Hendarto Cahyono
Universitas Muhammadiyah Malang

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METODA PENGKONSTRUKSIAN PERSEGI AJAIB Cahyono, Hendarto
Gamatika Vol 1, No 2: Jurnal Gagasan Matematika Dan Informatika
Publisher : Gamatika

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Abstrak Sebuah persegi ajaib order n adalah n dengan n matriks dengan bilangan bulat non-negatif yang berbeda dengan sifat bahwa jumlah angka dalam setiap baris, setiap kolom dan diagonal utama dan belakang sama. Jumlah ini adalah jumlah ajaib. Dalam tulisan ini kita akan membahas beberapa metode untuk membangun n2 bilangan bulat pertama yang positif untuk kotak ajaib. Metode pertama yang akan dibentuk adalah Dekomposisi Persegi Latin. Beberapa persegi ajaib dapat diturunkan secara langsung dengan metode ini. Metode lain yang juga akan dibahas adalah metode trial and error, konstruksi De La Loubére, konstruksi Strachey dan konstruksi produk. Akhirnya kami menyimpulkan bahwa untuk semua n bilangan bulat positif, n ¹ 2, dapat dibangun sebuah persegi ajaib order-n. Kata Kunci : Persegi Ajaib, Dekomposisi Persegi Latin, Konstruksi De La Loubére, Konstruksi Strachey, Konstruksi produk.   Abstract A magic square of order n is an n by n matrix with distinct nonnegative integer with the property that the sum of the numbers in each row, each column and the main and back diagonals is same. This sum is the magic sum. In this paper we will discuss some methods to construct the first n2 positive integers for magic squares. The first method that will be established is Latin square Decomposition. Some magic squares can be derived directly with this method. Other methods that also will be discussed are trial and error method, De La Loubére construction, Strachey construction, and product construction. Finally we conclude that for all positif integers n, n  2, it can be constructed a magic square of order-n. Keywords : magic square, decomposition, orthogonal Latin square, De La Loubére construction, Strachey construction, product construction.
Analisis Kemampuan Berpikir Kreatif Siswa Melalui Penerapan Pendekatan Saintifik dalam Pembelajaran Matematika Inganah, Siti; Taufik, Marhan; Cahyono, Hendarto; Khoiruli Ummah, Siti
JINoP (Jurnal Inovasi Pembelajaran) Vol 2, No 2 (2016): November 2016
Publisher : Lecturer at the Faculty of Education, University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (109.221 KB) | DOI: 10.22219/jinop.v2i2.3492

Abstract

Pembelajaran matematika yang dilakukan di SMP Negeri 06 Batu masih berupa pembelajaran langsung yang membuat siswa terbatasi idenya dan tidak mengkonstruksi pengetahuan. Penerapan pendekatan saintifik kurang optimal karena baru diterapkan di sekolah tersebut. Tujuan kegiatan Lesson Study ini adalah untuk meningkatkan kemampuan berpikir kreatif siswa melalui penerapan pembelajaran saintifik. Kegiatan Lesson Study dilakukan dengan tahapan plan, do, dan see selama empat siklus. Pembuatan perangkat pembelajaran didiskusikan pada tahap plan kemudian dilaksanakan pada tahap do oleh guru model dan dievaluasi pada tahap see. Hasil kegiatan Lesson Study ini yaitu masih adanya miskonsepsi istilah variabel dan pengurangan suku aljabar oleh guru dan siswa. Selain itu, terdapat peningkatan kemampuan berpikir kreatif siswa sesuai aspek fluency, flexibility, dan originality dengan kriteria peningkatan yang baik di setiap siklus. Pendekatan saintifik diterapkan dengan sangat baik di setiap siklus.
The Development of Comics Based on Algebraic Literacy for 7th Grade Students of Junior High School Azizah, Farida Nur; Cholily, Yus Mochamad; Cahyono, Hendarto
MEJ (Mathematics Education Journal) Vol 3, No 1 (2019)
Publisher : Study Program of Mathematics Education University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (312.247 KB) | DOI: 10.22219/mej.v3i1.8417

Abstract

This research aimed at describing the development process and the effectiveness of mathematics media using comics based on algebraic literacy for 7th-grade students of junior high school (SMP). The kind of research, that conducted, was Research and Development (R&D) by using the ADDIE model. In which the model was Analysis, Design, Development, Implementation, and Evaluation. The media was tested into 24 students of 7th-grade. The average result of the media validation test both the validators were 3,7 in which is categorized as very valid with a feasible description to be tested. While the average result of material validation was 3,39 which is categorized as very valid with a feasible description to be tested. The effectiveness analysis result obtained that the students gave very positive responses with the obtained percentages of 85,21% and the mastery percentages of the class were 87,5% ineffective category. Therefore, it can be concluded that the comics based on algebraic literacy is effective to be used in algebra material for 7th-grade students SMP.
The Development of Interactive Instructional Media Using Adobe Flash in a Form of Game on the Geometry Lesson (Cube and Cuboid) for Secondary School Herdiansyah, Herdiansyah; Cholily, Yus Mochamad; Cahyono, Hendarto
MEJ (Mathematics Education Journal) Vol 3, No 1 (2019)
Publisher : Study Program of Mathematics Education University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (155.096 KB) | DOI: 10.22219/mej.v3i1.8418

Abstract

The purpose of this study was developing an interactive instructional media using Adobe Flash in a form of the game at the geometry lesson (cube and cuboid) and analyzing the effectiveness of the media. The type of this study was Research and Development (R&D). The media development was started from potential and problem phase, data collection, product design, design validation, design revision, and product trial. The instruments of the study were the questionnaire validation and the questionnaire response of teacher and students. The results showed that development of interactive instructional media using Adobe Flash in a form of the game was valid. The average score of material expert was 3.43 and the average score of media expert was 3.61. The effectiveness of the media using Adobe Flash in a form of the game was effective. It was based on the score of teacher’s response was 78.57% and the score of students’ response was 86.42%.
The Implementation of Think Pair Share (TPS) Learning Model using Realistic Mathematics Approach in Problems Solving Khotimah, Ita Milandari; Taufik, Marhan; Cahyono, Hendarto
MEJ (Mathematics Education Journal) Vol 3, No 1 (2019)
Publisher : Study Program of Mathematics Education University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (363.862 KB) | DOI: 10.22219/mej.v3i1.8419

Abstract

This research aimed at describing the implementation of TPS learning model using Realistic Mathematics Approach in solving problems. The type of research was qualitative descriptive. The subjects of this research were the students of class 8-I that consisted of 20 students. The data collection methods that used in this research were: 1) observation, 2) test, 3) interview, and 4) documentation. The research results indicated that the learning used the TPS model using the Realistic Mathematics Approach in the geometry material of prism and pyramid during four-time meetings overall could be conducted based on what had been planned. The learning stages are adjusted to the students’ learning activities in order to improve the students’ thinking abilities and skills to solve the problems. The students’ mathematical problem-solving ability was high categorized after the implementation of this learning model. It was proven by the test results which indicated that the students were able to master the three important stage namely understanding the problems, planning the completion, and implementing the plans. The understanding stage was by writing down the information from the problems and the information that had been asked from the question very well. In the planning stage, the students also could write down the information into the mathematical model and plan the completion strategy even though it was not complete enough. Therefore, in the model of implementing the plan, the students were able to implement the completion based on the plans and get the results.
METODA PENGKONSTRUKSIAN PERSEGI AJAIB Cahyono, Hendarto
Gamatika Vol 1, No 2 (2011): Jurnal Gagasan Matematika Dan Informatika
Publisher : Gamatika

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Abstrak Sebuah persegi ajaib order n adalah n dengan n matriks dengan bilangan bulat non-negatif yang berbeda dengan sifat bahwa jumlah angka dalam setiap baris, setiap kolom dan diagonal utama dan belakang sama. Jumlah ini adalah jumlah ajaib. Dalam tulisan ini kita akan membahas beberapa metode untuk membangun n2 bilangan bulat pertama yang positif untuk kotak ajaib. Metode pertama yang akan dibentuk adalah Dekomposisi Persegi Latin. Beberapa persegi ajaib dapat diturunkan secara langsung dengan metode ini. Metode lain yang juga akan dibahas adalah metode trial and error, konstruksi De La Loubére, konstruksi Strachey dan konstruksi produk. Akhirnya kami menyimpulkan bahwa untuk semua n bilangan bulat positif, n ¹ 2, dapat dibangun sebuah persegi ajaib order-n. Kata Kunci : Persegi Ajaib, Dekomposisi Persegi Latin, Konstruksi De La Loubére, Konstruksi Strachey, Konstruksi produk.   Abstract A magic square of order n is an n by n matrix with distinct nonnegative integer with the property that the sum of the numbers in each row, each column and the main and back diagonals is same. This sum is the magic sum. In this paper we will discuss some methods to construct the first n2 positive integers for magic squares. The first method that will be established is Latin square Decomposition. Some magic squares can be derived directly with this method. Other methods that also will be discussed are trial and error method, De La Loubére construction, Strachey construction, and product construction. Finally we conclude that for all positif integers n, n  2, it can be constructed a magic square of order-n. Keywords : magic square, decomposition, orthogonal Latin square, De La Loubére construction, Strachey construction, product construction.
DEVELOPING INTERACTIVE LEARNING MEDIA OF “VENN GRAM” TO IMPROVE CONCEPTUAL UNDERSTANDING OF SET OPERATIONS Prillyana, Fadhanila Syainuralita; Cahyono, Hendarto; Jamil, Anis Farida
MEJ (Mathematics Education Journal) Vol 4, No 1 (2020)
Publisher : Study Program of Mathematics Education University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (815.462 KB) | DOI: 10.22219/mej.v4i1.11473

Abstract

This research aimed at discovering the validity and effectiveness of the interactive media of "Venn Gram" to improve the conceptual understanding of the set operations. This research was a development research (research and development). The research subjects were the students of 7th grade who consisted of nine students. The data collection techniques were in the form of a validation questionnaire and test. The subjects were in the form of pre-test and post-test questions which later the answer sheets were used as an increase of students' conceptual understanding before and after using the media. The validation questionnaire results showed that 84% of the media were very valid, 83% of the material was very valid, and 82% of the test questions were very valid. The test results found that seven students experienced an increase in the pre-test and post-test scores. Meanwhile, two other students experienced a decrease. The results of students who had increased showed that the ability of students in understanding the concept of set operations was included in the high criteria before and after using the media. The media of the Venn Gram can be used to improve the conceptual understanding of set operations.
METODA PENGKONSTRUKSIAN PERSEGI AJAIB Cahyono, Hendarto
Gamatika Vol 1, No 2 (2011): Jurnal Gagasan Matematika Dan Informatika
Publisher : Gamatika

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Abstrak Sebuah persegi ajaib order n adalah n dengan n matriks dengan bilangan bulat non-negatif yang berbeda dengan sifat bahwa jumlah angka dalam setiap baris, setiap kolom dan diagonal utama dan belakang sama. Jumlah ini adalah jumlah ajaib. Dalam tulisan ini kita akan membahas beberapa metode untuk membangun n2 bilangan bulat pertama yang positif untuk kotak ajaib. Metode pertama yang akan dibentuk adalah Dekomposisi Persegi Latin. Beberapa persegi ajaib dapat diturunkan secara langsung dengan metode ini. Metode lain yang juga akan dibahas adalah metode trial and error, konstruksi De La Loubére, konstruksi Strachey dan konstruksi produk. Akhirnya kami menyimpulkan bahwa untuk semua n bilangan bulat positif, n ¹ 2, dapat dibangun sebuah persegi ajaib order-n. Kata Kunci : Persegi Ajaib, Dekomposisi Persegi Latin, Konstruksi De La Loubére, Konstruksi Strachey, Konstruksi produk.   Abstract A magic square of order n is an n by n matrix with distinct nonnegative integer with the property that the sum of the numbers in each row, each column and the main and back diagonals is same. This sum is the magic sum. In this paper we will discuss some methods to construct the first n2 positive integers for magic squares. The first method that will be established is Latin square Decomposition. Some magic squares can be derived directly with this method. Other methods that also will be discussed are trial and error method, De La Loubére construction, Strachey construction, and product construction. Finally we conclude that for all positif integers n, n  2, it can be constructed a magic square of order-n. Keywords : magic square, decomposition, orthogonal Latin square, De La Loubére construction, Strachey construction, product construction.
The Development of Comics Based on Algebraic Literacy for 7th Grade Students of Junior High School Farida Nur Azizah; Yus Mochamad Cholily; Hendarto Cahyono
MEJ (Mathematics Education Journal) Vol. 3 No. 1 (2019)
Publisher : Department of Mathematics Education University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/mej.v3i1.8417

Abstract

This research aimed at describing the development process and the effectiveness of mathematics media using comics based on algebraic literacy for 7th-grade students of junior high school (SMP). The kind of research, that conducted, was Research and Development (R&D) by using the ADDIE model. In which the model was Analysis, Design, Development, Implementation, and Evaluation. The media was tested into 24 students of 7th-grade. The average result of the media validation test both the validators were 3,7 in which is categorized as very valid with a feasible description to be tested. While the average result of material validation was 3,39 which is categorized as very valid with a feasible description to be tested. The effectiveness analysis result obtained that the students gave very positive responses with the obtained percentages of 85,21% and the mastery percentages of the class were 87,5% ineffective category. Therefore, it can be concluded that the comics based on algebraic literacy is effective to be used in algebra material for 7th-grade students SMP.
The Development of Interactive Instructional Media Using Adobe Flash in a Form of Game on the Geometry Lesson (Cube and Cuboid) for Secondary School Herdiansyah Herdiansyah; Yus Mochamad Cholily; Hendarto Cahyono
MEJ (Mathematics Education Journal) Vol. 3 No. 1 (2019)
Publisher : Department of Mathematics Education University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/mej.v3i1.8418

Abstract

The purpose of this study was developing an interactive instructional media using Adobe Flash in a form of the game at the geometry lesson (cube and cuboid) and analyzing the effectiveness of the media. The type of this study was Research and Development (R&D). The media development was started from potential and problem phase, data collection, product design, design validation, design revision, and product trial. The instruments of the study were the questionnaire validation and the questionnaire response of teacher and students. The results showed that development of interactive instructional media using Adobe Flash in a form of the game was valid. The average score of material expert was 3.43 and the average score of media expert was 3.61. The effectiveness of the media using Adobe Flash in a form of the game was effective. It was based on the score of teacher’s response was 78.57% and the score of students’ response was 86.42%.