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Journal articles on the topic 'Tangram'

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1

Johnson, A. W. "From Tangram." Journal of Pragmatics 13, no. 6 (1989): 989. http://dx.doi.org/10.1016/0378-2166(89)90017-9.

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2

Thatcher, Debra H. "The Tangram Conundrum." Mathematics Teaching in the Middle School 6, no. 7 (2001): 394–99. http://dx.doi.org/10.5951/mtms.6.7.0394.

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The tangram is a versatile manipulative used to teach and learn such concepts as shapes, spatial relationships, fractions, percents, area, and perimeter. When I introduce it to undergraduate preservice teachers, they are drawn to the tangram because of the creative ways in which the shapes can form images; the book Grandfather Tang's Story (Tompert 1990) illustrates this quality well. The preservice teachers are surprised to find that this simple manipulative can challenge their understanding of some mathematical concepts taught in middle school. This article describes an investigation conduct
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Brock, Stephen, Rosa-Maria Dallapiazza, Eduard von Jan, Til Schönherr, and Til Schonherr. "Tangram: Deutsch als Fremdsprache." Die Unterrichtspraxis / Teaching German 31, no. 2 (1998): 183. http://dx.doi.org/10.2307/3531180.

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Mahmoud, Yazeed, and Nathan R. Sturtevant. "Hexagram Tangram Puzzle Artifact." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 20, no. 1 (2024): 260–62. http://dx.doi.org/10.1609/aiide.v20i1.31888.

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This paper describes the artifact associated with a paper on the use of AI tools for the creation of a Hexagram Tangram Puzzle currently under review at AIIDE. We describe our motivation for creating the puzzle, the layout and construction of the puzzle, and what is publicly available with the artifact.
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Bell, Carol J. "Measuring Tangrams on a Geoboard." Mathematics Teaching in the Middle School 22, no. 6 (2017): 374–78. http://dx.doi.org/10.5951/mathteacmiddscho.22.6.0374.

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many of us are familiar with the tangram and the geoboard. A tangram is a dissection puzzle consisting of seven flat shapes. One objective of the puzzle is to form a specified shape using all seven pieces, with no pieces overlapping. Geoboards are generally used to explore basic concepts found in plane geometry, such as perimeter and area, or basic shapes, such as polygons. Using tangrams in combination with a geoboard provides a rich activity for students that will help them further develop their skills and understanding of operations and algebraic thinking, number and operations, measurement
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Listyowati, Ida Dwijayanti, and Dini Rakhmawati. "PENGARUH MEDIA PEMBELAJARAN PAPAN TANGRAM UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH DAN SIKAP KRITIS SISWA MATERI KELILING BANGUN DATAR SEKOLAH DASAR." Didaktik : Jurnal Ilmiah PGSD STKIP Subang 9, no. 2 (2023): 1579–85. http://dx.doi.org/10.36989/didaktik.v9i2.854.

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Listyowati. 2023:“ Pengaruh Media Pembelajaran Papan Tangram Untuk Meningkatkan Kemampuan Pemecahan Masalah dan Sikap Kritis Siswa Materi Keliling Bangun Datar Sekolah Dasar.”: (1) Dr. Ida Dwijayanti, M.Pd., (2) Dr. Dini Rakhmawati, M.Pd.
 Tujuan penelitian eksperimen ini untuk mendeskripsikan pembelajaran yang menggunakan media pembelajaran papan tangram untuk meningkatkan kemampuan pemecahan masalah dan sikap kritis siswa dalam memahami materi keliling bangun datar, mengetahui pengaruh penggunaan media pembelajaran papan tangram untuk. Jenis penelitian ini adalah pre-eksperimental desig
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Halimah, Nur, and Devi Afriyantari Puspa Putri. "AR Tangram Card: Aplikasi Augmented Reality untuk Pengenalan Hewan dengan Pembelajaran Interaktif Tangram." Jurnal Pendidikan dan Teknologi Indonesia 5, no. 3 (2025): 757–73. https://doi.org/10.52436/1.jpti.700.

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Kecanduan gadget pada anak dapat menghambat kreativitas, berpikir kritis, serta berdampak negatif pada kesehatan dan minat belajar. Minimnya alternatif edukatif yang menarik menyebabkan anak lebih memilih penggunaan gadget secara pasif. Permainan tangram dapat meningkatkan kreativitas dan berpikir kritis, tetapi metode konvensional sering kurang menarik bagi anak-anak. Augmented Reality (AR) terbukti lebih efektif dalam meningkatkan kemampuan spasial dibandingkan metode pembelajaran konvensional. Oleh karena itu, penelitian ini mengembangkan aplikasi AR Tangram Card untuk mengenalkan hewan sec
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Graber, Robert Bates, Stephen Pollard, and Ronald C. Read. "Star Tangrams." Recreational Mathematics Magazine 3, no. 5 (2016): 47–60. http://dx.doi.org/10.1515/rmm-2016-0004.

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Abstract The Tangram is a puzzle in which seven tiles are arranged to make various shapes. Four families of tangram shapes have been mathematically defined and their members enumerated. This paper defines a fifth family, enumerates its members, explains its taxonomic relationship with the previously-defined families, and provides some interesting examples
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Mega Faniya, Venda, Asih Karuniawati, Dimas Nugroho, Daiyatul Nova Sutrianny, Sofia, and Fertilia Ikashaum. "STUDI LITERATUR : PENGGUNAAN TANGRAM SEBAGAI MEDIA PEMBELAJARAN MATEMATIKA." Asimtot : Jurnal Kependidikan Matematika 4, no. 2 (2023): 91–99. http://dx.doi.org/10.30822/asimtot.v4i2.2336.

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Tangram merupakan salah satu alat yang dapat dimanfaatkan sebagai media pembelajaran matematika. Tangram adalah salah satu jenis permainan yang berasal dari china. Tangram itu sendiri berbentuk puzzle yang terdiri dari 7 potongan bangun datar. Bangun datar tersebut yaitu 2 segitiga berukuran besar, 1 segitiga berukuran sedang, 2 segitiga berukuran kecil, 1 persegi, dan 1 jajar genjang. Ketujuh keping tersebut dapat dikreasikan oleh siswa dengan menyusunnya menjadi berbagai bentuk, bisa saja dibentuk menjadi pola rumah, burung, ikan, dan lain-lain. Penelitian ini bertujuan untuk menjelaskan has
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Mutia Fonna, Iryana Muhammad, Marhami Marhami, Rohantizani Rohantizani, and Nanda Novita. "Pendampingan Belajar Bangun Datar Melalui Media Tangram 7 Di Rumah Baca Hasan-Savvas Kota Lhokseumawe." Jurnal Nusantara Berbakti 1, no. 1 (2023): 01–09. http://dx.doi.org/10.59024/jnb.v1i1.51.

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Pembelajaran matematika tingkat Sekolah Dasar yang dirasa sulit pada masa pandemi Covid-19, minimnya kegiatan belajar matematika dan rendahnya kemampuan anak-anak dalam menentukan bangun datar di Rumoh Baca Hasan Savvas menjadi latar belakang kegiatan pengabdian. Tujuan pengabdian ini adalah memberikan pendampingan belajar matematika materi bangun datar dengan menarik, yaitu melalui media Tanggram 7. Partisipan berjumlah 15 orang anak-anak tingkat Sekolah Dasar yang berada di sekitar Rumoh Baca Hasan Savvas di Gampong Jambo Timu Kecamatan Blang Mangat, Kota Lhokseumawe. Metode yang digunakan y
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Astuti, Astuti, Syahfitriani Br Ginting, Serlina Boru Sinaga, et al. "Pelatihan Pembuatan Tangram Berbantu Bangun Datar." LOSARI: Jurnal Pengabdian Kepada Masyarakat 6, no. 1 (2024): 39–45. http://dx.doi.org/10.53860/losari.v6i1.214.

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Matematika ialah mata pelajaran di Sekolah Dasar memberikan bekal kepada siswa untuk memiliki cara penyelesaian masalah berbeda dari kebanyakan orang sehingga kepercayaan diri terbangun sejak dini. Tangram bisa dipakai untuk meningkatkan cara berpikir matematis. Pengabdian Kepada Masyarakat (PKM) dilakukan di SD Kristen Kalam Kudus Merauke dengan dosen 8 orang, 32 siswa di kelas I dan didampingi oleh wali kelas serta kepala sekolah. Pelaksanaan PKM bertujuan membiasakan siswa berkolaborasi dalam menyelesaikan masalah serta melihat kemmapuan berpikir kreatif dalam membuat berbagai bentuk berdas
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12

Zhao, Yizhou, Liang Qiu, Pan Lu, Feng Shi, Tian Han, and Song-Chun Zhu. "Learning from the Tangram to Solve Mini Visual Tasks." Proceedings of the AAAI Conference on Artificial Intelligence 36, no. 3 (2022): 3490–98. http://dx.doi.org/10.1609/aaai.v36i3.20260.

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Current pre-training methods in computer vision focus on natural images in the daily-life context. However, abstract diagrams such as icons and symbols are common and important in the real world. We are inspired by Tangram, a game that requires replicating an abstract pattern from seven dissected shapes. By recording human experience in solving tangram puzzles, we present the Tangram dataset and show that a pre-trained neural model on the Tangram helps solve some mini visual tasks based on low-resolution vision. Extensive experiments demonstrate that our proposed method generates intelligent s
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13

Puspasari, Lia, Zulkardi Zulkardi, and Somakim Somakim. "Desain Pembelajaran Luas Segi Banyak Menggunakan Tangram Berpetak di Kelas IV." JINoP (Jurnal Inovasi Pembelajaran) 1, no. 2 (2015): 150. http://dx.doi.org/10.22219/jinop.v1i2.2566.

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AbstractThis research is used for (1) knowing the understanding of fourth grade students of elementary school in finding polygon area concept through square-grid Tangram; (2) resulting the learning trajectory for the student in learning polygon area through square-grid Tangram by having approaching PMRI to the fourth grade students. This research involved 26 students of fourth grade at Az-Zahrah Palembang. It used design research methodology of learning polygon area through square-grid Tangram included preparing for experiment steps, teaching experiment, and retrsospective analysis. It’s resul
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14

Qin, Shuo. "Robot tangram assembly line based on vision." Journal of Physics: Conference Series 2229, no. 1 (2022): 012017. http://dx.doi.org/10.1088/1742-6596/2229/1/012017.

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Abstract With the development of smart manufacturing technology, the cost of industrial robots is reduced and reliability enhanced. Applying several robots for automated production lines will be more popular. The extended application of industrial robots can improve the level of automation in industrial production and break the boundaries of technology and costs. The project focuses on "Tangram assembly line". This project takes "tangram assembly line" as the research object, and uses the kinematics model and path planning method of industrial robots to complete the identification, assembly an
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15

Sirajuddin, Sirajuddin, Hamdana Hadaming, and Nurtisa Amelia. "Penggunaan media tangram untuk meningkatkan minat dan hasil belajar matematika kelas IV." Delta-Pi: Jurnal Matematika dan Pendidikan Matematika 12, no. 1 (2023): 79–92. http://dx.doi.org/10.33387/dpi.v12i1.6117.

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Penelitian ini bertujuan untuk mengetahui pengaruh media tangram terhadap minat dan hasil belajar matematika materi bidang datar pada siswa Kelas IV UPT SD Negeri Bissoloro Kecamatan Bungaya Kabupaten Gowa Provinsi Sulawesi Selatan Jenis penelitian ini adalah penelitian eksperimen jenis Pre-eksperimental Design dengan bentuk design One Group Pretest Posttest Design. Hasil penelitian ini menunjukkan bahwa hasil belajar matematika sebelum menggunakan media tangram (pretest) ada sekitar 71,3% siswa yang belum mencapai nilai KKM dan 28,6% siswa telah memenuhi KKM dengan nilai rata-rata 65,00. Seda
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16

Alves, Edmar José, and Rita de Cássia Pavan Lamas. "Tangram – Guardado a sete chaves – Construção e Atividades." Latin American Journal of Development 3, no. 4 (2021): 2723–28. http://dx.doi.org/10.46814/lajdv3n4-073.

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Este trabalho tem como objetivo mostrar curiosidades sobre a origem do Tangram, bem como a construção de suas sete peças. Serão propostas atividades baseadas nas peças que compõe o Tangram, com o intuito de desenvolver as habilidades e competências dos alunos do ensino fundamental acerca do conteúdo de áreas de figuras, além da congruência de algumas figuras geométricas.
 
 This work aims to show curiosities about the origin of Tangram, as well as the construction of its seven pieces. Activities based on the pieces that make up the Tangram will be proposed, in order to develop the sk
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Ayu Pertiwi, Linda, Meisy Andriani, Novia Indah Ramadhani, and Tania Indah Sari. "Penggunaan Media Tangram untuk Meningkatkan Kemampuan Berpikir Kritis Siswa dalam Pembelajaran Matematika di Sekolah Dasar." el-Madib: Jurnal Pendidikan Dasar Islam 3, no. 1 (2023): 56–73. http://dx.doi.org/10.51311/el-madib.v3i1.602.

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Penelitian ini mengkaji pemanfaatan tangram sebagai sarana pembelajaran untuk meningkatkan kemampuan berpikir kritis siswa kelas IV dalam pelajaran matematika di tingkat Sekolah Dasar. Metode observasi dan wawancara digunakan untuk mengumpulkan informasi dari guru matematika, Ibu Desi Ariani S.P., yang telah merancang serta melaksanakan pembelajaran menggunakan tangram.Langkah-langkah perencanaan pembelajaran matematika dengan tangram melibatkan penetapan tujuan pembelajaran yang spesifik, persiapan materi yang mencakup pengenalan tangram dan konsep-konsep geometri, serta pemilihan media dan p
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Al-Fananie, Athiyyah Zahrah, Edi Syahputra, and Evi Eviyanti. "The Influence of PAKEM Model Using Tangram Media on Learning Motivation and Spatial Mathematical Ability of Grade II Students of SD IT Khalisaturrahmi Binjai." Budapest International Research and Critics in Linguistics and Education (BirLE) Journal 3, no. 4 (2020): 2244–58. http://dx.doi.org/10.33258/birle.v3i4.1508.

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This study aims to determine: (1) The spatial ability of students taught using the PAKEM model assisted by tangram media is higher than students taught using the expository model. (2) The learning motivation of students taught using the PAKEM model assisted by tangram media is higher than students taught using the expository model. (3) The interaction between the PAKEM learning model assisted by tangram media with the students 'initial mathematics ability towards the students' mathematical spatial abilities, and (4) The interaction between the PAKEM learning model assisted by tangram media wit
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Lee, Wan-Ping, Jiantao Wu, and Gabor T. Marth. "Toolbox for Mobile-Element Insertion Detection on Cancer Genomes." Cancer Informatics 13s4 (January 2014): CIN.S13979. http://dx.doi.org/10.4137/cin.s13979.

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Mobile elements constitute greater than 45% of the human genome as a result of repeated insertion events during human genome evolution. Although most of mobile elements are fixed within the human population, some elements (including ALU, long interspersed elements (LINE) 1 (L1), and SVA) are still actively duplicating and may result in life-threatening human diseases such as cancer, motivating the need for accurate mobile-element insertion (MEI) detection tools. We developed a software package, TANGRAM, for MEI detection in next-generation sequencing data, currently serving as the primary MEI
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Lee, Wan-Ping, Jiantao Wu, and Gabor T. Marth. "Toolbox for Mobile-Element Insertion Detection on Cancer Genomes." Cancer Informatics 14s1 (January 2015): CIN.S24657. http://dx.doi.org/10.4137/cin.s24657.

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Mobile elements constitute greater than 45% of the human genome as a result of repeated insertion events during human genome evolution. Although most of mobile elements are fixed within the human population, some elements (including ALU, long interspersed elements (LINE) 1 (L1), and SVA) are still actively duplicating and may result in life-threatening human diseases such as cancer, motivating the need for accurate mobile-element insertion (MEI) detection tools. We developed a software package, TANGRAM, for MEI detection in next-generation sequencing data, currently serving as the primary MEI
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Jumawan, Myrose D., Virginia S. Aninao, and Genelyn R. Baluyos. "Enhancing Students’ Performance in Geometry through the Use of Tangram." International Journal of Research and Innovation in Applied Science IX, no. XII (2024): 91–100. https://doi.org/10.51584/ijrias.2024.912010.

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This study investigates the effectiveness of tangram puzzles in enhancing Grade 8 students’ geometry performance. Conducted during the 2023–2024 school year, the research was situated in a single section of Grade 8 students, chosen through purposive sampling. The study employed a classroom-based action research design, utilizing lesson plans, pre-tests, and post-tests as instruments. Data analysis involved descriptive statistics such as frequency, percentage, mean, and standard deviation, along with statistical tools like the t-test and HyperRESEARCH for qualitative analysis. Findings reveal t
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Dunkels, Andrejs. "Making And Exploring Tangrams." Arithmetic Teacher 37, no. 6 (1990): 38–42. http://dx.doi.org/10.5951/at.37.6.0038.

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Tangrams have been around for considerable time. Many of us have used them for activities to promote our students' sense of shapes. The most popular approach seem to be to use commercially produced cardboard or plastic tangram set or alternatively a template from which the pupils cut out the pieces. Sometime the pieces are numbered from I through 7 for reference. This article repor ts my experience of having pupils create their own tangrams. This activity offers pupils a rich experience in geometry and spatial sense.
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Rocha, Roberio Pereira, and Maria Deusa Ferreira da Silva. "Uma Revisão Sistemática Abordando o Tangram, o GeoGebra e as Opções de Isometria do Plano." Educação Matemática Pesquisa : Revista do Programa de Estudos Pós-Graduados em Educação Matemática 23, no. 1 (2021): 741–68. http://dx.doi.org/10.23925/1983-3156.2021v23i1p741-768.

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ResumoEste artigo apresenta os resultados de parte uma pesquisa de mestrado, e tem como objetivo mapear e analisar pesquisas publicadas de 2015 até 2020, realizadas em nível de ensino básico sobre a utilização do Tangram, GeoGebra e opções de isometria do plano no ensino da matemática. A metodologia utilizada foi a revisão sistemática de literatura, e partiu de buscas de artigos e dissertações realizadas nos periódicos da Biblioteca Digital Brasileira de Teses e Dissertações (BDTD), no Banco de Teses e Dissertações da CAPES e no Google Acadêmico. Usamos as duplas de descritores GeoGebra/Tangra
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Georgieva-Gushtanova, Boryana. "Tangram based technology for clothing design." E3S Web of Conferences 327 (2021): 03005. http://dx.doi.org/10.1051/e3sconf/202132703005.

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The trends in the society regarding environment protection and more optimized production are reason for the research of the author in this direction. The technology of the item connect with the stamina of the product. Within the report, there is an author’s development for series of clothing presented in the context of the steady design. Using zero-waste technology aims the improvement of the functional characteristics, as it is being experiment with different textile materials like artificial leather, cotton, wool, spandex and others. The design through transformation of square into other fig
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Oflazer, Kemal. "Solving tangram puzzles: A connectionist approach." International Journal of Intelligent Systems 8, no. 5 (1993): 603–16. http://dx.doi.org/10.1002/int.4550080502.

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Kirchberg-Krüger, Gisela. "Tangram Dallapiazza, Rosa-Maria; von Jan, Eduard; Schönherr, Til; Frey, Evelyn: Tangram 1A. Ismaning: Hueber, 1997." Informationen Deutsch als Fremdsprache 26, no. 2-3 (1999): 289–91. http://dx.doi.org/10.1515/infodaf-1999-2-389.

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Choiroh, Maslachatul. "Pengaruh Media Tangram Terhadap Hasil Belajar Siswa Kelas V Mata Pelajaran Matematika Di Sekolah Dasar." Madrosatuna: Journal of Islamic Elementary School 2, no. 1 (2019): 05. http://dx.doi.org/10.21070/madrosatuna.v2i1.1959.

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This research is motivated by demands in the development of the learning process. Student learning outcomes are redAnalyzing the influence of tangram media on student learning outcomes on mathematics subjects in 5rd students of Suced because the media used is less attractive in the learning process. Use of this tangram media, in order to have an impact on learning outcomes that are better than usual, especially in the material Identifying Flat Build Properties. Simo Angin-Angin Elementary School and to determine the influence of tangram media on student learning outcomes on mathematics subject
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Wardani, Adeliasari Kusuma, and Harry Dwi Putra. "Penggunaan Media Tangram pada Materi Geometri Bidang Datar Terhadap Kemampuan Berpikir Kreatif Matematis Siswa SD." Indiktika : Jurnal Inovasi Pendidikan Matematika 6, no. 2 (2024): 245–54. http://dx.doi.org/10.31851/indiktika.v6i2.15336.

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Penelitian ini bertujuan untuk mendeskripsikan kemampuan berpikir kreatif matematis siswa melalui penggunaan media Tangram. Penelitian ini menggunakan metode penelitian kualitatif deskriptif, dengan subjek penelitian adalah siswa kelas IV SDN Cibodas 1 Cimahi. Teknik pengumpulan data diperoleh dari hasil observasi, wawancara, dokumentasi, mengutip penelitian terdahulu tentang media Tangram, serta hasil instrumen penilaian proyek individu. Proyek individu yang diberikan yaitu implementasi kemampuan kreatifitas geometris sesuai dengan konsep dasar dalam mengenal bentuk bangun datar. Hasil deskri
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Chamdika, Vandi, Deddy Kusbianto P, and Dyah Ayu Irawati. "RANCANG BANGUN GAMEPUZZLE 2D “TANGRAM PUZZLE” DENGAN METODE FISHER-YATES SHUFFLE." Jurnal Informatika Polinema 3, no. 1 (2017): 8. http://dx.doi.org/10.33795/jip.v3i1.16.

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Perkembangan teknologi membuat banyak game yang dapat dimainkan oleh masyarakat sebagai penghilang rasa penat. Namun banyak game yang dibuat hanya mengedepankan sisi hiburan semata, diperlukan sebuah game yang dapat djadikan media pembelajaran agar masyarakat memperoleh rangsangan hiburan yang edukatif Gamepuzzle yang dapat dijadikan sebagai media pembelajaran adalah puzzle tangram. Tangram merupakan permainan puzzle yang bermanfaat untuk mengembangkan kemampuan anak dalam mengidentifikasi bentuk, klasifikasi bentuk, dan menambah pembendaharan bentuk geometri dasar. Gamepuzzle tangram sangat m
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Susilastuti, Voni, and Neda Permana. "Efektivitas Media Tangram Berpetak Terhadap Hasil Belajar Matematika Siswa Sekolah Dasar." Journal on Education 4, no. 1 (2021): 7–13. http://dx.doi.org/10.31004/joe.v4i1.400.

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This study aims to determine the effect of square-grid tangram media on student learning result, especially on polygon material. This research is a quasi-experimental study with the design of one group pre-test post-test conducted at one of the Elementary Schools in Bandung Regency. The samples from this study were 32 students with learning using square-grid tangram media. The data was processed with the help of IBM SPSS version 26. The test steps are 1) The Normality Test, and 2) T-Test. The conclusions of this study are 1) Achieving the ability of students in many facets using tangram media
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Sosriyati, Sosriyati, Yumi Sarassanti, and Mutazam Mutazam. "BERPIKIR KREATIF DALAM MENYELESAIKAN MASALAH LUAS BANGUN DATAR MENGGUNAKAN TANGRAM." AL KHAWARIZMI: Jurnal Pendidikan Matematika 1, no. 1 (2021): 1–17. http://dx.doi.org/10.46368/kjpm.v1i1.271.

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Abstrak: dalam penggalian ini dasari oleh rentannya kemampuan berpikir kreatif siswa sekolah menengah pertama dalam menyelesaikan luas bangun datar, sehingga pengendalian dilakukan menggunakan media tangram dalam proses pembelajaran. Mengenai arah dari penggalian ini adalah bagaimana tingkat kemampuan berpikir kreatif siswa ketika mengatasi persoalan luas bangun datar menggunakan tangram. Jenis penelitian yang digunakan adalah deskriptif kualitatif. Hasil penggalian akan memberikan gambaran secara rinci dan mendalam mengenai tingkat kemampuan berpikir kreatif siswa kelas VII A SMP Negeri 1 Ell
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Rahmani, Wirda, and Nurbaiti Widyasari. "MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA MELALUI MEDIA TANGRAM." FIBONACCI: Jurnal Pendidikan Matematika dan Matematika 4, no. 1 (2018): 17. http://dx.doi.org/10.24853/fbc.4.1.17-23.

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Penelitian ini dilatarbelakangi oleh rendahnya kemampuan pemecahan masalah matematis siswa, sehingga penulis melakukan penelitian dengan menggunakan media tangram dalam proses pembelajaran. Adapun tujuan penelitian ini adalah mengkaji peningkatan kemampuan pemecahan masalah matematis siswa di kelas yang mendapat pembelajaran dengan penggunaan media tangram lebih baik daripada siswa di kelas yang mendapatkan pembelajaran biasa. Metode penelitian yang digunakan adalah Quasi Experimental dengan bentuk desain Nonequivalent Control Group Design, dimana subyek penelitian tidak dikelompokkan secara a
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Bofferding, Laura, and Yi Zhu. "Composing Tangram Puzzles to Support Shape Transformation." Mathematics Teacher: Learning and Teaching PK-12 116, no. 7 (2023): 503–10. http://dx.doi.org/10.5951/mtlt.2022.0200.

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Rah, Sa, and Lathifatur Rahmah. "PENGGUNAAN MEDIA TANGRAM DALAM PEMBELAJARAN MATEMATIKA PADA MATERI KESEBANGUNAN DI KELAS IX MTs SITI MARIAM BANJARMASIN." Jurnal Pendidikan Matematika 3, no. 1 (2017): 81. http://dx.doi.org/10.18592/jpm.v3i1.1183.

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Materi kesebangunan secara teoritis dianggap sulit karena siswa kurang memahami apa perbedaan antara kesebangunan dan kekongruenan suatu bangun datar. Selain materinya memang sulit, dalam menyajikan materi guru jarang menggunakan media yang dapat menarik minat siswa dan bersifat konkrit terhadap pelajaran matematika. Oleh karena itu perlu diciptakan suatu kondisi pembelajaran yang dapat mengakrabkan matematika dengan anak, diantaranya melakukan suatu pembelajaran dengan menggunakan media tangram. Penelitian ini bertujuan untuk mendeskripsikan penggunaan media tangram dalam pembelajaran matemat
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Sholeha, Wardatus, Rahaju Rahaju, and Tri Candra Wulandari. "Peningkatan Prestasi Belajar dengan Pembelajaran Talking Stick dan Media Tangram." Laplace : Jurnal Pendidikan Matematika 2, no. 2 (2019): 81–88. http://dx.doi.org/10.31537/laplace.v2i2.245.

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Penelitian ini bertujuan untuk mendeskripsikan langkah-langkah model pembelajaran talking stick dengan menggunakan media tangram yang dapat meningkatkan prestasi belajar pada materi segiempat pada siswa kelas VIIF SMP Budi Mulia Pakisaji, Malang, Jawa Timur. Penelitian ini merupakan penelitian tindakan kelas dengan sumber data adalah siswa kelas VIIF sebanyak 28 siswa. Prosedur pengumpulan data yang digunakan meliputi observasi, tes tulis, dan dokumentasi. Analisis data meliputi pereduksian data, penyajian data, dan penarikan kesimpulan. Pembelajaran dengan model talking stick dan media tangra
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Macedo, Lino de, Ana Lucia Petty, Gisele E. de Carvalho, and Maria Thereza Costa Coelho de Souza. "Intervenção com jogos: estudo sobre o Tangram." Psicologia Escolar e Educacional 19, no. 1 (2015): 13–22. http://dx.doi.org/10.1590/2175-3539/2015/0191764.

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O objetivo do presente artigo consistiu em apresentar modos de analisar protocolos relativos a situações-problema com o jogo Tangram e propor procedimentos de observação e interpretação. Os protocolos, coletados em um contexto de oficinas de jogos, foram produzidos por 40 participantes, com idades entre nove e onze anos, e analisados em três perspectivas: (a) classificação em certo e errado; (b) estudo dos modos de solução e tipos de erros produzidos; (c) busca de indícios dos procedimentos adotados pelas crianças. Os resultados indicaram que construir figuras sem colocar as peças sobre a base
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Permata, Kharizma Kintan, Rustono WS, and Dindin Abdul Muiz Lidinillah. "Media Puzzle Berbasis Tangram dalam Pembelajaran IPS." Indonesian Journal of Primary Education 1, no. 1 (2017): 66. http://dx.doi.org/10.17509/ijpe.v1i1.7499.

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Pembelajran IPS di sekolah dasar mencakup konsep-konsep yang abstrak seperti waktu, perubahan, kesinambungan, ritual, arah mata angin, akulturasi, kekuasaan, demokras dan niai-nilai. Media merupakan salah satu solusi untuk mengkonkritkan materi dan konsep yang abstrak dalam pembelajaran. Namun faktanya darihasil studi pendahuan ke tiga sekolah dasar di Kota Tasikmalaya yaitu SDN 1 Urug, SDN Mugarsari dan SDN Citapen diperoleh informasi terkait penggunaan media yang hanya sebatas pada media praktis. Berdasarkan hal tersebut, peneliti bermaksud melakukan penelitian pengembangan yang pada akhirny
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Andinasari, Jayanti, and Y. Wasiran. "Learning Design of Proportion Using Tangram Context." Journal of Physics: Conference Series 1480 (March 2020): 012019. http://dx.doi.org/10.1088/1742-6596/1480/1/012019.

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Nugraheni Irawan, Jenny, Aditya Nanda Priyatama, and Afia Fitriani. "Pengaruh Permainan Konstruktif Tangram terhadap Berfikir Kreatif pada Siswa Sekolah Dasar." Jurnal Intervensi Psikologi (JIP) 12, no. 1 (2020): 37–50. http://dx.doi.org/10.20885/intervensipsikologi.vol12.iss1.art4.

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Tangram constructive game is one of the games that can be used to train creative thinking. The purpose of this study was to know the effect of tangram constructive game on creative thinking in elementary school student. The hypithesis of this study is that there is a significant effect of tangram constructive game on creative thinking before and after intervention. This research is an experimental study with nonequivalent crontrol group design. Data collection uses figural creativity test. Data analysis used the Mann-Withney technique with the SPSS statistical program. The result of the study
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Stahl, Merle, Lena J. Straßer, Chit Tong Lio, Judith Bernett, Richard Röttger, and Markus List. "Refinement strategies for Tangram for reliable single-cell to spatial mapping." Bioinformatics 41, Supplement_1 (2025): i552—i560. https://doi.org/10.1093/bioinformatics/btaf194.

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Abstract Motivation Single-cell RNA sequencing (scRNA-seq) provides comprehensive gene expression data at a single-cell level but lacks spatial context. In contrast, spatial transcriptomics captures both spatial and transcriptional information but is limited by resolution, sensitivity, or feasibility. No single technology combines both the high spatial resolution and deep transcriptomic profiling at the single-cell level without tradeoffs. Spatial mapping tools that integrate scRNA-seq and spatial transcriptomics data are crucial to bridge this gap. However, we found that Tangram, one of the m
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Utami, Rini, Dewi Azizah, Amalia Fitri, et al. "The Use of Tangram Teaching Aids in Learning Plane Geometry for 8th-Grade Students." Bubungan Tinggi: Jurnal Pengabdian Masyarakat 6, no. 2 (2024): 300. http://dx.doi.org/10.20527/btjpm.v6i2.10395.

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Our activity aims to assist 8th-grade students at SMP Plus Muhammadiyah Doro in learning Geometry using tangram teaching aids. This is related to the lack of enthusiasm some students feel during the learning process, especially in Geometry. The community service activity was carried out through planning, implementation, and evaluation stages, using lectures, discussions, experiments, and demonstrations. The instruments used include questionnaires given to students before and after the activity. The results of this activity show that: 1) almost all students contend that teachers now need tangra
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Novaes, José Antonio, Celso Marques da Silva Junior, and André Monteiro Novaes. "Tangram: por que não se pode construir um quadrado utilizando exatamente 6 de suas peças?" Boletim GEPEM, no. 65 (June 1, 2014): 17–27. https://doi.org/10.69906/gepem.2176-2988.2014.29.

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O Tangram é um milenar jogo chinês que pode ser utilizado como ferramenta pedagógica para abordagem de diversos temas no Ensino de Matemática como, por exemplo, frações, perímetros, áreas, simetrias e rotações. Neste contexto, um problema que ganha especial destaque é o da construção de quadrados utilizando as peças do Tangram, sem que haja sobreposição destas. Neste trabalho, serão exibidas as soluções possíveis, a menos de simetrias e rotações, quando se utilizam exatamente 1, 2, 3, 4, 5 e 7 de suas peças e será dada especial atenção para a discussão sobre o porquê ser impossível a construçã
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Zamania, Tutus, Abdul Aziz, and Wahyu Lestari. "Respon Siswa Terhadap Media Tangram dalam Memahami Konsep Bangun Datar Kelas VII." SUPERMAT (JURNAL PENDIDIKAN MATEMATIKA) 6, no. 1 (2022): 79–90. http://dx.doi.org/10.33627/sm.v6i1.734.

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Penelitian ini bertujuan untuk mengetahui bagaimana respon siswa terhadap media tangram dalam pemahaman konsep luas bangun datar. Metode yang digunakan dalam penelitian ini yaitu metode deskriptif kuantitatif. Sampel penelitian ini adalah 5 siswa kelas VII MTs Zainul Hasan pada uji coba skala terbatas dan 33 siswa kelas VII MTs Darut Tauhid pada uji coba lapangan utama. Hasil penelitian menunjukkan rata-rata seluruh indikator respon siswa diperoleh skor 84% dengan kategori sangat positif. Hal tersebut berarti bahwa media tangram dalam pemahaman konsep luas bangun datar mendapatkan respon sanga
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Hidayat, Heri, Dela Delviana, Dinar Farida Fauziah, and Maudina Yuniar. "Pengembangan Kreatifitas Anak Usia Dini Melalui Bentuk Geometri di Era Digital." Aulad: Journal on Early Childhood 4, no. 1 (2021): 16–21. http://dx.doi.org/10.31004/aulad.v4i1.85.

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Penelitian ini bertujuan untuk melihat perkembangan kreativitas anak usia dini melalui bentuk geometri di era digital, penulis menemukan bahwa perkembangan kreativitas tersebut dapat dilihat dari penggunaan media permainan seperti tangram atau kepingan geometri. Metode penelitian yang digunakan adalah kajian pustaka atau studi kepustakaan yaitu berisi teori teori yang relevan dengan masalah–masalah penelitian. Hasil penelitian ini didukung dengan penelitian yang dilakukan Putri Rahmi, dkk di TKN Pembina Lawe Alas, menyatakan bahwa bermain tangram dapat meningkatkan kreativitas anak dalam menge
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Ano, Anestri K., Mieke O. Mandagi, and Jeconya Lengkong. "Meningkatkan Kemampuan Mengenal Bentuk Geometri Melalui Alat Permainan Edukatif Tangram Di TK Reramoi Lolori Kecamatan Jailolo Kabupaten Halmahera Barat." Jurnal Pendidikan Indonesia 4, no. 7 (2023): 697–708. http://dx.doi.org/10.59141/japendi.v4i7.2035.

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Penelitian ini bertujuan untuk meningkatkan kemampuan mengenal bentuk geometri melalui alat permainan edukatif tangram di Tk Reramoi Lolori Kecamatan Jailolo Kabupaten Halmahera Barat. Masalah penelitian ini keterbatasan media pembelajaran untuk meningkatkan kemampuan mengenal bentuk geometri. Penelitian ini menggunakan Pendekatan Penelitian Tindakan Kelas (PTK) melalui 2 siklus. Mengikuti prosedur: kegiatan perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian adalah anak-anak di TK Reramoi Lolori yang berjumlah 10 anak terdiri dari 6 perempuan dan 4 laki-laki. Hasil dan pembah
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Salma Ya Humaira. "Pengaruh Media Tangram terhadap Kemampuan Mengenal Bentuk Geometri Anak Usia Dini." JOURNAL OF EARLY CHILDHOOD EDUCATION STUDIES 4, no. 2 (2024): 237–57. https://doi.org/10.54180/joeces.2024.4.2.39-60.

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Penelitian ini didasarkan pada suatu teori bahwa kemampuan mengenal bentuk geometri pada anak dapat dilakukan melalui penggunaan media pembelajaran yang menarik, salah satunya adalah media tangram. Berdasarkan hasil observasi di Kelompok B RA Cikapayang Kota Bandung yang menunjukkan adanya masalah pada kemampuan mengenal bentuk geometri anak. Terdapat sebanyak 36% anak yang belum bisa menyebutkan nama-nama bentuk geometri serta belum mengenal ciri dari setiap bentuk geometri. Penelitian ini bertujuan untuk untuk mengetahui dan juga menganalisis kemampuan anak dalam mengenal bentuk geometri. Da
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Taulany, Himmah, Lisa Virdinarti Putra, and Iwan Setiawan Wibisono. "Media Tangram Geometri “Let’s Be Healthy” Berbasis Android untuk Meningkatkan Kemampuan Berpikir Geometri Anak Usia Dini." Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini 4, no. 2 (2020): 676. http://dx.doi.org/10.31004/obsesi.v4i2.365.

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Pembelajaran berbasis media digital di era revolusi industrial 4.0 menjadi hal yang mungkin diterapkan pada semua jenjang pendidikan, termasuk Pendidikan Anak Usia Dini. Penelitian bertujuan membuat aplikasi android tangram geometri “Let’s Be Healthy” untuk meningkatkan kemampuan berpikir geometri bagi anak usia dini dan menganalisis keefektifan media tangram geometri tersebut. Menggunakan metode penelitian eksperimen. Dengan desain Quasi Eksperimental Design tipe Nonequivalen Control Group Design. Hasil penelitian menunjukkan bahwa aplikasi tangram geometri “Let’s Be Healthy” dapat meningkatk
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Lestari, Dewi Mutiara, Arie Widiyastuti, and Delina Kasih. "Upaya Meningkatkan Perkembangan Kognitif Pada Anak Usia 4-5 Tahun Melalui Alat Permainan Edukatif (APE) Tangram Di PAUD Tunas Muda IKKT." Jurnal Pendidikan, Sains Dan Teknologi 3, no. 3 (2024): 675–88. https://doi.org/10.47233/jpst.v3i3.2087.

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Dewi Mutiara Lestari. Efforts to improve cognitive development in children aged 4-5 years through the Tangram educational game (APE) at PAUD Tunas Muda (2024). Thesis. Bekasi: Panca Sakti University Bekasi. 2024 This research aims to find out how to improve cognitive development in children aged 4-5 years through the educational game tool (APE) Tangram and to find out whether the educational game tool (APE) Tangram can improve cognitive development in children aged 4-5 years in PAUD Young Shoots. The research method used in this research is a classroom action research model which refers to the
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Nesta Marienty Partisya, Nurdiana Siregar, and Lailatun Nur Kamalia Siregar. "Pengembangan Media Tangram Materi Bangun Datar untuk Meningkatkan Minat Belajar Siswa Kelas II MIS Ikhwanul Muslimin." Journal Innovation In Education 2, no. 4 (2024): 210–22. https://doi.org/10.59841/inoved.v2i4.1913.

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The research that has been carried out is entitled “Development of tangram media with flat material to increase interest in learning for class II MIS Ikhwanul Muslimin” and is based on the learning phenomenon which still revolves around the teacher, the unavailability of learning media, and low interest in learning which makes the class atmosphere less fun and finally sleepy. Tangram media is an educational game that can increase interest in learning about flat shapes. This research aims to develop tangram media to increase interest in learning mathematics. The teaching material presented in t
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Ridwan, Ita Rustiati, Vianka Putri Rizaldi, Susilawati Susilawati, and Muhammad Hanif. "Pengaruh Media Tangram Berbasis Articulate Storyline 3 terhadap Kemampuan Berpikir Kreatif Materi Bangun Datar." PYTHAGORAS Jurnal Pendidikan Matematika 18, no. 1 (2023): 77–88. http://dx.doi.org/10.21831/pythagoras.v18i1.57692.

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Kemampuan berpikir kreatif siswa di Indonesia masih belum berkembang dan tergolong rendah. Hal yang sama ditemukan di SDN Karangantu. Masih banyak siswa yang belum bisa menjelaskan secara rinci dari soal yang diberikan. Salah satu faktor yang menyebabkan hal tersebut adalah metode pembelajaran yang digunakan oleh guru adalah metode ceramah tanpa menggunakan media pembelajaran. Tujuan penelitian ini adalah untuk mengetahui pengaruh penggunaan media tangram berbasis Articulate Storyline 3 terhadap kemampuan berpikir kreatif siswa dalam materi bangun datar kelas IV SDN Karangantu sebanyak 38 sisw
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