T IPA 1303039 Bibliography
157
DAFTAR PUSTAKA
Anderson, J.L. & Barnett, M.(2013).Learning Physics with Digital Game Simulations
in Middle School Science.J Sci Educ Technol, 22(6), 914-926
Anderson, dkk. (2001). A taxonomy for learning, teaching, and assessing: a revision of
Bloom’s taxonomy of educational objectives. New York: Longman.
Anderson, J. & R. McCormick, (2006). Pedagogic Quality – supporting the next UK
generation of e-learning. In: Ehlers, U.- D. & J.M. Pawlowski (Eds.)
Handbook on Quality and Standardisation in E-learning. Springer, Berlin/
Heidelberg New York.
Anderson, N. J. (2002). The role of metacognition in second language teaching and
learning. Report no. EDO-FL-01-10. Washington DC, WA: Clearinghouse on
Information Resources (ERIC Document Reproduction Service No. ED 463
659).
Annetta, dkk. (2009a). Bridging Reality to Virtual Reality: Investigating gender effect
and student engagement on learning through video game play in an elementary
school classroom. International Journal of Science Education, 31(8), 10911113
Annetta, dkk. (2009b), Investigating the impact of video games on high school
students’ engagement and learning about genetics. Computers & Education,
53(1), 74-85
Arikunto,S. (2013). Dasar-dasar Evaluasi Pendidikan. Jakarta: Bumi Aksara.
Baihaqi. (2005). Peningkatan Penguasaan Konsep siswa SMP kelas II Pada Sub
Pokok Bahasan Lensa dengan Model Pembelajaran Berbasis Praktikum. Tesis
UPI Bandung : tidak diterbitkan
Begg, dkk. (2005). Game-informed learning: Applying computer game processes to
higher
education.
Innovate,
1(6).
retrieved
from
http://
www.innovateonline.info/index.php?view=article&id=176.
Berger, T. & U. Rockmann. (2006). Quality of e-learning products. In: Ehlers, U.-D.
& J.M. Pawlowski (Eds.) Handbook on Quality and Standardisation in Elearning. Springer, Berlin/ Heidelberg New York.
Binkley, dkk. (2010). Defining 21st century skills. Assessment and teaching of 21st
century skills draft white paper. The University of Melbourne.
Borg, W.R. & Gall, M.D. (1979). Educational Research: An Introduction. New York
& London : Longman.
Rosita Putri Rahmi Haerani, 2015
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO GAME PENCEMARAN AIR UNTUK MENINGKATKAN
PENGUASAAN KONSEP DAN KETERAMPILAN METAKOGNITIF SISWA
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
158
Cheng, dkk. (2013). An educational game for learning human immunology: What do
students learn and how do they perceive?. British Journal of Education
Technology. doi: 10.1111/bjet.12098.
Chinn, C. A., & Malhotra, B. A. (2002). Epistemologically authentic inquiry in
schools: A theoretical framework for evaluating inquiry tasks. Science
Education, 86(2),175–218.
Clariana, dkk. (1991). The effect of different feedback strategies using computer
administer multiple choice questions as instruction. Educational Technology
Research & Development, 39, 5 17.
Cooper, S. S. (2005). Metacognitive development in professional educators. Paper
presented at the Northern Rocky Mountain Educational Research Association,
Jackson Hole, Wyoming. Retrieved from http://www.lifecirclesinc.com/Metacognition.html
Cooper, M.M, dan Urena, G. (2008). Design and validation of a multimethod
assessment of metacognition and study of the effectiveness of metacognitive
interventions. Disertasi pada Clemson University. Tersedia http:///www.umiclemson.edu [22/12/2014]
Cooper M.M. and Sandi-Urena S., (2008), Design and validation of an instrument to
assess metacognitive skillfulness in chemistry problem solving, J. Chem. Educ.
Corredor, dkk. (2009). Seeing Change in Time: Video Games to Teach about
Temporal Change in Scientific Phenomena. J Sci Educ Technol, DOI
10.1007/s10956-013-9466-4.
Creswell, John W . (2009). Research Design: Qualitative, Quantitative, and Mixed
Methods Approaches,Sage Los Angeles.
Cohen J. (1988) Statistical power analysis for the behavioral sciences. Lawrence
Erlbaum Associates, Inc, Hillsdale, NJ
Dahar, R. W. (1989). Teori-teori Belajar.Jakarta : Erlangga
Davis, E. A. (2003). Prompting middle school science students for productive
reflection:
Generic
and
directed
prompts.
Tersedia:
http:/www.springerlink.com [10 Juni 2015]
Depdiknas. (2006). Kurikulum Pendidikan Dasar. Jakarta: Depdiknas
Dickey, M. D. (2007). Game design and learning: A conjectural analysis of how
massively multiple online role-playing games (MMORPGs) foster intrinsic
motivation. Educational Technology Research and Development, 55(3), 253–
273.
Rosita Putri Rahmi Haerani, 2015
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO GAME PENCEMARAN AIR UNTUK MENINGKATKAN
PENGUASAAN KONSEP DAN KETERAMPILAN METAKOGNITIF SISWA
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
159
Downing, dkk. (2009). Self-efficacy and Metacognitive Development. The
International Journal of Learning . Tersedia: http:/www.springerlink.com [10
Juni 2015]
Ersozlu, Z. N.&
Yildirim, S.. (2013).The Relationship Between Students’
Metacognitive Awareness and their Solutions to Similar Types of
Mathematical Problems. Eurasia Journal of Mathematics, Science &
Technology Education, 9 (4),411-415.
Flavell, J. H. (1979). Metacognitive and cognitive monitoring: a new area of cognitive
developmental inquiry. American Psychologyst, 34, 906-911.
Frenkel, J.R & Wallen, N.E. (2008). How to Design and Evaluate Research in
Education. New York : Mc Graw Hill Inc.
Gagne, R.M. (1977). The condition od Learning. New York : Holt Rinehart and
Winston
Garris, dkk.(2002). Games, motivation and learning, Simulation & gaming; An
Interdisciplinary Journal of Theory, Practice and Research. Vol33, No.4
Gee, J. P. (2005). Why are video games good for learning? Retrieved January 17,
2007,
from
http://
www.academiccolab.org/resources/documents/MacArthur.pdf.
Gee, J. P. (2003). What video games have to teach us about learning and literacy?.
New York: Palgrave/St. Martin’s.
Goos, dkk. (2000). A money problem: a source of insight into problem solving action.
International Journal for Mathematics Teaching and Learning. Retrieved from
http://www.cimt.plymouth.ac.uk/journal/pgmoney.pdf
Hacker, D. J. (2006). Metacognition: Definitions and empirical foundations.
(retrieved February 6, 2006).
Hake,
R. (2008). Analyzing Change/Gain Score.
http://www.Physics.indiana.edu/hake [11 Maret 2012].
[online].
Tersedia:
Haynie, dkk. (2005). Informing entrepreneurial cognition: The role of metacognition
and analogical training in strategic decisionmaking. . Retrieved from Babson
College website: http://www.babson.edu/e ntre p/fer /FER_2004/webco
ntent/Section%20XXII/P1/XXIIP1_Text.html
Herron, dkk. (1977). Problems Associated With Concept Analysis. Journal of Science
Education,
(61)2:
185
199. http://onlinelibrary.wiley.com/doi/10.1002/sce.3730610210/abstract
Rosita Putri Rahmi Haerani, 2015
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO GAME PENCEMARAN AIR UNTUK MENINGKATKAN
PENGUASAAN KONSEP DAN KETERAMPILAN METAKOGNITIF SISWA
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
160
Hug, dkk. (2005). Using innovative learning technologies to promote learning and
engagement in an urban science classroom. Urban Education, 40, 446–472
Huggins, J. R. (2001). A qualitative investigation into the metacognitive processes of
adult learners in an online distance learning program (Doctoral dissertation).
Retrieved from ProQuest Dissertations and Theses database. (UMI No.
3026616)
Hwang, G. J., & Wu, P. H. (2012). Advancements and trends in digital game-based
learning research: a review of publications in selected journals from 2001 to
2010. British Journal of Educational Technology, 43(l), E6–E10.
Ikhsaniati, R.N. (2013). Pengaruh Pembelajaran Berbasis Praktikum Terhadap
Kemampuan Berpikir Kritis Dan Penguasaan Konsep Siswa Kelas X Pada
Materi Ekosistem. Tesis pada SPS UPI Bandung : Tidak diterbitkan
Joseph, N. (2006). Strategies for Success: Teaching Metacognitive Skills to
Adolescent Learners. The New England Reading Association Journal , 42 (1),
33-39.
Jonassen, D. H., & Hannum, W.H. (1987). Research based principles for designing
computer software. Education Technology, 27(11), 7 14.
Ke, F. (2007). Computer-based game playing within alternative classroom goal
structures on fifth-graders’ math learning outcomes: Cognitive, metacognitive,
and affective evaluation and interpretation (Doctoral dissertation). Retrieved
from ProQuest Dissertations and Theses database. (UMI No. 3229015)
Kensworthy, N. (1993). When Johnny can't read: Multimedia design strategies to
accommodate poor readers. Journal of Instruction Delivery Systems, Winter,
27-30.
Khoerunisa, N.I. (2013). Pengaruh Pembelajaran Berbasis Masalah Terhadap
Kemampuan Berpikir Kritis Dan Penguasaan Konsep Ekosistem. Tesis pada
SPS UPI Bandung : Tidak diterbitkan
Kim, dkk. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies
in game-based learning. Computers & Education, 52(4) , 800-810.
Klisch, dkk.(2012). The Impact of a Science Education Game on Students’ Learning
and Perception of Inhalants as Body Pollutants.J Sci Educ Technol, 21(2), 295303.
Kulsakera, dkk. (2008). Designing Interface For Interactive Multimedia: Learner
Perceptions On The Design Features. AAOU Journal, 3 (2), 83-98.
Rosita Putri Rahmi Haerani, 2015
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO GAME PENCEMARAN AIR UNTUK MENINGKATKAN
PENGUASAAN KONSEP DAN KETERAMPILAN METAKOGNITIF SISWA
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
161
Luca, R., & McMahon, M. (2004). Promoting metacognition through negotiated
assessment. In Proceedings of the 21st Australasian society for computers in
learning in tertiary education (ASCILITE) conference (p. 563)
Laurillard, D. (1987). Computers and emancipation of students: Giving control to the
learner. Instructional Science, 16(l), 3 18.
Oblinger, D.G. (2006). Games and learning. EDUCASE Quarterly, 29(3), 5–7.
Mardika, N. 2008. Pengembangan Multimedia Dalam Pembelajaran Kosakata Bahasa
Inggris Di SD (online), (Error! Hyperlink reference not valid. , diakses pada
tanggal 27 November 2014)
Matlin, M.W. (2009). Cognitive Psychology. Sventh Ed. International Student version.
John Wiley and Sons, Inc. (Asia)Pte Ltd
Mayer, dkk. (2002). Pictorial aids for learning by doing in a multimedia geology
simulation game. Journal of Educational Psychology, 94, 171-185.
Meluso, dkk. (2012), Enhancing 5th graders’ science content knowledge and selfefficacy through game-based learning. Computers & Education, 59(12), 497504.
Merchie, E., & Van Keer, H. (2014), Learning From text in late elementary education,
Comparing think-aloud protocols with selh-repost.Internationan Conference on
Education &Educational Psychology, 489-496.
Meijer, Veenman& van Hout-Wolters. (2006) . Metacognitive Activities in TextStudying and Problem-Solving: Development of a taxonomy. Educational
Research and Evaluation, 12(3), 209 – 237.
Milheim, C.L., & Lavix, C. (1992). Screen design for computer based training and
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Moncarz H.T. (2013). The Relationship Between Playing Games And Metacognitive
Awareness. Retrieved from http://eric.ed.gov/?id=ED536653
Mokhtari, K., & Reichard, C. A. (2002). Assessing students’ metacognitive awareness
of reading strategies. Journal of Educational Psychology, 94 (2), 249-259.
doi:10.1037/0022-0663.94.2.249
Munir. (2008). Kurikulum Berbasis Teknologi Informasi dan Komunikasi . Bandung :
SPS Universitas Pendidikan Indonesia
Nurama, E.D. (2012) Efektivitas Penggunaan Game Pembelajaran dengan konsep
RPG untuk meningkatkan Hasil Belajar Siswa. Tesis UPI Bandung : tidak
diterbitkan.
Rosita Putri Rahmi Haerani, 2015
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO GAME PENCEMARAN AIR UNTUK MENINGKATKAN
PENGUASAAN KONSEP DAN KETERAMPILAN METAKOGNITIF SISWA
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
162
Orr, dkk. (1994). Storyboard development for interactive multimedia training. Journal
of Interactive Instruction Development, Winter, 18-31.
Partnership for 21st Century Skills. (2009). P21 framework definitions. Retrieved from
http://www.p21.org/storage/documents/P21_Framework_Definitions.pdf
Perrotta, dkk. (2008). Preservice teacher’s perceptions of the environment: Does
ethnicity and historical residential experience matter? Journal of
Environmental Education, 39(2), 21–32.
Pellone, G. (1995). Educational software design: A literature review. Australian
Journal of Educational Technology, 11 (1 ), 68-84.
Prensky, M. (2001). Digital natives, digital immigrants, part II: Do they really think
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Poncelet, G.M., & Proctor, L.F. (1993). Design and development factors in the
production of hypermedia based courseware. Canadian Journal of Educational
Communication, 22(2), 91-111.
Puntambekar, S. (2006). Analyzing collaborative interactions: divergence, shared
understanding, and construction of knowledge. Computers & Education, 47,
332-351.
Reigeluth, C., & Curtis, R. (1987). Learning situation and instructional models. In
Gagne (Ed.), Instructional technology: Foundations. Lawrence Erlbaum.
Riduwan. (2012). Skala Pengukuran Variabel-variabel Penelitian. Bandung: Alfabeta.
Sadiman, A.S, dkk. (1990). Media Pendidikan, Jakarta: CV. Rajawali.
Sahara, L.A. (2008) Penggunaan Model Pembelajaran Berbasis Masalah Untuk
Meningktkan Penguasaan Konsep dan Keterampilan Berpikir Kritis Siswa
pada Konsep Kalor. Tesis UPI Bandung : tidak diterbitkan.
Saraç, S . (2012) . On-line and Off-line Assessment of Metacognition. International
Electronic Journal of Elementary Education, 2012, 4(2), 301-315.
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Komunikasi Siswa Pada Pembelajaran Pencemaran Lingkungan Dengan
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Sarıbas, dkk. (2013). Creating Metacognitive Awareness in the Lab: Outcomes for
Preservice Science Teachers. Eurasia Journal of Mathematics, Science &
Technology Education, 9 (1), 83-88.
Rosita Putri Rahmi Haerani, 2015
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO GAME PENCEMARAN AIR UNTUK MENINGKATKAN
PENGUASAAN KONSEP DAN KETERAMPILAN METAKOGNITIF SISWA
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
163
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of a task-specific questionnaire with think-aloud protocols. European Journal
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Rosita Putri Rahmi Haerani, 2015
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO GAME PENCEMARAN AIR UNTUK MENINGKATKAN
PENGUASAAN KONSEP DAN KETERAMPILAN METAKOGNITIF SISWA
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
164
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Metacognitive aAwareness and Attitudes toward Chemistry of Prospective
Teachers with Different Academic Backgrounds. Australian Journal of
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Development and validation. Language Learning, 56(3), 431-462.
doi:10.1111/j.1467- 9922.2006.00373.x
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considerations. Metacognition and Learning, 1, 3–14.
Veenman, M. V. J., & Alexander, P. (2011). Learning to self-monitor and selfregulate. In R. Mayer & P. Alexander (Eds.), Handbook of research on
learning and instruction (pp. 197–218). New York: Routledge.
Vogel, dkk. (2006). Computer gaming and interactive simulations for learning: a metaanalysis. Journal of Educational Computing Research, 34, 3, 229–243.
Yeşilyurt, E. (2013). Metacognitive Awareness and Achievement Focused Motivation
as the Predictor of the Study Process. International J. Soc. Sci. & Education ,
4 (3), 1013-1026
Rosita Putri Rahmi Haerani, 2015
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO GAME PENCEMARAN AIR UNTUK MENINGKATKAN
PENGUASAAN KONSEP DAN KETERAMPILAN METAKOGNITIF SISWA
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
DAFTAR PUSTAKA
Anderson, J.L. & Barnett, M.(2013).Learning Physics with Digital Game Simulations
in Middle School Science.J Sci Educ Technol, 22(6), 914-926
Anderson, dkk. (2001). A taxonomy for learning, teaching, and assessing: a revision of
Bloom’s taxonomy of educational objectives. New York: Longman.
Anderson, J. & R. McCormick, (2006). Pedagogic Quality – supporting the next UK
generation of e-learning. In: Ehlers, U.- D. & J.M. Pawlowski (Eds.)
Handbook on Quality and Standardisation in E-learning. Springer, Berlin/
Heidelberg New York.
Anderson, N. J. (2002). The role of metacognition in second language teaching and
learning. Report no. EDO-FL-01-10. Washington DC, WA: Clearinghouse on
Information Resources (ERIC Document Reproduction Service No. ED 463
659).
Annetta, dkk. (2009a). Bridging Reality to Virtual Reality: Investigating gender effect
and student engagement on learning through video game play in an elementary
school classroom. International Journal of Science Education, 31(8), 10911113
Annetta, dkk. (2009b), Investigating the impact of video games on high school
students’ engagement and learning about genetics. Computers & Education,
53(1), 74-85
Arikunto,S. (2013). Dasar-dasar Evaluasi Pendidikan. Jakarta: Bumi Aksara.
Baihaqi. (2005). Peningkatan Penguasaan Konsep siswa SMP kelas II Pada Sub
Pokok Bahasan Lensa dengan Model Pembelajaran Berbasis Praktikum. Tesis
UPI Bandung : tidak diterbitkan
Begg, dkk. (2005). Game-informed learning: Applying computer game processes to
higher
education.
Innovate,
1(6).
retrieved
from
http://
www.innovateonline.info/index.php?view=article&id=176.
Berger, T. & U. Rockmann. (2006). Quality of e-learning products. In: Ehlers, U.-D.
& J.M. Pawlowski (Eds.) Handbook on Quality and Standardisation in Elearning. Springer, Berlin/ Heidelberg New York.
Binkley, dkk. (2010). Defining 21st century skills. Assessment and teaching of 21st
century skills draft white paper. The University of Melbourne.
Borg, W.R. & Gall, M.D. (1979). Educational Research: An Introduction. New York
& London : Longman.
Rosita Putri Rahmi Haerani, 2015
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO GAME PENCEMARAN AIR UNTUK MENINGKATKAN
PENGUASAAN KONSEP DAN KETERAMPILAN METAKOGNITIF SISWA
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
158
Cheng, dkk. (2013). An educational game for learning human immunology: What do
students learn and how do they perceive?. British Journal of Education
Technology. doi: 10.1111/bjet.12098.
Chinn, C. A., & Malhotra, B. A. (2002). Epistemologically authentic inquiry in
schools: A theoretical framework for evaluating inquiry tasks. Science
Education, 86(2),175–218.
Clariana, dkk. (1991). The effect of different feedback strategies using computer
administer multiple choice questions as instruction. Educational Technology
Research & Development, 39, 5 17.
Cooper, S. S. (2005). Metacognitive development in professional educators. Paper
presented at the Northern Rocky Mountain Educational Research Association,
Jackson Hole, Wyoming. Retrieved from http://www.lifecirclesinc.com/Metacognition.html
Cooper, M.M, dan Urena, G. (2008). Design and validation of a multimethod
assessment of metacognition and study of the effectiveness of metacognitive
interventions. Disertasi pada Clemson University. Tersedia http:///www.umiclemson.edu [22/12/2014]
Cooper M.M. and Sandi-Urena S., (2008), Design and validation of an instrument to
assess metacognitive skillfulness in chemistry problem solving, J. Chem. Educ.
Corredor, dkk. (2009). Seeing Change in Time: Video Games to Teach about
Temporal Change in Scientific Phenomena. J Sci Educ Technol, DOI
10.1007/s10956-013-9466-4.
Creswell, John W . (2009). Research Design: Qualitative, Quantitative, and Mixed
Methods Approaches,Sage Los Angeles.
Cohen J. (1988) Statistical power analysis for the behavioral sciences. Lawrence
Erlbaum Associates, Inc, Hillsdale, NJ
Dahar, R. W. (1989). Teori-teori Belajar.Jakarta : Erlangga
Davis, E. A. (2003). Prompting middle school science students for productive
reflection:
Generic
and
directed
prompts.
Tersedia:
http:/www.springerlink.com [10 Juni 2015]
Depdiknas. (2006). Kurikulum Pendidikan Dasar. Jakarta: Depdiknas
Dickey, M. D. (2007). Game design and learning: A conjectural analysis of how
massively multiple online role-playing games (MMORPGs) foster intrinsic
motivation. Educational Technology Research and Development, 55(3), 253–
273.
Rosita Putri Rahmi Haerani, 2015
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO GAME PENCEMARAN AIR UNTUK MENINGKATKAN
PENGUASAAN KONSEP DAN KETERAMPILAN METAKOGNITIF SISWA
Universitas Pendidikan Indonesia | repository.upi.edu | perpustakaan.upi.edu
159
Downing, dkk. (2009). Self-efficacy and Metacognitive Development. The
International Journal of Learning . Tersedia: http:/www.springerlink.com [10
Juni 2015]
Ersozlu, Z. N.&
Yildirim, S.. (2013).The Relationship Between Students’
Metacognitive Awareness and their Solutions to Similar Types of
Mathematical Problems. Eurasia Journal of Mathematics, Science &
Technology Education, 9 (4),411-415.
Flavell, J. H. (1979). Metacognitive and cognitive monitoring: a new area of cognitive
developmental inquiry. American Psychologyst, 34, 906-911.
Frenkel, J.R & Wallen, N.E. (2008). How to Design and Evaluate Research in
Education. New York : Mc Graw Hill Inc.
Gagne, R.M. (1977). The condition od Learning. New York : Holt Rinehart and
Winston
Garris, dkk.(2002). Games, motivation and learning, Simulation & gaming; An
Interdisciplinary Journal of Theory, Practice and Research. Vol33, No.4
Gee, J. P. (2005). Why are video games good for learning? Retrieved January 17,
2007,
from
http://
www.academiccolab.org/resources/documents/MacArthur.pdf.
Gee, J. P. (2003). What video games have to teach us about learning and literacy?.
New York: Palgrave/St. Martin’s.
Goos, dkk. (2000). A money problem: a source of insight into problem solving action.
International Journal for Mathematics Teaching and Learning. Retrieved from
http://www.cimt.plymouth.ac.uk/journal/pgmoney.pdf
Hacker, D. J. (2006). Metacognition: Definitions and empirical foundations.
(retrieved February 6, 2006).
Hake,
R. (2008). Analyzing Change/Gain Score.
http://www.Physics.indiana.edu/hake [11 Maret 2012].
[online].
Tersedia:
Haynie, dkk. (2005). Informing entrepreneurial cognition: The role of metacognition
and analogical training in strategic decisionmaking. . Retrieved from Babson
College website: http://www.babson.edu/e ntre p/fer /FER_2004/webco
ntent/Section%20XXII/P1/XXIIP1_Text.html
Herron, dkk. (1977). Problems Associated With Concept Analysis. Journal of Science
Education,
(61)2:
185
199. http://onlinelibrary.wiley.com/doi/10.1002/sce.3730610210/abstract
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