PRISMATIKA: Jurnal Pendidikan dan Riset Matematika
PRISMATIKA merupakan jurnal di bawah naungan program studi Pendidikan Matematika IKIP Budi Utomo Malang. Jurnal ini ditujukan bagi dosen, guru, praktisi pendidikan maupun mahasiswa yang hendak mempublikasikan artikel ilmiah terkait matematika murni dan pendidikan matematika.
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MASALAH NILAI EIGEN ATAS ALJABAR MAX-PLUS PADA SISTEM PRODUKSI BULU MATA
Nadya Novika;
Suroto Suroto;
Bambang Hendriya Guswanto
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol 6 No 1 (2023): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : IKIP Budi Utomo
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DOI: 10.33503/prismatika.v6i1.3348
A discrete event system is a system whose behavior is determined by events and their events change at discrete times. The eyelash production system at PT Bio Takara Purwokerto is a discrete event system problem and can be expresses in a max-plus linear problem. By using the power algorithm, it is determined eigen values and eigen vectors over max-plus algebra which will be used as production time periodization. The results obtained that the periodic time for the eyelash production system at PT Bio Takara Purwokerto is 78.488 minutes. Based on this periodic time, we can then obtain the time each processing unit starts working to produce eyelashes.
PENGEMBANGAN MEDIA PEMBELAJARAN CROCLE MATH UNTUK MENINGKATKAN PEMAHAMAN KONSEP MATEMATIS
Era Dewi Kartika;
Adinda Yudhistira Putri Arini
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol 6 No 1 (2023): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : IKIP Budi Utomo
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DOI: 10.33503/prismatika.v6i1.3427
This study aims to develop Crocle Math learning media to improve the understanding of mathematical concepts in junior high school mathematics learning that is valid, practical and effective. The research method used in this study is research and development (R&D). The research design used is Borg & Gall. The subjects in this study were media experts, material experts and VII grade students of SMP Negeri 2 Dau One Roof. The instruments used in this study were validation sheets to determine the validity of the media, student response questionnaires to determine the practicality of the media, and mathematical concept understanding test tests to determine the effectiveness of the media. The results of this study indicate that the results of the Crocle Math media development receive a valid category based on the validation by material experts with a percentage of 88% and media experts with a percentage of 96% with both in the very good category. In addition, based on the practicality of the media from the results of student response questionnaires get a percentage of 77% with a practical category and the effectiveness of the media from the results of the mathematical concept understanding test test results that students' concept understanding in learning mathematics has increased based on the scores they get. The results of both tests get an n-gain score of 0.63 with a moderate category. Therefore, Crocle Math media is declared as valid, practical and effective media for learning mathematics.
PENGEMBANGAN MEDIA AJAR BERBASIS ARTIFICIAL INTELEGENCE PADA MATA KULIAH EVALUASI PEMBELAJARAN MATEMATIKA
Raras Kartika Sari;
Donna Avianty
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol 6 No 1 (2023): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : IKIP Budi Utomo
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DOI: 10.33503/prismatika.v6i1.3501
This research is a development research (R&D). This study aims to develop learning media based on Artificial Intelligence (AI) in mathematics learning evaluation courses. The research was developed using the ADDIE model (analysis, design, development, implementation and evaluation). The media was developed by utilizing several AI tools, namely ChatGPT, Fliki, Toonme and D-ID. Experts provide an assessment of AI-based media with an average rating of Good. Media gets 78% Good in terms of appearance, 85% in a very good category in terms of use, and 80% in a good category in terms of presentation of material. Based on the assessment of material experts, the products that have been developed get 79% in the good category in terms of the suitability of the teaching materials and the assessment of the coherence of the material is 80% in the good category. Based on the assessment of linguists, the developed product received an 82% rating in the very good category in terms of the language used. A score of 78% is in a good category in terms of the pronunciation of the language in audio and a score of 79% is in a good category in language selection. Based on the results of the validation and assessment of experts, small group trials, large group trials and then revisions to the initial media products developed, the Artificial Intelligence-based learning media for mathematics learning evaluation courses is declared feasible to be used and exploited in the field.
TINGKAT KEMAMPUAN BERPIKIR KREATIF SISWA DALAM MENYELESAIKAN SOAL TIPE HIGHER ORDER THINKING SKILL DI TINGKAT SMA
Evi Widayanti;
Jetti Oktavia Siahaan
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol 6 No 1 (2023): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : IKIP Budi Utomo
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DOI: 10.33503/prismatika.v6i1.3657
The aim of this research is to describe students' creative thinking abilities in solving Higher Order Thinking Skills type questions at the high school level. The type of research used by researchers is qualitative-descriptive research. The subjects in this research were Class XI students at SMA Wijaya Putra Surabaya. Meanwhile, to determine the object, the researcher used a sampling technique, namely purposive sampling, where the object was taken based on certain considerations. The data analysis technique that researchers will use is the Miles and Huberman model analysis technique. This model analysis technique is carried out interactively and continuously until the data is saturated. The steps that must be taken in this model analysis technique are data reduction, data presentation, and conclusions. The results of this research were that there were 25 subjects (90%) who were included in TKBK 0 (Not Creative). There are 3 subjects (10%) included in TKBK 1 (Less Creative). Students included in TKBK 1 are students who only meet one of the three indicators of creative thinking, namely fluency.
RANCANGAN PROJECT BASED E-LEARNING BERBASIS INTERNET OF THINGS UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KREATIF MAHASISWA
Elita Mega Selvia Wijaya;
Rudy Setiawan
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol 6 No 1 (2023): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : IKIP Budi Utomo
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DOI: 10.33503/prismatika.v6i1.2745
This research aims to improve the creative thinking abilities of Tribhuwana Tunggadewi University students through the use of an Internet of Things (IoT) based e-learning project design. The research subjects consisted of 60 students divided into experimental class (30 students) and control class (30 students). The research method used was a control class and an experimental class with pretest and posttest administration in both classes. The data collected is quantitative and qualitative data which is analyzed using descriptive and inferential statistical techniques. The research results showed that there was a significant difference between the creative thinking abilities of students in the experimental and control classes after being given treatment. The experimental class that used an IoT-based project-based e-learning design showed a more significant increase in creative thinking abilities compared to the control class. This shows that the use of IoT-based project based e-learning designs is effective in improving students' creative thinking abilities. Discussion of research results shows that the use of IoT-based project based e-learning designs can improve students' creative thinking abilities through more interactive, collaborative, and contextual learning. In addition, the use of IoT technology can facilitate student-centered learning activities and provide a more personalized and enjoyable learning experience. In conclusion, the use of an IoT-based project based e-learning design can be an innovative and effective alternative learning method in improving students' creative thinking abilities. This research contributes to the development of learning model that is oriented towards creative thinking skills and the use of technology in education.
KARAKTERISTIK ANALOGI SISWA SEKOLAH DASAR DALAM PENGAJUAN MASALAH LUAS DAERAH
Aulia Risa Eksanti;
Mohammad Faizal Amir
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol 6 No 1 (2023): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : IKIP Budi Utomo
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DOI: 10.33503/prismatika.v6i1.2778
This study aims to identify the characteristics of elementary school students' analogies in proposing area problems. The method used in this research is descriptive qualitative using a case study approach. The characteristics of analogy in the submission of area problems can be categorized into three: (1) Identical-reformulation is rearranging the elements in the problem structure in ways that do not change the nature of the problem. (2) Identical-different-reconstruction is modifying and maintaining some elements of the form in the initial problem so that the resulting problem looks slightly different. (3) Different-imitation is changing and adding new shape elements that are not in the initial problem to produce a different problem. The results of the research showed that the characteristic most often found in students is imitation, where the problem produced is different from the initial problem given. So the different imitation characteristics that appear most often correspond to replacement characteristics, namely the problem posing product based on the initial problem or source problem by changing the context of the problem, namely changing the shape of the cake slice.
PENGARUH PROBLEM BASED LEARNING BERBASIS HIGHER ORDER THINKING SKILL (HOTS) TERHADAP KEMAMPUAN BERPIKIR KRITIS MATEMATIS
Anisa Fitri;
Astrid Chandra Sari;
Jamiati Rosita
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol 6 No 1 (2023): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : IKIP Budi Utomo
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DOI: 10.33503/prismatika.v6i1.2792
This research is a descriptive quantitative research that aims to find out how the influence of the Problem Based Learning learning model on the critical thinking mathematics ability of students on social arithmetic material. The research was carried out at SMP Negeri 2 Balen, with the selection of class VII D as an experimental class with a total of 32 students and VII F as a control class with a total of 33 students. The method used is experimental research. Data collection techniques in this study were through observation, documentation and test techniques. Data analysis in this study used descriptive analysis and inference which included normality test, homogeneity test and hypothesis test (independent sample t-test) using the SPSS statistical application program version 26 with a significant level of 5%. The calculation of the independent sample t-test obtained a signification value (2-tailed) of 0.000 < 0.05 and the calculation of the gain score obtained a value of 0.7081. The results of this study show that the Problem Based Learning learning model has a significant influence on the critical thinking ability of students with the category of improvement being high.
PENGEMBANGAN BAHAN AJAR GEOMETRI DALAM PERMAINAN LATO-LATO
Jefri Saldi;
Lutfiyah Lutfiyah;
Aswar Anas
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol 6 No 1 (2023): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : IKIP Budi Utomo
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DOI: 10.33503/prismatika.v6i1.2840
This study aim to produce teaching materials for geometry modules in lato-lato games to understand the material of lines and angles in terms of validity, practicality and effectiveness. This type of research is Research and Development (R&D), using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation). The results showed that the media expert's validation score obtained a score of 83.3% from validator 1 and 81.6% from validator 2, both of which indicated very valid categories. The material expert validation score obtained a score of 83.3% from validator 1 and 80% from validator 2, both of which indicated very valid categories. The validity value was also obtained from a small-scale trial, namely the student response questionnaire which obtained a score of 86.4% in the very valid category and the mathematics teacher's response questionnaire obtained a score of 91.2% in the very valid category. While the practicality score obtained a score of 86.5% from the student response questionnaire, 87.5% from the teacher response questionnaire and 94% from the module implementation observation sheet, all three of which were included in the very practical category. The value of effectiveness is obtained from the results of student tests. Student test scores after using the module during learning get a percentage score of 80% which states that it is classically complete. Thus, the module has fulfilled the aspects of validity, practicality and effectiveness and can be used in the learning process.
PENGARUH DISCOVERY LEARNING BERBANTU MEDIA AUDIOVISUAL TERHADAP PENINGKATAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA
Muhammad Khaza Ilfa;
Sekar Dwi Ardianti;
Mohammad Syafruddin Kuryanto
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol 6 No 1 (2023): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : IKIP Budi Utomo
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DOI: 10.33503/prismatika.v6i1.2979
The study is intended to learn the influence the discovery learning model was to assist audiovisual about the increased ability to solve the math problems of class IV students. It is conducted at Public Elementary School Klumpit 1, with a kind of quantitative research using a matode experiment of one group preposttest design. The sampling technique used in the study is the saturated sampling technique, with the number of students in the fourth class of students in the population of 10 boys and 15 girls. Pretest average value is 47.84. The posttest average is up to 80.36. The normal results of Shapiro-Wilk test that the pretest and posttest data above have sig > 0.05 with pretest data 0.054 > 0.05 and the posttest data 0.063 > 0.05 at significant levels 0.05 and n = 25, and H0 is accepted. N-gain tests, a value of 0.61 lies between 0.3 indicators 0.7 and a moderate increase in criteria. Thus it may be concluded that there is an increased ability to solve students' math problems through learning with the discovery learning model to assist audiovisual media.
PENGARUH MODEL PEMBELAJARAN MIND MAPPING BERBANTUAN MEDIA POWER POINT TERHADAP HASIL BELAJAR
Imam Gozali;
Marsidi Marsidi;
Indah Rahayu Panglipur
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol 6 No 1 (2023): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : IKIP Budi Utomo
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DOI: 10.33503/prismatika.v6i1.3352
Students' mathematical learning results are influenced by many variables, including students, parents, schools, curricula, and mathematics itself. Preliminary observations showed that 27.7% of students received a score above 75 and 72.3% received a rating below 75. The minimum score for the exam was 75, which is the average grade. Many factors can contribute to poor student learning outcomes, including the role of teachers as instructors and their influence on students in creating and using inappropriate learning strategies. An alternative that can be developed on a model with learning is to use a mind mapping defence model. This survey aims to find out how much influence it has found on the mind mapping defense model with the help of power points. The type of quantitative research used in this study is the design of a single group pretest-posttest. The test results are known to have a thitung value of 3.27. Thitung values are matched to with Table values with a significant upgrade of a=0,05 and obtained Table Values of 2.063. Thitung Values are derived that is greater than Table Value (thitung = 3.27 > ttable = 2.063 then Ha is accepted, that is, using the learning model of Mind Mapping and PowerPoint media, the student's learning results can be influenced.