagement
with designed mathematics constraints and affordances. Its importance to helping children
identify and reflect on affordances within virtual manipulative mathematics apps. As
educators should be able to design or select virtual manipulative mathematics apps or other
education media for classroom use, they should to consider children's prior achievement as
well before choose education digital media or features in the apps.
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