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Profil Berpikir Analitis Masalah Aljabar Siswa Ditinjau dari Gaya Kognitif Visualizer dan Verbalizer Ilma, Rosidatul; Hamdani, A Saepul; Lailiyah, Siti
JURNAL REVIEW PEMBELAJARAN MATEMATIKA Vol 2 No 1 (2017)
Publisher : UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/jrpm.2017.2.1.1-14

Abstract

This research aimed to describe the profile of the visualizer and verbalizer students to think analytically in solving mathematical problems. The subjects were 3 visualizer students and 3 verbalizer students obtained by VVQ questionnaire. The research data are the form of analytical thinking tests and interviews were then analyzed based on the indicators of analytical thinking in solving mathematical problems based on the stage Polya. The results obtained by the visualizer students mention known and asked by picture, modelize problem by picture, use any different strategies, and conclude by picture. In other hand, verbalizer students mention known and asked by words, modelize problem by word (symbol or alphabet), use same strategy, and conclude by words. In the final result, there is no difference ability between the visualizer and verbalizer students cognitive style to think analytically in solving the problem because both are quite good.
Exploring student's pattern generalisation strategy in solving prism sticker problem Sadieda, Lisanul Uswah; Kusaeri, Kusaeri; Lailiyah, Siti; Adaniyah, Wachidatul
Beta: Jurnal Tadris Matematika Vol. 11 No. 2 (2018): Beta November
Publisher : Universitas Islam Negeri (UIN) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/betajtm.v11i2.174

Abstract

[English]: This research aimed to describe the stages through which eighth-grade students develop pattern generalizations when solving prism sticker problem and determine the type of strategy used. Prism sticker problem is a modified task from cube sticker problem that Lannin (2003) has used in developing student’s pattern generalization. Prism Sticker problem uses triangular prism-shaped media that will be affixed with color stickers. The subjects of the research were eighth-grade students of public junior high schools in Krian City, East Java, Indonesia. The results of this research show that the subjects can go through the four stages of the pattern generalization process, i.e., direct modeling, pattern identification, proof testing of the pattern, and determining the rule for a general case. The subjects can formulate the nth pattern by using algebraic symbols and explain it verbally. The results indicate that the subjects tend to use counting and explicit strategies to solve prism sticker problem. Keywords: Pattern generalization, Strategy, Prism sticker problem, Problem-solving [Bahasa]: Penelitian ini bertujuan untuk mendeskripsikan tahap-tahap yang dilalui siswa SMP dalam mengembangkan generalisasi pola saat menyelesaikan prism sticker problem dan menentukan jenis strategi yang digunakan. Prism sticker problem merupakan suatu tugas hasil modifikasi dari cube sticker problem yang telah digunakan Lannin (2003) dalam mengembangkan generalisasi pola siswa. Prism sticker problem menggunakan media berbentuk prisma segitiga yang akan ditempeli stiker warna. Subjek dalam penelitian ini adalah siswa kelas 8 SMPN 2 Krian. Hasil penelitian ini menunjukkan bahwa subjek mampu melalui keempat tahap proses generalisasi pola yaitu pemodelan langsung, identifikasi pola, pembuktian pola dan penentuan aturan untuk kasus yang lebih umum. Subjek mampu merumuskan pola ke-n dengan menggunakan simbol aljabar dan menjelaskannya secara verbal. Dalam penelitian ini, subjek cenderung menggunakan strategi counting dan explicit dalam menyelesaikan prism sticker problem. Kata Kunci: Pola generalisasi, Strategi, Prism sticker, Pemecahan masalah
IMPLEMENTASI STEGANOGRAFI PESAN TEKS KE DALAM FILE AUDIO (.MP3) DENGAN ALGORITMA ADVANCED ENCRYPTION STANDARD DAN LEAST SIGNIFICANT BIT Nursobah, Nursobah; Lailiyah, Siti; Kurnia, Asri
JURNAL IT Vol 10 No 2 (2019): Volume 10 Nomor 2, Agustus 2019 Jurnal IT
Publisher : LPPM- STMIK HANDAYANI MAKASSAR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37639/jti.v10i2.152

Abstract

Tujuan dari penelitian ini adalah untuk menghasilkan Aplikasi desktop Steganografi audio dengan Implementasi Steganografi Pesan Teks Ke Dalam File Sound (.MP3) Dengan Algoritma Advanced Encryption Standard dan Least Significant Bit. Bahasa pemrograman yang digunakan adalah C#. Penelitian ini dilakukan di Samarinda. teknik pengumpulan data yang digunakan adalah studi pustaka, dan pengamatan, alat bantu pengembangan sistem menggunakan metode Waterfall serta pengujian menggunakan black-box. Hasil dari penelitian ini adalah berupa aplikasi desktop steganografi audio  yang diamankan dengan enkripsi Advanced Enryption Standard (AES) 128 bit, di embedding dengan Least Significant Bit dimana file pesan di enkripsi dan di injeksikan ke dalam file media mp3 yang output nya akan tersimpan di lokasi yang telah ditentukan dan hanya bisa di ekstrak oleh pemegang kunci dan memiliki aplikasi steganogarafi audio, file didekripsi  menggunakan algoritma Advanced Enryption Standard (AES) 128 bit dan di ekstrak dengan Least Significant Bit
MEMBANGUN VIRTUAL TRAVELING KABUPATEN KUTAI KARTANEGARA (KUKAR) SEBAGAI MEDIA WISATA VIRTUAL DI MASA PANDEMI Lailiyah, Siti; Hasiholan, Jundro Daud; Jahriansyah, Muhammad
Jurnal Ilmiah Matrik Vol 23 No 1 (2021): Jurnal Ilmiah Matrik
Publisher : Direktorat Riset dan Pengabdian Pada Masyarakat (DRPM) Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33557/jurnalmatrik.v23i1.1291

Abstract

large-scale social restriction make tourists no longer able to visit tourist objects freely like they used to. Research to develop Virtual Traveling of Kutai Kartanegara is one of the media that will be used to support tourism in Kutai district during the Covid-19 pandemic, in a fun way so that it will attract millennials to get to know tourism in Kutai Kartanegara (KUKAR) so it is hoped that tourism objects that will become candidates for the new capital city of Indonesia which is better known in the archipelago. Virtual Traveling is an alternative for traveling without having to go far to the city. Virtual tourism can be an interesting medium to introduce various tourist objects in KUKAR through interactive applications. The purpose of establishing Kutai Kartanegara Virtual Traveling is that KUKAR tourism will be easily introduced to the public with interactive and interesting media. In this research, the method used to build a tourism application is multimedia life-cycle development, starts from concept, design, materials collecting, assembly, testing, and distribution. The result, this virtual tourism application can be used as promotional media for the KUKAR Tourism Department
Do students with different cognitive styles have similar levels of statistical thinking? Lailiyah, Siti; Muslimah, Nuriyatul; Sutini, Sutini
Beta: Jurnal Tadris Matematika Vol. 14 No. 1 (2021): Beta May
Publisher : Universitas Islam Negeri (UIN) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/betajtm.v14i1.438

Abstract

[English]: This study aims to examine and compare students’ level of statistical thinking with different cognitive styles (Field-dependent, FD and Field-independent, FI) in solving mathematical problems. It is descriptive qualitative research involving 31 ninth-graders given the Group Embedded Figure Test (GEFT) to determine their cognitive styles. From the results of GEFT, four students with two cognitive styles and high mathematics ability were selected as participants. A test and interviews were administered for data collection. The test was analyzed based on the level of statistical thinking indicators, and the interview results were used to confirm and explore the students' statistical thinking. The results of data analysis revealed that in representing data, both FI and FD students are at transitional level. In other stages of statistical thinking: describing data display, organizing and reducing data, analyzing and interpreting data, FD students reach a quantitative level meanwhile FI students are at an analytical level. Indeed, students with FI cognitive style have a higher level of statistical thinking than FD students. This finding shows that characteristics of students with FI, for example, being more analytic, support the achievement of better levels of statistical thinking. [Bahasa]: Penelitian ini bertujuan untuk mengidentifikasi dan membandingkan level berpikir statistik siswa dengan gaya kognitif berbeda (Field-dependent, FD dan Field-independent, FI) dalam memecahkan masalah matematika. Penelitian ini merupakan penelitian kualitatif deskriptif yang melibatkan 31 siswa kelas 9. Siswa tersebut diberikan Group Embedded Figure Test (GEFT) untuk menentukan gaya kognitif. Selanjutnya, dipilih 4 siswa pada kedua gaya kognitif dengan kemampuan matematika tinggi. Data dikumpulkan melalui tes dan wawancara. Hasil tes dianalisis berdasarkan indikator level berpikir statistik dan hasil wawancara dianalisis untuk mengonfirmasi dan menggali lebih dalam berpikir statistik siswa. Hasil analisis data menunjukkan bahwa dalam menyajikan data, siswa FD dan FI berada pada level transisional. Pada tiga tahap berpikir statistik lain; menjelaskan sajian data, mengatur dan mengurangi data, menganalisis dan menerjemahkan data, siswa FD berada pada level kuantitatif sedangkan siswa FI berada pada level analitik. Dalam hal ini, siswa dengan gaya kognitif FI memiliki level berpikir statistik yang lebih tinggi dibandingkan dengan siswa FD. Hasil penelitian ini menunjukkan bahwa karakteristik siswa dengan gaya kognitif FI, misalnya cenderung lebih analitis dibandingkan FD, mendukung capaian level berpikir statistik yang lebih baik.
MEMBANGUN APLIKASI E-VOTING ONLINE OSIS BERBASIS ANDROID DI SMKN 4 SAMARINDA Lathifaturrahmah, Lathifaturrahmah; Lailiyah, Siti; Salmon, Salmon
DiJITAC: Digital Journal of Information Technology and Communication DiJITAC, Vol 1 No.2, April 2021
Publisher : Universitas Islam Negeri Sultan Aji Muhammad Idris Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (597.379 KB) | DOI: 10.21093/dijitac.v1i2.4121

Abstract

Abstrak Dalam dunia pendidikan, teknologi berperan sangat penting untuk menunjang proses belajar mengajar dan kegiatan yang ada di sekolah, namun belum semua proses kegiatan terakomodir oleh perkembangan teknologi. Proses pemilihan pada SMKN 4 Samarinda sistem yang dilakukan semuanya masih konvensional, semua proses dilakukan secara manual dan hal ini dirasa kurang efektif dan efisien. Aplikasi voting / Elektronic Voting (E-Voting) dianggap lebih efektif dan lebih efisien karena semua prosesnya secara terkomputerisasi memberikan kemudahan bagi pengguna untuk memilih calon, mempermudah dalam proses perhitungan suara dan hasil pemilihan bisa langsung diketahui secara cepat dan akurat. Pembuatan dan perancangan aplikasi voting pemilihan pada SMKN 4 Samarinda berbasis android dibangun menggunakan metode pengembangan aplikasi menggunakan Waterfall. Data yang akan dikelola dalam sistem tersebut adalah data admin, data pemilih atau siswa, data kandidat dengan proses pendaftaran dan proses pemilihan. Output dari perancangan aplikasi ini adalah laporan data suara pemilihan. Aplikasi voting di SMKN 4 Samarinda ini diharapkan mempermudah dalam proses pemilihan, dan memberikan hasil voting yang akurat, cepat dan terpercaya serta bisa mengurangi angka siswa yang tidak memilih dan tidak akan menggangu proses belajar mengajar. Kata Kunci: Aplikasi, E-Voting, Android. Abstract In the world of education, technology plays a very important role in supporting the teaching and learning process and activities in schools, but not all process activities have been accommodated by technological developments. The selection process at SMKN 4 Samarinda is still conventional, all processes are done manually and this is deemed less effective and efficient. The voting / Electronic Voting (E-Voting) application is considered more effective and more efficient because all the computerized processes make it easy for users to choose candidates, simplify the vote counting process and the election results can be known quickly and accurately. The creation and design of an android-based election election application at SMKN 4 Samarinda which was built using the Waterfall application development method. The data that will be managed in the system are admin data, voter or student data, candidate data with the registration process and election process. The output of the design of this application is a report on election vote data. The voting application at SMKN 4 Samarinda is expected to facilitate the election process, and provide accurate, fast and reliable voting results and can reduce the number of students who do not vote and will not interfere with the teaching and learning process. Keywords: Application, E-Voting, Android.