{"title":"PENGARUH MODEL PEMBELAJARAN LAPS-HEURISTIK DENGAN TIME TOKEN ARENDS TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS","authors":"Marzuki M Ali, Netriwati Netriwati, N. R. Dewi","doi":"10.33373/pythagoras.v10i2.3456","DOIUrl":"https://doi.org/10.33373/pythagoras.v10i2.3456","url":null,"abstract":"Keterampilan penting yang seharusnya dikuasai peserta didik adalah keterampilan menyelesaikan permasalahan. Kurang beragamnya model selama pembelajaran membuat pembelajaran menjadi monoton dan membosankan. Hal ini menjadi kendala dalam menumbuhkan kemampuan pemecahan masalah pada peserta didik. Penelitian ini bertujuan untuk melihat perbedaan kemampuan pemecahan masalah antara peserta didik yang diterapkan model LAPS-Heuristik dengan Time Token Arends (TTA) dan peserta didik yang diterapkan model konvensional. Penelitian ini adalah kuantitatif menggunakan metode Quasy Experimental Design dengan rancangan Post-test Only Control Group. Populasi penelitian ini adalah peserta didik tingkat dua di MTs Daarul Maarif Natar dan dengan sampel kelas VIII A menjadi kelas percobaan dan kelas VIII B menjadi kelas kontrol. Teknik pengumpulan data menggunakan soal berbentuk uraian untuk mengukur kemampuan pemecahan masalah peserta didik. Uji hipotesis yang digunakan yaitu uji-t. Berdasarkan hasil pengujian hipotesis terdapat perbedaan pengaruh antara peserta didik dengan penerapan model LAPS-Heuristik dengan TTA dan penerapan model konvensional. Dengan Effect Size sebesar 0,59 berarti bahwa model LAPS-Heuristik dengan TTA memberikan andil yang sedang terhadap kemampuan pemecahan masalah peserta didik.","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"15 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91163123","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 E-MODUL INTERAKTIF BERBASIS PROBLEM BASED LEARNING (PBL) PADA MATA KULIAH KALKULUS","authors":"Sarwandi Wan Ndi, M. V. Siagian","doi":"10.33373/pythagoras.v10i2.3465","DOIUrl":"https://doi.org/10.33373/pythagoras.v10i2.3465","url":null,"abstract":"Saat ini Corona menjadi pembicaraan yang hangat, di belahan bumi manapun, corona masih mendominasi ruang publik. Beberapa pemerintah daerah menerapkan kebijakan untuk meliburkan mahasiswa dan mulai menerapkan metode belajar menggunakan sistem daring atau online. Sistem pembelajaran daring merupakan sistem pembelajaran tanpa tatap muka secara langsung antara dosen dengan mahasiswa, tetapi semua dilakukan secara online menggunakan jaringan internet. Dosen harus memastikan kegiatan belajar mengajar tetap berjalan meskipun mahasiswa berada di rumah. Dosen dituntut dapat mendesain media pembelajaran sebagai inovasi dengan memanfaatkan media daring, salah satu pemanfaatan media daring yaitu pembuatan media pembelajaran atau bahan ajar elektronik. Permasalahan yang dihadapi mahasiswa dalam pembelajaran kalkulus adalah belum tersedianya bahan ajar yang dapat diakses secara online serta belum mempunyai kemampuan analisis untuk menghubungkan antara kalkulus yang diperoleh dengan permasalahan yang ada lingkungan sekitar. Tujuan dari penelitian ini adalah mengembangkan e-modul interaktif berbasis problem based learning. Metode penelitian yang digunakan di dalam penelitian ini adalah research and development dengan model pengembangan Four-D (4-D) yang terdiri dari 4 tahap, yaitu: define, design, develop, dan disseminate. Di dalam penelitian ini hanya menggunakan 2 tahap saja karena keterbatasan waktu dan biaya. Hasil dari penelitian dan pengembangan ini adalah menghasilkan e-modul interaktif berbasis problem based learning yang bisa membantu mahasiswa dalam proses pembelajaran","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"16 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73258621","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 LEMBAR KERJA PESERTA DIDIK BERBASIS PROBLEM BASED LEARNING TERHADAP KEMAMPUAN BERPIKIR KREATIF MATEMATIS","authors":"Rizka Nurmala, Tiara Fikriani, Citra Ayu","doi":"10.33373/pythagoras.v10i2.3194","DOIUrl":"https://doi.org/10.33373/pythagoras.v10i2.3194","url":null,"abstract":"Penelitian ini bertujuan untuk mengembangkan Lembar Kerja Peserta Didik (LKPD) matematika berbasis Problem Based Learning (PBL) untuk peserta didik kelas XI SMA. Pengembangan LKPD ini dilakukan untuk meningkatkan kemampuan berpikir kreatif matematis peserta didik. LKPD yang diberikan kepada peserta didik harus memenuhi kriteria validitas, praktikalitas, dan efektifitas. Penelitian ini menggunakan metodologi penelitian Research and Development (R & D) dengan model pengembangan 4D yang dimodifikasi. Dalam penelitian ini peneliti hanya melakukan 3 tahap yaitu define, design, dan develop. Tahap define dilakukan analisis kebutuhan, peserta didik, kurikulum dan materi. Tahap design dilakukan perancangan dan penyusunan materi pada LKPD berdasarkan analisis kebutuhan. Kemudian tahap develop dilakukan evaluasi sendiri yang selanjutnya divalidasi oleh para ahli, serta evaluasi perorangan terhadap 3 orang peserta didik dan evaluasi kelompok kecil oleh 6 orang peserta didik. Hasil penelitian menunjukkan bahwa LKPD berbasis PBL yang dikembangkan telah valid dengan nilai rata-rata validasi yaitu 81,5%. Nilai praktikalitas LKPD yang diperoleh dari angket respon peserta didik yaitu 86,6%. Berdasarkan nilai validitas dan nilai praktikalitas tersebut maka pembelajaran menggunakan LKPD berbasis PBL dapat meningkatkan kemampuan berpikir kreatif matematis peserta didik.","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90102427","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":"ANALISIS KESALAHAN SISWA MENYELESAIKAN SOAL MATERI SISTEM PERSAMAAN LINEAR DENGAN METODE ELIMINASI GAUSS-JORDAN","authors":"L. Afri, Novia Lestari","doi":"10.33373/pythagoras.v10i2.3576","DOIUrl":"https://doi.org/10.33373/pythagoras.v10i2.3576","url":null,"abstract":"Penelitian ini bertujuan untuk mengetahui kesalahan siswa dalam menyelesaikan soal Sistem Persamaan Linear (SPL) dengan metode Gauss-Jordan dan faktor penyebab kesalahan tersebut. Penelitian ini merupakan penelitian deskriptif kualitatif. Subjek penelitian adalah siswa kelas XII-IPA2 MAN BatuBara . Analisis data dilakukan dengan cara pengumpulan data, penyajian data, reduksi data, dan menarik kesimpulan. Hasil penelitian menunjukkan bahwa kesalahan yang dilakukan siswa dalam menyelesaikan Sistem Persamaan Linear metode Gauss-Jordan yaitu (a) kesalahan fakta, (b) membuat model matematika, (c) kesalahan operasi, (d) kesalahan penulisan angka dan (e) kesalahan tidak menjawab soal. Kemudian faktor yang menyebabkan kesalahan siswa yaitu (a) faktor kesalahan fakta (b) faktor kesalahan konsep, (c) faktor kesalahan operasi, (d) faktor kesalahan kecerobohan, dan (e) faktor kesalahan penarikan kesimpulan.","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"35 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81653730","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}
Daniel Dikman Simangunsong, Yesi Gusmania, Asmaul Husna
{"title":"ANALISIS KESALAHAN SISWA DALAM MENYELESAIKAN SOAL CERITA MATEMATIKA PADA MATERI PROGRAM LINIER DENGAN PROSEDUR NEWMAN","authors":"Daniel Dikman Simangunsong, Yesi Gusmania, Asmaul Husna","doi":"10.33373/pythagoras.v10i2.3525","DOIUrl":"https://doi.org/10.33373/pythagoras.v10i2.3525","url":null,"abstract":"Abstrak. Berdasarkan hasil survey di lapangan, siswa masih beranggapan matematika itu abstrak, sulit, dan tidak ada penerapannya dikehidupan sehari-hari. Salah satu materi yang erat kaitannya dalam kehidupan sehari-hari adalah Program linier. Kesulitan siswa dalam materi program linear kurangnya pemahaman dalam memahami konsep program linier, sehingga banyak melakukan kesalahan dalam menyelesaikan soal program linear. Seperti salah membuat model matematikanya, salah dalam menggambarkan grafik penyelesaiannya, dan juga tidak menyelesaikan soal tersebut berdasarkan langkah-langkah yang telah diajarkan oleh guru dalam proses pembelajaran. Penelitian ini dilakukan di SMA Tunas Baru Jin-Seung Batam bertujuan untuk mendeskripsikan jenis kesalahan dan kesalahan apa yang paling sering dilakukan siswa dalam menyelesaikan soal cerita matematika pada materi program linier berdasarkan prosedur Newman. Penelitian ini adalah penelitian deskriptif yang menggunakan metode kualitatif melalui tahapan mengumpulkan data, mereduksi data, menyajikan data, dan menarik kesimpulan. Subjek penelitian yaitu seluruh siswa kelas XI IPS 1 SMA Tunas Baru Jin-Seung Batam yang berjumlah 38 siswa. Instrumen yang digunakan untuk mengumpulkan data yaitu instrumen tes yang valid dan reliabel (r = 0,648) dan instrumen wawancara semi-terstruktur. Dari hasil penelitian dapat disimpulkan bahwa siswa kelas XI IPS 1 SMA Tunas Baru Jin-Seung Batam melakukan kesalahan yang meliputi kesalahan keterampilan proses sebesar 68,42%, kesalahan memahami sebesar 60,52%, kesalahan transformasi sebesar 46,05%, kesalahan penulisan jawaban sebesar 28,95%, dan kesalahan membaca sebesar 14,47%. Sehingga siswa diharapkan untuk lebih memahami konsep program linier dan menambah latihan soal dengan variasi yang berbeda. Kata kunci: Kesalahan Siswa, Soal Cerita Matematika, Program Linier, Prosedur Newman Abstract. Students still think math is abstract, difficult, and there is no application to daily life. One of the subject closely related to daily life is the linear programming. However, the students still do not understand the concept of a linear programming that made a mistake in completing. This research was conducted in Senior High School Jin-Seung Batam to describe the types of errors made by students and the type of error that most student make in resolving the math word problems on linier programming materials based on Newman procedures. This research is a descriptive study used a qualitative method cover the phases of data collection, data reduction, data display, and data verification. Research subjects in this study were all the students of class 11th social Senior High School Jin-Seung Batam which numbered 38 students. The instruments used to collect data were valid and reliable (r = 0,648) test instrument and a semi-structured interview instrument. Based on the result obtained, it can be concluded that students in class 11th social Senior High School Jin-Seung Batam made mistakes in reso","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"72 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81346157","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":"Model masalah penjadwalan transporter pasien dengan pendekatan Dial-A-Ride Problem (DARP)","authors":"Zahrul Jannah Nur Rochim, Irwan Endrayanto","doi":"10.21831/PG.V16I1.36648","DOIUrl":"https://doi.org/10.21831/PG.V16I1.36648","url":null,"abstract":"Transportasi intra-hospital merupakan transportasi dalam area suatu rumah sakit, termasuk di dalamnya adalah transportasi pasien. Transportasi pasien dalam area rumah sakit dilakukan oleh transporter pasien yang merupakan staf non-medis rumah sakit. Tugas transporter pasien adalah menjemput dan mengantarkan pasien yang membutuhkan bantuan untuk berpindah lokasi dalam area rumah sakit dikarenakan kondisinya yang tidak dapat berpindah sendiri untuk menjalani perawatan yang telah terjadwal. Penjadwalan transporter pasien harus mempertimbangkan beberapa hal yang di antaranya tidak boleh terlambat dalam mengantarkan pasien sesuai jadwal perawatan, adanya time windows untuk masing-masing lokasi penjemputan dan pengantaran, masing-masing pasien memiliki batas maksimum untuk berada di perjalanan, terbatasnya jumlah transporter pasien serta batasan jam kerja transporter pasien. Permasalahan ini akan dimodelkan dengan pendekatan model Dial-A-Ride Problem (DARP). Fungsi tujuan model ini adalah meminimalkan total waktu tempuh transporter pasien dan jumlah transporter pasien yang ditugaskan. Model diterapkan pada suatu kasus di salah satu rumah sakit di Jakarta. Berdasarkan hasil penyelesaian diperoleh hasil penjadwalan yang optimum menggunakan program LINGO 11.0.Model of patient transporter scheduling problem with Dial-A-Ride Problem (DARP) approachIntra-hospital transportation is transportation within the area of a hospital including the patient transportation. Patient transportation within the hospital area is carried out by patient transporters who are non-medical staff of the hospital. The task of the patient transporter is to pick up and deliver patients who need help to switch locations within the hospital area due to their condition that cannot move on their own to undergo scheduled treatment. Scheduling a patient transporter should consider several things including not being late in delivering patients according to the treatment schedule, the existence of time windows for each pickup and drop off location, each patient has a maximum limit on the journey, limited number of patients transporters, and limits on patient transporter working hours. This issue will be modeled with Dial-A-Ride Problem (DARP) model approach. The purpose function of this model is to minimize the total travel time of the patient transporter and the number of patient transporters assigned. The model is applied to a case in one of the hospitals in Jakarta, Indonesia. The results showed optimum scheduling using LINGO 11.0 program.","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"19 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-09-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81923572","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}
Angge Sapto Mubharokh, M. W. Afgani, Retni Paradesa
{"title":"Pengembangan game edukasi matematika berbasis komputer pada materi pola bilangan","authors":"Angge Sapto Mubharokh, M. W. Afgani, Retni Paradesa","doi":"10.21831/PG.V16I1.34376","DOIUrl":"https://doi.org/10.21831/PG.V16I1.34376","url":null,"abstract":"Penelitian ini bertujuan untuk menghasilkan game edukasi matematika berbasis komputer pada materi pola bilangan yang layak. Penelitian pengembangan ini menggunakan tahap formative evaluation yang meliputi self evaluation, expert review dan one-to-one evaluation, small group,dan field test. Kelayakan game yang dikembangkan ditinjau berdasarkan penilaian pakar dan hasil uji coba lapangan kepada siswa. Pakar yang melakukan penilaian terdiri dari dosen pendidikan matematika, staf IT, dan guru matematika. Siswa yang terlibat dalam uji coba adalah siswa kelas VIII SMP Muhammadiyah 8 Palembang. Hasil penilaian pakar menunjukkan bahwa game edukasi matematika berbasis komputer pada materi pola bilangan layak digunakan dalam pembelajaran matematika. Hasil uji coba lapangan mengungkapkan bahwa game edukasi matematika efektif, mudah digunakan, dan efisien. Dengan demikian, dapat disimpulkan bahwa game edukasi matematika berbasis komputer pada materi pola bilangan yang dikembangkan layak digunakan dalam pembelajaran matematika.Development of computer-based mathematical education games on number pattern materialAbstractThis study aimed to produce a feasible computer-based mathematical education game on number pattern material. The development study used a formative evaluation stage which includes self-evaluation, expert review and one-to-one evaluation, small group, and field test. The feasibility of the game was reviewed based on expert assessments and the results of the field test to students. The experts who conducted the assessment consisted of a mathematics education lecturer, IT staff, and mathematics teacher. The students involved in the field test were eighth-graders of SMP (Junior High School) Muhammadiyah 8 Palembang, Indonesia. The results of the expert assessment showed that the computer-based mathematical education game on number pattern material was suitable for use in learning mathematics. The results of field trials revealed that the mathematical education game was effective, easy to use, and efficient. Therefore, it can be concluded that the computer-based mathematical education game on the number pattern material developed was feasible for use in learning mathematics.","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83342803","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}
Cahya Mar'a Saliha Sumantri, S. Sugiman, Heri Retnawati
{"title":"Perilaku siswa cerdas istimewa saat pembelajaran pengayaan matematika menggunakan kalkulator","authors":"Cahya Mar'a Saliha Sumantri, S. Sugiman, Heri Retnawati","doi":"10.21831/PG.V16I1.35440","DOIUrl":"https://doi.org/10.21831/PG.V16I1.35440","url":null,"abstract":"Penelitian ini bertujuan untuk mendeskripsikan perilaku siswa cerdas istimewa saat pembelajaran pengayaan matematika menggunakan kalkulator. Penelitian ini merupakan penelitian deskriptif dengan pendekatan kuantitatif dan kualitatif. Subjek penelitian adalah siswa kelas VIII-A SMP Negeri di Kota Pasuruan yang terdiri dari 33 siswa. Subjek yang dipilih berasal dari kelas unggulan pada sekolah tersebut. Instrumen penelitian berupa lembar observasi dan kuesioner. Analisis data menggunakan analisis deskriptif kuantitatif dan kualitatif. Hasil penelitian mengungkapkan bahwa siswa masih menggunakan perhitungan manual daripada menggunakan kalkulator ketika mengerjakan tes awal. Ketika siswa mengerjakan beberapa soal pada lembar kegiatan peserta didik, siswa antusias untuk memahami petunjuk pengoperasian kalkulator, meskipun beberapa siswa masih mengajukan pertanyaan kepada guru. Kasus lainnya, siswa terlihat kebingungan saat hasil yang muncul di kalkulatornya berbeda dengan hasil teman-temannya, sebagian besar siswa baru mengetahui fungsi lain dari tombol-tombol kalkulator. Berbagai tantangan dan potensi pemanfaatan kalkulator dalam pembelajaran pengayaan matematika didiskusikan dalam artikel ini. The behavior of special intelligent students when learning mathematics enrichment using a calculatorAbstractThis study aimed to describe the behavior of special intelligent students when learning mathematics enrichment using a calculator. This research was descriptive research with quantitative and qualitative approaches. The subjects were eighth-grade students of a public junior high school in Pasuruan City, Indonesia, which consisted of 33 students. The selected subjects came from the superior class at the school. The instruments were observation sheets and questionnaires. Data analysis used quantitative and qualitative descriptive analysis. The study results revealed that students still used manual calculations instead of using a calculator when doing the initial test. When students solved some problems on the worksheet, students were enthusiastic about understanding the instructions for operating the calculator, although some students still asked questions to the teacher. In another case, students looked confused when the results that appeared on their calculators were different from the results of their friends; most of the students just found out about other functions of the calculator buttons. Various challenges and potential use of calculators in mathematics enrichment learning were discussed. ","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"50 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85722287","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":"Mathematical model of cholera spread based on SIR: Optimal control","authors":"N. Hidayati, E. R. Sari, N. Waryanto","doi":"10.21831/PG.V16I1.35729","DOIUrl":"https://doi.org/10.21831/PG.V16I1.35729","url":null,"abstract":"The bacterium Vibrio cholerae is the cause of cholera. Cholera is spread through the feces of an infected individual in a population. From a mathematical point of view, this problem can be brought into a mathematical model in the form of Susceptible-Infected-Recovered (SIR), which considers the birth rate. Because outbreaks that occur easily spread if not treated immediately, it is necessary to control the susceptible individual population by vaccination. The vaccine used is Oral Vibrio cholera. For this reason, the purposes of this study were to establish a model for the spread of cholera without vaccination, analyze the stability of the model around the equilibrium point, form a model for the spread of cholera with vaccination control, and describe the simulation results of numerical model completion. Based on the analysis of the stability of the equilibrium point of the model, it indicates that if the contact rate is smaller than the sum of the birth rate and the recovery rate, cholera will disappear over time. If the contact rate is greater than the sum of the birth rate and the recovery rate, then cholera is still present, or in other words, the disease can still spread. Because the spread is endemic, optimal control of the population of susceptible individuals is needed, in this case, control by vaccination, so that the population of susceptible individuals becomes minimum and the population of recovered individuals increases.","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"136 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78177574","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":"Analisis kemampuan pemecahan masalah matematis siswa quitters ditinjau dari kemampuan metakognitif","authors":"Nur Khasanah","doi":"10.21831/PG.V16I1.34509","DOIUrl":"https://doi.org/10.21831/PG.V16I1.34509","url":null,"abstract":"Tujuan penelitian ini adalah untuk mendeskripsikan kemampuan pemecahan masalah siswa dengan kategori quitter, adversity quotient (AQ) rendah, ditinjau dari kemampuan metakognitifnya. Kemampuan pemecahan masalah yang dimaksud di sini meliputi kemampuan dalam memeriksa kecukupan unsur, mencari alternatif penyelesaian, melaksanakan penyelesaian masalah, dan memeriksa kebenaran jawaban. Penelitian ini merupakan penelitian deskriptif kualitatif yang menggunakan teknik purposive sampling untuk memilih subjek penelitian. Subjek penelitian terdiri atas enam siswa kelas VIII di salah satu SMP negeri di Kota Jakarta Barat, di mana tiga siswa memiliki kemampuan metakognitif tinggi dan tiga siswa memiliki kemampuan metakognitif sedang. Data penelitian dikumpulkan dengan menggunakan angket AQ, angket metakognitif, tes kemampuan pemecahan masalah, dan wawancara. Data yang terkumpul kemudian dianalisis melalui proses reduksi data, penyajian data, dan penarikan kesimpulan atau verifikasi. Hasil penelitian ini menunjukkan bahwa siswa dengan kemampuan metakognitif tinggi cukup mampu dalam memeriksa kecukupan unsur, melaksanakan penyelesaian masalah, dan memeriksa kebenaran jawaban. Sementara itu, siswa dengan metakognitif sedang cukup mampu dalam memeriksa kecukupan unsur dan memeriksa kebenaran jawaban ketika terlibat dalam kegiatan pemecahan masalah matematika.Analysis of mathematical problem solving ability of quitter students based on metacognitive abilityThe purpose of this study was to describe the problem-solving abilities of quitter students, students with low level of adversity quotient (AQ), based on their metacognitive abilities. Students’ problem-solving abilities were examined based on their abilities in checking the required information to solve a problem, looking for alternative strategies to obtain a solution to the problem, solving the problem by following a problem-solving strategy, and evaluating the answer. This qualitative study applied purposive sampling technique to select subjects. The subjects were six eight graders at a public junior high school in West Jakarta which consisted of three students with high level of metacognitive ability and three students with moderate level of metacognitive ability. AQ questionnaire, metacognitive questionnaire, problem-solving test, and interview were used to collect data. The collected data were analyzed through data reduction, data display, and verification. The results indicated that students with high level of metacognitive ability were quite able to show their abilities in checking the required information to solve a problem, executing a problem-solving strategy to obtain the solution to the problem, and evaluating the answer. Meanwhile, students with moderate level of metacognitive ability were quite able to demonstrate their abilities in checking information needed to solve a problem and evaluating the answer.","PeriodicalId":31653,"journal":{"name":"Pythagoras Jurnal pendidikan Matematika","volume":"31 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83695788","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}