22 research outputs found

    Aplikasi Interpolasi Lagrange dan Ekstrapolasi dalam Peramalan Jumlah Penduduk

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    Kepadatan penduduk merupakan batas maksimal kuota suatu daerah tidak mencukupi. Indonesia merupakan salah satu negara yang menduduki peringkat keempat kategori jumlah penduduk terbanyak di dunia. Perlu adanya inventarisasi, identifikasi, klasifikasi, evaluasi dan analisis untuk mengetahui jumlah penduduk di suatu tempat, karakteristik sosial dan demografi, kelahiran dan kematian, karakteristik pendidikan dan ekonomi yaitu dengan diadakan Sensus Penduduk. Sensus penduduk merupakan kegiatan BPS (Badan Pusat Statistik) yang dilakukakan sepuluh tahun sekali berfungsi untuk pengumpulan, pengelolaan, penyajian dan penilaian data penduduk. Pengetahuan tentang perkembangan penduduk tiap tahun akan sulit diketahui jika sensus penduduk hanya dilakukan dalam sepuluh tahun sekali. Oleh karena itu, alternatif matematika yang dapat dijadikan sebagai acuan untuk penyelesaian masalah jumlah penduduk tiap tahun adalah peramalan secara numerik. Salah satunya adalah teknik interpolasi lagrange dan ekstrapolasi yang merupakan metode untuk menaksir suatu fungsi. Solusi ini adalah untuk mencari fungsi dengan mencocokkan titik-titik data di dalam tabel-tabel. Pendekatan seperti ini di dalam metode numerik disebut pencocokan kurva (curve fitting). Fungsi yang diperoleh dengan pendekatan ini merupakan fungsi hampiran, karena itu nilai fungsinya tidak setepat nilai sejatinya. Kata kunci: ekstrapolasi, fungsi, interpolasi lagrange, peramala

    Development of Swishmax-4 Learning Media in Education Courses and Basic Concepts of Mathematics

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    Learning media is needed to help facilitate the process of learning mathematics. The learning media prepared by educators make students more active. In this study the aim was to develop Swishmax-4 learning media in educational subject matter and basic mathematical concepts. The type of research used by researchers is development using the ADDIE model. The results showed that the learning media was in the form of Swishmax-4-assisted interactive questions which referred to the modified research and development design of the ADDIE development model. The results of the expert validation of the developed learning media obtained the category "valid" or suitable for use. In addition, student responses to the learning media that were developed were good. The results of the effectiveness seen from the learning outcomes are included in the effective category, while the results of the practicality test seen from the questionnaire show that the media is practical to use

    Komparasi Sistem Pembelajaran Offline, Semi Offline, dan Online Pada Hasil Belajar Mata Kuliah Metode Numerik

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    The impact of Covid-19 has been felt in the world of education. The students have finally attended lectures with offline, semi-offline, and online learning systems for the last three years so that it has an impact on learning outcomes. Therefore, one of the objectives of this study is 1) to test whether there are differences in the average learning outcomes of students who receive offline, semi-offline, and online learning systems; 2) test which student learning outcomes are better between students who get an offline learning system, a semi-offline learning system, and an online learning system. The sample in this study was taken through purposive sampling technique. The first sample is the 2016 mathematics education study program students who carry out offline lectures as experimental class 1, the second sample is the 2017 mathematics education study program students who carry out semi-offline lectures as experimental class 2, while the third sample is the 2018 mathematics education study program students who carry out online lectures as an experimental class 3. Data obtained through the test method. Data analysis of student learning outcomes included normality test with the Kolmogorov-Smirnov test, homogeneity test with lavender test, proportion test, One Way Anova test, and Scheffe advanced test. The results showed that lectures using an offline system were better than lectures using an online system. Keywords: offline, semi-offline, on line, learning outcomes, numerical metho

    PENGEMBANGAN INSTRUMEN EVALUASI SOAL PILIHAN GANDA BERBASIS HOT POTATOES PADA MATA KULIAH STATISTIK

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    This study aims to describe each stage of the development of a statistical learning outcome evaluation test instrument which is packaged using an IT-based learning evaluation media application, namely Hot Potatoes. The development model used in this study is the ADDIE model which consists of five stages, namely (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. The subjects of the trials in this development research included material experts, media experts, and mathematics education students who taught statistics courses. The research data were collected through tests and questionnaires. The research data were analyzed using descriptive analysis techniques. The resulting research product was a test instrument in the form of multiple choice questions using Hot Potatoes based learning evaluation media. The results of the analysis showed that the product in the form of a hot potato-based statistical test question instrument was declared feasible to be used in evaluating student learning outcomes and met the criteria of being valid, practical, and effectiv

    The Development of Mathematics Learning Module Based of Character

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    This study aims to describe the results of the development of a character-based mathematics education module. This study uses a research model developed by Thiagarajan (1974) which is more popularly known as 4D (define, design, develop, dessiminate). However, due to the covid-19 virus pandemic, the research only reached the development stage. At the develop stage, a validation test and a readability test were carried out, for the module readability test was carried out by a small group test totaling six students. The results of this study indicate that the module has met the valid criteria. based on the results of the media validator score showed 68.3% with valid criteria. and the material validator shows a score of 8.9% with valid criteria, and the average score of the two validators is 76.1% which means that the module has been used to be used.   Keywords: learning module, character, triangle and quadrilateral

    Pengaruh Model PBL Terhadap Hasil Belajar dan Motivasi Belajar Siswa

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    This study aims to describe the effect of the PBL model on learning outcomes and student motivation in the flat-sided geometric material at SMPN 1 Jogoroto. Two classes of class VIII students were randomly selected to be divided into an experimental group and a control group to serve as research samples. The instruments used were tests and questionnaires. Inferential analysis will be used to test the data obtained from the control and experimental classes. The results showed that there was no significant effect of the PBL model on the learning outcomes and motivation of students at SMPN 1 Jogoroto in terms of gender, with the average learning outcomes and learning motivation of the experimental class students being higher than that of the control class students, both boys, and girls. This means that there is an influence of the PBL model on learning outcomes and student motivation. Keywords: PBL, learning outcomes, learning motivatio

    Analysis of the Level of Understanding of the Concept of the Isoline Method of Linear Program Material Based on APOS Theory in terms of Learning Interest

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    One of the methods that can be used to find solutions to linear programming models is the Graphical Method. Graphical methods are divided into the isoline method and the extreme point method. Based on initial observations and interviews, it was found that around 54% of students still needed help understanding the isoline method material in solving linear programs, especially when given real problems related to everyday life. In addition, students' learning interest in linear programming courses also varies. So the purpose of research in this article is to describe the level of understanding of students who have high, medium, and low learning interest in linear programming material, precisely the isoline method material, in determining the optimum solution. The method in this study is a qualitative method with a sampling technique using purposive sampling. Data collection was carried out using a questionnaire method for data on student learning interests and semi-structured test and interview methods to describe the level of student understanding based on APOS theory. The instruments in this study were questionnaires, written tests, and interview guidelines. Checking the validity of the data in this study used time triangulation. The collected data was analyzed using descriptive qualitative analysis. The results of the research show that: (1) subjects with high learning interest are at the level of schematic understanding; (2) subjects with interest in learning are at the level of understanding objects; and (3) subjects with low interest in learning are at the level of understanding of Action

    PENGARUH MODEL BLENDED LEARNING TERHADAP KEMAMPUAN BERPIKIR KREATIF PADA MATA KULIAH MATEMATIKA DISKRIT

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    Tujuan penelitian ini adalah untuk mengetahui pengaruh model blended learning terhadap kemampuanberpikir kreatif pada mata kuliah matematika diskrit. Penelitian ini menggunakan PreExperimentaldengan analisis uji regresi. Instrumen pengumpualan data menggunakan tes essay kemampuan berpikirkreatif dengan 4 soal. Teknik pengambilan sampel penelitian ini dilakukan dengan cara teknik samplingjenuh. Hasil penelitian menunjukkan bahwa terdapat pengaruh antara model blended learning terhadapkemampuan berfikir kreatif pada mata kuliah matematika diskrit

    Blended Learning Berbasis Edmodo: Proses Pengembangan pada Mata Kuliah Kalkulus Dasar

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    Penelitian ini bertujuan untuk menghasilkan blended learning berbasis Edmodo pada mata kuliah Kalkulus Dasar yang valid, praktis, dan memiliki efek potensial. Jenis penelitian ini adalah design research tipe development study yang terdiri dari tahap preliminary dan formative evaluation. Subjek penelitian ini adalah mahasiswa Program Studi Pendidikan Matematika Unhasy Tebuireng. Data dikumpulkan melalui walkthrough, angket dan wawancara. Data dianalisis menggunakan siklus evaluasi formatif. Penelitian ini menghasilkan serangkaian kegiatan pembelajaran Kalkulus Dasar dengan model blended learning berbasis Edmodo yang valid, praktis, dan memiliki efek potensial terhadap proses pembelajaran. Hasil walkthrough pada expert review menunjukkan bahwa blended learning yang dikembangkan valid dan dapat diterapkan. Hasil kepraktisan blended learning yang dikembangkan berdasarkan pada data hasil wawancara pada one-to-one dan small group yang menyatakan bahwa blended leraning yang dikembangkan mudah diakses dan dapat diterapkan. Sedangkan efek potensial terhadap proses pembelajaran berdasarkan hasil angka yang menunjukkan bahwa blended learning berbasis Edmodo yang dikembangkan dapat diterapkan, tersedianya sumber belajar yang lengkap, proses pembelajaran dapat tuntas, dan mampu membantu mahasiswa belajar diluar kelas.Penelitian ini bertujuan untuk menghasilkan blended learning berbasis Edmodo pada mata kuliah Kalkulus Dasar yang valid, praktis, dan memiliki efek potensial. Jenis penelitian ini adalah design research tipe development study yang terdiri dari tahap preliminary dan formative evaluation. Subjek penelitian ini adalah mahasiswa Program Studi Pendidikan Matematika Unhasy Tebuireng. Data dikumpulkan melalui walkthrough, angket dan wawancara. Data dianalisis menggunakan siklus evaluasi formatif. Penelitian ini menghasilkan serangkaian kegiatan pembelajaran Kalkulus Dasar dengan model blended learning berbasis Edmodo yang valid, praktis, dan memiliki efek potensial terhadap proses pembelajaran. Hasil walkthrough pada expert review menunjukkan bahwa blended learning yang dikembangkan valid dan dapat diterapkan. Hasil kepraktisan blended learning yang dikembangkan berdasarkan pada data hasil wawancara pada one-to-one dan small group yang menyatakan bahwa blended leraning yang dikembangkan mudah diakses dan dapat diterapkan. Sedangkan efek potensial terhadap proses pembelajaran berdasarkan hasil angka yang menunjukkan bahwa blended learning berbasis Edmodo yang dikembangkan dapat diterapkan, tersedianya sumber belajar yang lengkap, proses pembelajaran dapat tuntas, dan mampu membantu mahasiswa belajar diluar kelas

    Analisis Penerapan Strategi Blended Learning dan Pengaruhnya Terhadap Kemampuan Berpikir Kreatif Mahasiswa pada Mata Kuliah Matematika Diskrit

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    Tujuan dalam penulisan artikel ini adalah mendeskripsikan penerapan dan pengaruh model Blended Learning terhadap kemampuan berpikir kreatif pada mata kuliah matematika diskrit. Metode penelitian yang dilakukan dalam penelitian ini adalah metode deskriptif dengan jenis korelasional. Desain Eksperimen penelitian ini menggunakan bentuk Quasi-Eksperimental yaitu pengamatan tiap pertemuan. Dalam penelitian ini hanya menggunakan satu kelas sebagai kelas experimen yang diajar dengan menggunakan bleded learning. Teknik pengumpulan data lembar observasi keterlaksaan model oleh dosen. mahasiswa dan tes berpikir kreatif. Berdasarkan hasil penelitian diperoleh hasil bahwa (1) Keterlaksanaan model Blended Learning pada materi permutasi dan kombinasi berjalan dengan baik. Hal ini ditunjukkan melalui data presentasi dari rata-rata aktivitas keterlaksanaan model oleh dosen 85% dan mahasiswa 80%, dalam kategori sangat tinggi dan tinggi. (2) Terdapat pengaruh antara keterlaksanaan model Blended Learning terhadap kemampuan berpikir kreatif mahasiswa pada matakuliah matematika diskrit, yang ditunjukkan dengan uji-t yang menunjukkan bahwa nilai (sig.) adalah 0,000. Dapat disimpulkan bahwa Ho ditolak dengan demikian terdapat pengaruh antara pembelajaran Blended Learning terhadap kemampuan berfikir kreatif
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