{"title":"Addressing Student Learning Gaps in Fractions: How Effective is Synchronous Videoconferencing?","authors":"Irfan Japar, D. Asamoah, M. Shahrill","doi":"10.22342/jpm.16.1.17027.103-120","DOIUrl":"https://doi.org/10.22342/jpm.16.1.17027.103-120","url":null,"abstract":"The addition and subtraction of fractions are considered one of the most difficult topics in mathematics for students. However, interventions to improve student performance in this direction are not widespread. This action research study investigated the effectiveness of synchronous videoconference intervention in improving student performance in addition and subtraction of fractions. It also explored the perceptions of students about synchronous e-learning sessions. A total of 51 Year 7 students conveniently sampled from a government school in Brunei Darussalam served as participants for this study. The action taken included a pre-test, a videoconference lesson intervention, a post-test, survey, and interviews. The paired sample t-test revealed a significant difference in test scores t(50) = -3.50, p<0.001, with post-test scores (Mean = 8.47, SD = 1.78) higher than the pre-test scores (Mean = 7.1, SD = 3.10). These findings suggest that student performance improved after the videoconferencing intervention. The results of the survey and interviews revealed that the students had a positive perception of the videoconference lessons. They described the lessons as pleasant, collaborative, and convenient. However, they reported challenges, such as unstable internet connection, distractions, and inadequate teacher supervision. Despite these challenges, they equally preferred videoconferencing and traditional face-to-face lessons. This study concluded that videoconferencing could be a useful tool in teaching and learning fractions. It has the potential in improving student-centred teaching and learning, especially when the challenges that come with its use are controlled.","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"10 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90198174","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Harja Santana Purba, Ati Sukmawati, Nuruddin Wiranda, Y. Suryaningsih, Rizaldi Aprilian
{"title":"Developing Wetland Contextual Interactive Learning Media on Numbers Using Drill and Practice Method","authors":"Harja Santana Purba, Ati Sukmawati, Nuruddin Wiranda, Y. Suryaningsih, Rizaldi Aprilian","doi":"10.22342/jpm.16.1.14153.45-56","DOIUrl":"https://doi.org/10.22342/jpm.16.1.14153.45-56","url":null,"abstract":"Textbooks used in schools today are available in both print and digital versions. The use of the digital version is not much different from the printed version, which is accessed page by page. The more technology develops, the more learning facilities and infrastructure are developed. Currently the availability of interactive technology that allows students and books to interact with each other. Interactive books can be designed to respond to student activities as a teacher responds to students. The purpose of this study was to develop interactive media on number material for class VII students with a drill and practice approach. The content of teaching materials has wetland content, including information on fruits, fish and handicrafts. This interactive media was developed using HTML, CSS, Javascript, Scratch, Mathjax, JSON, and Firebase technologies. The learning approach uses the drill and practice method. This interactive media was tested to organize online learning during the Covid-19 pandemic. Based on the results of the study, it was found that student learning outcomes showed the overall average score was above the KKM of the subjects, namely the average value of learning outcomes was 75.80 from the KKM of 75.00. The results of teacher and student responses showed a positive response to the developed interactive media.","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"37 40 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82758339","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
T. Wibowo, Prasetyo Budi Darmono, Haliza Nur Azieta
{"title":"An Analysis of the Ability to Understand Mathematical Concepts of Middle School Students in Completing Integer Operations","authors":"T. Wibowo, Prasetyo Budi Darmono, Haliza Nur Azieta","doi":"10.22342/jpm.16.1.15324.29-44","DOIUrl":"https://doi.org/10.22342/jpm.16.1.15324.29-44","url":null,"abstract":"Understanding mathematical concepts is a crucial skill for students to possess because it will make it easier for students to learn and master concepts in mathematics. This study aimed to describe the ability to understand mathematical concepts of junior high school students in solving integer arithmetic operations. This type of research was descriptive qualitative. The subjects in this study were seventh-grade students in one of the public junior high schools in Purworejo district in the 2020/2021 academic year with a good understanding. The technique of selecting the subject was purposive and snowball. The data analysis technique employed was the analysis technique of Miles & Huberman; data reduction, data presentation, and conclusion drawing. The results of this study indicated that students' understanding of mathematical concepts in completing arithmetic operations were as follows; students could restate a concept in writing, students could provide examples and not examples of a concept they have learned, students could use and choose certain operations in solving mathematical problems, students could not present concepts in the form of mathematical representations in the form of pictures, students could not classify objects according to certain properties according to the concept, and students could not apply the concept algorithmically to problem-solving.","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"18 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85321887","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
S. Suwardi, S. Sutama, Y. Hidayati, Laili Rahmawati
{"title":"Pembelajaran pecahan melalui video: apakah dapat meningkatkan keaktifan dan prestasi siswa?","authors":"S. Suwardi, S. Sutama, Y. Hidayati, Laili Rahmawati","doi":"10.21831/pythagoras.v16i2.41864","DOIUrl":"https://doi.org/10.21831/pythagoras.v16i2.41864","url":null,"abstract":"Penelitian ini bertujuan untuk mendeskripsikan pembelajaran matematika pada operasi hitung bilangan pecahan di salah satu SD di Kabupaten Sragen dengan menggunakan prototype video pembelajaran dengan Camtasia Studio 9. Jenis penelitian ini merupakan penelitian deskriptif kualitatif dengan strategi pendekatan fenomenologi. Teknik pengumpulan data yang digunakan yaitu wawancara, observasi, dokumentasi, dan diskusi terfokus. Subyek penelitian ini pada tahap awal adalah tiga puluh delapan siswa SD kelas IV di Kabupaten Sragen, Indonesia, kemudian dilanjutkan wawancara kepada tiga peserta didik laki-laki dan tiga peserta didik perempuan di kelas tersebut dengan teknik purposive sampling. Validasi dilakukan dengan triangulasi data. Berdasarkan hasil penelitian dapat disimpulkan bahwa: (1) Pelaksanaan pembelajaran matematika pada operasi hitung bilangan pecahan kelas IV dengan menggunakan prototype video pembelajaran dengan Camtasia Studio 9 dapat meningkatkan keaktifan belajar peserta didik; (2) Kendala yang dihadapi dalam pembelajaran matematika seperti a) sebagian peserta didik kurang bersemangat dalam belajar matematika, b) fasilitas dan media pembelajaran yang tersedia masih terbatas, c) waktu yang tersedia masih kurang bila dibandingkan dengan materi yang harus diajarkan; (3) Rata-rata nilai prestasi belajar matematika peserta didik meningkat dari 57,89 menjadi 83,68. Hal ini menunjukkan bahwa penggunaan video dapat membantu pembelajaran materi pecahan di SD. Using video to learn fractions: can it improve students' learning activities and achievement?AbstractThis study aims to describe mathematics teaching in fractional arithmetic operations in an elementary school in Sragen Regency by using a teaching video prototype with Camtasia Studio 9. This research is a qualitative descriptive study applying the phenomenological approach strategy. The data were collected through interviews, observation, documentation, and focused discussion. The subjects of this study are thirty-three students of 4th-grade elementary school in Sragen Regency, Indonesia, followed by interviews with three male and three female students selected through purposive sampling technique. The validation was carried out through data triangulation. The results of the study are:(1) The implementation of mathematics teaching in fourth-grade fractional arithmetic operations in an elementary school in Sragen Regency using a teaching video prototype with Camtasia Studio 9, can increase students' learning activities. (2) The constraints faced in teaching mathematics include a) that several students are not enthusiastic in learning mathematics, b) that the available learning facilities and media are still limited, and c) that the available time is still lacking with regard to the material to be taught. (3) The students' mathematics learning achievement increased as shown by the increasing average mathematics score from 57.89 to 83.68. This implies that video can be used as a media for teachi","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"35 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86516770","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Pengembangan media pembelajaran bangun ruang sisi datar menggunakan Macromedia Flash 8 berbasis pendekatan PMRI","authors":"Annisa Dayani Sholihatun, Misdalina Misdalina, Jumroh Jumroh","doi":"10.21831/pythagoras.v16i2.42194","DOIUrl":"https://doi.org/10.21831/pythagoras.v16i2.42194","url":null,"abstract":"Penelitian ini bertujuan untuk menghasilkan media pembelajaran bangun ruang sisi datar menggunakan Macromedia Flash 8 berbasis pendekatan PMRI yang valid, praktis, dan memiliki efek potensial terhadap hasil belajar peserta didik. Ini merupakan penelitian dan pengembangan (RD) yang menggunakan model ADDIE yang terdiri dari lima tahap, yaitu Analysis, Design, Development, Implementation, dan Evaluation. Media pembelajaran diujicobakan pada peserta didik kelas VIII. Pengumpulan data dilakukan melalui penggunaan angket dan tes. Hasil penelitian dan pengembangan yang berupa media pembelajaran menunjukkan bahwa media pembelajaran telah divalidasi oleh pakar dan mendapatkan persentase penilaian sebesar 90% dengan kategori sangat valid, media pembelajaran berdasarkan hasil penilaian angket pada uji coba kelompok kecil (small group) memperoleh persentase penilaian sebesar 86,6% dengan kategori sangat praktis, dan pada uji coba lapangan (field test) berdasarkan hasil nilai tes akhir (posttest) peserta didik menghasilkan persentase ketuntasan sebesar 85,3% dengan kategori sangat baik sehingga media pembelajaran yang dikembangkan memiliki efek potensial terhadap hasil belajar peserta didik.Development of PMRI approach-based learning media for flat-sided shapes using Macromedia Flash 8 AbstractThis study aims to produce learning media for flat-sided shapes using Macromedia Flash 8 based on the PMRI approach that is valid, practical, and has a potential effect on student learning outcomes. This is a research and development (RD) using the ADDIE model which consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. Learning media was tested on class VIII students. Data was collected through the use of questionnaires and tests. The results of research and development in the form of learning media show that learning media have been validated by experts and obtained an assessment percentage of 90% with a very valid category, learning media based on the results of the questionnaire assessment in small group trials obtained an assessment percentage of 86.6 % with a very practical category, and in the field test based on the results of the final test scores (posttest) students produced a percentage of completeness of 85.3% with a very good category so that the learning media developed has a potential effect on student learning outcomes.","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"108 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79395163","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Kemampuan higher order thinking skills dalam pembelajaran metakognitif ditinjau dari persepsi siswa","authors":"Gustaf Carel, Nia Jusniani, Erma Monariska","doi":"10.21831/pythagoras.v16i2.37926","DOIUrl":"https://doi.org/10.21831/pythagoras.v16i2.37926","url":null,"abstract":"Penelitian ini bertujuan untuk mengetahui (1) perbedaan kemampuan HOTS siswa yang memperoleh pembelajaran metakognitif dengan kemampuan HOTS siswa yang memperoleh pembelajaran konvensional; (2) perbedaan kemampuan HOTS antara siswa yang memperoleh pembelajaran metakognitif dan siswa yang memperoleh pembelajaran konvensional jika dilihat dari tingkat persepsi siswa (tinggi, sedang, rendah); dan (3) pengaruh interaksi antara strategi pembelajaran dengan tingkat persepsi siswa pada pembelajaran matematika terhadap kemampuan HOTS siswa. Teknik analisis data menggunakan ANOVA dua jalan pada taraf signifikansi 5%. Metode penelitian yang digunakan adalah kuasi eksperimen dengan desain penelitian Nonequivalent group pretest-posttest design. Instrumen yang digunakan berupa tes dan non-tes, instrumen jenis tes adalah tes kemampuan HOTS berupa pretest dan posttest sedangkan instrumen non-tes adalah angket persepsi siswa pada pembelajaran matematika. Hasil penelitian menunjukkan bahwa (1) terdapat perbedaan kemampuan HOTS siswa yang memperoleh pembelajaran metakognitif dengan kemampuan HOTS siswa yang memperoleh pembelajaran konvensional; (2) terdapat perbedaan kemampuan HOTS antara siswa yang memperoleh pembelajaran metakognitif dan siswa yang memperoleh pembelajaran konvensional jika dilihat dari tingkat persepsi siswa (tinggi, sedang, rendah); dan (3) tidak terdapat pengaruh interaksi antara strategi pembelajaran dengan tingkat persepsi siswa pada pembelajaran matematika terhadap kemampuan HOTS siswa. Hasil penelitian mengindikasikan bahwa kemampuan HOTS siswa dapat ditingkatkan dengan metode pembelajaran metakognitif. Analyzing higher-order thinking skills in metacognitive learning based on students' perception AbstractThis study aims to reveal (1) the differences in the higher order thinking skill (HOTS) of the students who receive metacognitive teaching with HOTS of those who receive conventional teaching; (2) the differences in HOTS between the students who receive metacognitive teaching and those who receive conventional teaching viewed from the level of student perception; and (3) the effect of the interaction between learning strategies and the level of students' perceptions of mathematics teaching on students' HOTS. This research is a quasi-experiment with the nonequivalent group pretest-posttest design. The instruments used include the HOTS test, and a questionnaire on students' perceptions of mathematics teaching. The data analyzed using two-way ANOVA. The results show that (1) there are differences in HOTS of the students who received metacognitive teaching with the HOTS of those who received conventional teaching; (2) there are differences in HOTS between the students who received metacognitive teaching and those who received conventional teaching, viewed from the level of students' perceptions; and (3) there is no interaction effect between teaching strategies and the level of students' perceptions of mathematics teaching on students' higher","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"66 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83074054","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Budi Murtiyasa, Alfian Nur Aulida, Mohd Asrul Affendi bin Abdullah
{"title":"Analisis efektivitas Brainly sebagai platform e-learning untuk meningkatkan minat belajar siswa SMA","authors":"Budi Murtiyasa, Alfian Nur Aulida, Mohd Asrul Affendi bin Abdullah","doi":"10.21831/pythagoras.v16i2.44875","DOIUrl":"https://doi.org/10.21831/pythagoras.v16i2.44875","url":null,"abstract":"Penelitian ini bertujuan untuk mengetahui efektivitas media pembelajaran online yaitu Brainly terhadap minat belajar pada mata pelajaran matematika. Penelitian ini merupakan penilitian kuantitatif dengan menggunakan metode analisis regresi linear sederhana. Adapun sampel dalam penelitian ini berjumlah 35 responden. Pengumpulan data menggunakan kuisioner yang diberikan kepada siswa setelah penerapan Brainly sebagai media pembelajaran. Hasil penelitian menunjukkan adanya pengaruh efektivitas media pembelajaran Brainly dengan minat belajar siswa, hal ini dibuktikan dengan hasil koefisien regresi yang didapatkan bernilai positif. Sehingga dari hasil tersebut dapat disimpulkan bahwa penerapan media pembelajaran Brainly dinilai efektif dan berpengaruh terhadap minat belajar siswa.The effectiveness of Brainly as an e-learning platform to accelerate students' interest in mathematics AbstractThis research aims to reveal the effectiveness of Brainly teaching media on student’s interest in mathematics. This research is quantitative in nature, applying the simple linear regression analysis method. The sample in this study is 35 respondents. The data were collected using a questionnaire distributed to students after the application of Brainly as a media of teaching. The results show that there is an effect of the effectiveness of Brainly teaching media on student’s learning interests, and this is evidenced by the positive values of the result of regression coefficients obtained. Therefore, from this result it can be concluded that the application of Brainly teaching media is influential to and effective in improving student’s learning interests.","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"70 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72933164","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Implikasi model pembelajaran problem based learning terhadap kecerdasan logika matematika","authors":"Amin Mustajab, Puji Rahmawati","doi":"10.21831/pythagoras.v16i2.42896","DOIUrl":"https://doi.org/10.21831/pythagoras.v16i2.42896","url":null,"abstract":"Tujuan dari penelitian ini melihat dampak dari penggunaan model pembelajaran problem based learning terhadap kecerdasan logika matematika. Penelitian ini merupakan penelitian kuantitatif dengan desain one group Pre-test dan post-test. Populasi penelitian ini siswa kelas XI di salah satu SMK di Kabupaten Sanggau, Indonesia, sampel penelitian ini berjumlah 15 orang siswa kelas XI Akutansi. Instrumen penelitian ini terdiri dari 5 soal uraian kecerdasan logika matematika tentang materi negasi, konjungsi, disjugsi, implikasi dan biimplikasi. Hasil uji normalitas data menggunakan uji statistik Kolmogorov Smirnov menunjukan bahwa data pre-test dan post-test tidak berdistribusi normal. Rerata skor kecerdasan logika sebelum mengikuti pembelajaran menggunakan model problem based learning sebesar 34. Sedangkan setelah mengikuti pembelajaran menggunakan model problem based learning rerata skor kecerdasan logika matematika siswa menjadi 96. Untuk melihat apakah terdapat perbedaan kecerdasan logika matematika sebelum dan sesudah mengikuti pembelajaran dilakukan menggunakan uji statistik Wilcoxon dimana hasil uji ini menunjukan bahwa nilai Asm. Sig. (2-tailed) hasil uji statistik sebesar 0,01 ≤ 0,05. Hal ini menunjukan terdapat perbedaan kecerdasan logika matematika sebelum dan setelah mengikuti pembelajaran menggunakan model problem based learning. Oleh karena itu, model problem based learning dapat digunakan sebagai alternatif untuk meningkatkan kecerdasan logika matematika. The impact of problem-based learning model on logical-mathematical intelligenceAbstractThe purpose of this study is to examine the impact of the use of problem-based learning on logical-mathematical intelligence. This study is quantitative in nature, using one-group pre-test and post-test design. The population is grade XI students of one of senior vocational high schools in Sanggau district, Indonesia, and the sample is 15 students of the Accounting class. The research instrument is a test consisting of five questions of logical-mathematical intelligence about negation, conjunction, disjunction, implication, and bi-implication. The normality test using the Kolmogorov Smirnov showed that the pre-test and post-test data were not normally distributed. The average score of the students’ logical-mathematical intelligence before they were treated using the problem-based learning model was 34 and after they were treated using the model, it was 96. To see if there was a difference in students’ logical-mathematical intelligence before and after the treatment using the model, the Wilcoxon statistical test was used and it showed that the Asm value. Sig. (2-tailed) statistical test results of 0.01 ≤ 0.05, which means that there are differences in students’ logical-mathematical intelligence before and after learning using the problem-based learning model. Therefore, the problem-based learning model can be used as one of the alternatives to improve logical-mathematical intelligence.","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"49 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75096716","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Penggunaan goal programming dalam perencanaan menu untuk lansia penderita hipertensi","authors":"Diana Islamiyati, Dwi Lestari, Nurul Insani","doi":"10.21831/pythagoras.v16i2.36277","DOIUrl":"https://doi.org/10.21831/pythagoras.v16i2.36277","url":null,"abstract":"Penelitian ini bertujuan untuk membangun suatu model goal programming untuk mengoptimalkan perencanaan menu harian lansia penderita hipertensi. Fungsi tujuan model ini yaitu untuk memaksimumkan kandungan gizi makanan lansia sesuai Angka Kecukupan Gizi (AKG), meminimumkan biaya pangan, memaksimumkan kuantitas pangan, dan meminimumkan konsumsi pangan yang mengandung natrium. Berdasarkan eksperimen komputasi yang dilakukan dengan menerapkan model weighted goal programming ini, dihasilkan solusi optimal kebutuhan gizi lansia penderita hipertensi yang sesuai dengan AKG. Adapun perencanaan optimal menu makanan untuk lima hari yaitu terdiri dari 12 jenis pangan dengan pengeluaran biaya sebesar Rp 11.236,- untuk hari pertama, 13 jenis pangan dengan pengeluaran biaya sebesar Rp 9.191,- untuk hari kedua, 11 jenis pangan dengan pengeluaran biaya sebesar Rp 14.036,- untuk hari ketiga, 12 jenis pangan dengan pengeluaran biaya sebesar Rp 9.980,- untuk hari keempat, dan 15 jenis pangan dengan pengeluaran biaya sebesar Rp 13.098,- untuk hari kelima. The use of goal programming in planning daily menu for the elderly with hypertensionAbstractThis study aims to build a goal programming model to optimize the daily menu planning with hypertension. The objective function of this model is to maximize the nutritional elderly foods according to the Nutritional Adequacy Ratio (RDA), to minimize the food expenses, to maximize the food quantity, and to minimize the consumption of foods containing natrium. Based on the computational experiments conducted by applying this weighted goal programming model, we obtained the optimal solution for the nutritional needs of the elderly with hypertension that is in line with the RDA. Thus, the optimal food menu plans for five days are 12 types of food with an expenditure of Rp. 11,236, - for day 1, 13 types of food with an expenditure of Rp. 9,191, - for day 2, 11 types of food with an expenditure of Rp. 14,036,- for day 3, 12 types of food with an expenditure of Rp. 9,980,- for day 4, and 15 types of food with an expenditure of Rp. 13,098,- for day 5.","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"11 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73088558","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sri Sulasteri, Asmuliana Asmuliana, Andi Dian Angriani, Fitriani Nur
{"title":"Pengembangan media pembelajaran game Dungeon of Math Matter berbasis Adobe Flash untuk kelas VII","authors":"Sri Sulasteri, Asmuliana Asmuliana, Andi Dian Angriani, Fitriani Nur","doi":"10.21831/pythagoras.v16i2.39447","DOIUrl":"https://doi.org/10.21831/pythagoras.v16i2.39447","url":null,"abstract":"Perkembangan teknologi memberikan pengaruh besar terhadap dunia pendidikan, seperti penggunaan media pembelajaran yang berupa game edukasi untuk memotivasi dan menarik minat belajar peserta didik. Tujuan penelitian ini untuk mengembangkan dan menerapkan media pembelajaran game DOMM (Dungeon of Math Matter) berbasis Adobe Flash dengan materi bilangan bulat dan himpunan untuk kelas VII yang valid, praktis, dan efektif. Penelitian ini merupakan jenis penelitian dan pengembangan (Research and Development) dengan menggunakan model pengembangan ADDIE. Produk yang dikembangkan berupa media pembelajaran game DOMM yang diuji cobakan pada peserta didik kelas VII di SMP daerah Belawa, Kabupaten Wajo. Berdasarkan hasil uji coba yang dilakukan, diperoleh validasi sebesar 3,45 dengan kategori valid. Kepraktisan penelitian ini diukur menggunakan angket respon dari guru dan peserta didik. Analisis respon guru yang diperoleh yaitu sebesar 94% dengan kategori sangat positif dan analisis respon peserta didik diperoleh sebesar 88% dengan kategori sangat positif. Keefektifan penelitian ini diukur menggunakan tes hasil belajar dari peserta didik. Analisis tes hasil belajar diperoleh presentase ketuntasan sebesar 80% dengan kategori tuntas. Sehingga dapat disimpulkan bahwa media pembelajaran game DOMM telah memenuhi kriteria kelayakan untuk digunakan sebagai salah satu alternatif media pembelajaran materi bilangan bulat dan himpunan di kelas VII. Developing instructional game Dungeon of Math Matter using Adobe Flash for grade 7th students AbstractTechnological developments have a major effect in education, for example in the use of game as as a learning media to motivate to learn and to enhance students' interest in learning. The purpose of this study was to develop learning media that is called DOMM (Dungeon of Math Matter) and determine its validity, practicality, and effectiveness to learn integer and set material in grade VII. This research is a research and development applying the ADDIE model. The DOMM is developed using Adobe Flash which was tested on grade 7th students at one of Yunior High School in Belawa, Wajo district. The validation score obtained is 3.45 which is valid. The practicality of this game was measured using a response questionnaire from the teacher and students. The result of teacher response analysis shows that 94% of the responses are in the very positive category and the result of student response analysis shows that 88% of the responses are in the very positive category. The effectiveness of this game was measured using a test of student learning outcomes. The result of the analysis of the learning outcome test shows 80% of the students are in the mastery category. So it can be concluded that the application and development of DOMM (Dungeon of Math Matter) learning media based on Adobe Flash for grade VII students of SMP Negeri 1 Belawa has met the criteria of validity, practicality, and effectiveness so that it can be used as an alterna","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"382 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84963852","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}