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PENGEMBANGAN MODUL KALKULUS TERINTEGRASI STRATEGI PEMBELAJARAN TWO STAY TWO STRAY BERBANTUAN MEDIA KARTU UNTUK PEMBELAJARAN DI PERGURUAN TINGGI SWASTA KOMPUTER DI KOTA PADANG ulhusna, mishbah
journal of residu Vol 3 No 20, Agustu (2019): Journal of Residu, 2019. Publishet: rc-institut.
Publisher : RC-INSTITUT

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (810.82 KB)

Abstract

This research is motivated by learning that is still teacher-centered. This study aims to produce an integrated module of learning strategies Two Stay Two Stray with card media assisted to increase the participation and activeness of students in learning. This type of research is a development research with an IDI model. The conclusion of this research is at the stage of validity obtaining an average 84,33% with very valid criteria, in the practical stage, get results 79% with practical criteria, and at the effectiveness stage using statistical analysis, namely equations Paired Sample Test with result sig (2.tailed) 0,003 value α 0,05 this means that there are differences in student calculus learning outcomes between before and after being given an integrated strategy module Stay Two Stray.
Permainan Ludo untuk Meningkatkan Keterampilan Kolaborasi Siswa dalam Pembelajaran Matematika Ulhusna, Mishbah; Putri, Sri Diana; Zakirman, Zakirman
International Journal of Elementary Education Vol 4, No 2 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v4i2.23050

Abstract

Mathematic is one of the difficult and scary subjects. Sometimes, the students feel afraid and it makes them feel forced and uncomfortable. Indirectly this situation would affect the students’ learning outcomes and another reason was the lack of activities in learning mathematics which could train and enhance students’ collaborative skill. Learning would be more meaningful if it involved peers to build students’ knowledge. Therefore, the purpose of this research was to find out the effect of Ludo game in improving students’ collaborative skill. This research was quasi-experimental with the sample of 21 students on third grade in SD 19 Nan Sabaris. The instrument used students’ collaborative assessment sheet. The data analyzed by using effectiveness test with paired sample t-test. The conclusion showed that there were significant different on students’ collaborative skill between the students who were taught by using Ludo and the students who were taught by using conventional learning.
Perancangan Aplikasi Penjualan dan Pendataan Stok Barang dengan Menggunakan Bahasa Pemrograman PHP dan Database MySQL Ulhusna, Mishbah; Yetrina, Mutiara; Harma, Beni
Jurnal Pendidikan Tambusai Vol. 5 No. 3 (2021): 2021
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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Abstract

Transaksi jual beli merupakan kegiatan yang sudah sering dijumpai. Alfazza adalah toko yang bergerak dalam penjualan cosmetic dan barang-barang kebutuhan sehari-hari. Dalam praktek pencatatan kegiatan penjualan dan stok sehari-harinya Al-Fazza masih menggunakan cara manual yaitu dengan memanfaatkan buku catatan. Hal tersebut tidak terlalu efektif karena rentan terjadi kesalahan dan tidak efisien karena memakan banyak waktu. Untuk mengatasi masalah tersebut maka dibuatlah sebuah aplikasi sistem penjualan dan pendataan stok barang dengan menggunakan Bahasa pemrograman php dan database mysql. Dengan aplikasi ini diharapkan pencatatan data penjualan dan stok barang dapat dilakukan dengan lebih efektif dan efisien sehingga laporan dapat diberikan dengan cepat dan akurat..
KETERBAGIAN TAK HINGGA DISTRIBUSI LOG-GAMMA DAN APLIKASINYA DALAM PEMBUKTIAN RUMUS PERKALIAN GAUSS DAN RUMUS LEGENDRE Mishbah Ulhusna
Jurnal Matematika UNAND Vol 2, No 3 (2013)
Publisher : Jurusan Matematika FMIPA Universitas Andalas Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/jmu.2.3.28-33.2013

Abstract

Jika diberikan suatu peubah acak Y = α log X, dimana X adalah peubahacak berdistribusi Gamma, α ∈ R dan Y adalah peubah acak berdistribusi Log-Gamma,maka dengan menggunakan representasi kanonik fungsi karakteristik dapat ditentukanukuran Levy untuk distribusi Log-Gamma yang merupakan distribusi terbagi tak hingga.Representasi kanoniknya dapat digunakan untuk membuktikan rumus perkalian Gaussdan rumus Legendre.
PENERAPAN APLIKASI KAHOOT PADA MATA PELAJARAN MATEMATIKA UNTUK MENINGKATKAN MOTIVASI DAN MINAT BELAJAR SISWA DIKELAS VII SMP NEGERI 38 PADANG Syelfia Dewimarni; Mishbah Ulhusna; Laila Marhayati
J-ABDI: Jurnal Pengabdian kepada Masyarakat Vol. 1 No. 8: Januari 2022
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53625/jabdi.v1i8.1024

Abstract

Learning is the main activity of the educational process in schools that aims to produce behavioral changes. These changes include cognitive, affective and psychomotor. This learning activity requires active learning, participation and interactive communication between teachers and students. Learning activities are designed in such a way that they can achieve learning objectives, one of which is learning media. Learning media is designing learning and planning teaching and learning activities. The benefits of learning media clarify the presentation of material and information so as to clarify and improve learning processes and outcomes. This is a challenge for teachers to create fun, interesting and active learning and achieve learning objectives. Against new adaptations that must be accepted in such a way. Learning media that can be used by teachers is Kahoot. Kahoot is an online learning media that contains quizzes and games. Kahoot is also able to help learning evaluation activities become interesting, interactive, conducive and easy to monitor learning outcomes, so that they can provide and increase students' motivation and interest in learning.
PEMBELAJARAN DENGAN PENDEKATAN REALISTIC MATHEMATICS EDUCATION (RME) UNTUK MENINGKATKAN MOTIVASI DAN MINAT BELAJAR SISWA PADA PELAJARAN MATEMATIKA DI KELAS IV SD NEGERI 11 KAMPUNG JUA PADANG Syelfia Dewimarni; Mishbah Ulhusna; Lili Rismaini
J-ABDI: Jurnal Pengabdian kepada Masyarakat Vol. 2 No. 2: Juli 2022
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53625/jabdi.v2i2.2657

Abstract

The Realistic Mathematics Education (RME) approach is one of the alternative learning approaches, the approach is very interesting and easy to apply, especially in mathematics because this approach refers to students' experiences and real or concrete objects. The goal to be achieved in this community service is to find out whether the Realistic Mathematics Education (RME) approach can increase students' motivation and interest in learning mathematics. The material presented during the research is on the shape of the space. The sample in this study were fourth grade students at SDN 11 Kampung Jua Padang with a total of 28 students. The type of research is descriptive research. Researchers describe students' motivation and interest during learning using the RME approach. The results of this study are that the fourthgrade students of SD Negeri 11 Kampung Jua have very high motivation and interest in learning during learning using RME.
Sosialisasi Quizizz sebagai Media Pembelajaran Berbasis Digital pada Masa Pandemi Mishbah Ulhusna; Syelfia Dewimarni; Lili Rismaini
Pekodimas : Jurnal Pengabdian Kepada Masyarakat Vol 1, No 2 (2021): Pekodimas: Jurnal Pengabdian kepada Masyarakat
Publisher : Universitas Pamulang

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Abstract

Saat ini dunia sedang menghadapi pandemi covid-19. Hal ini mengharuskan peserta didik belajar dari rumah untuk menghindari dan memutus rantai penyebaran virus. Meskipun demikian, pendidik/pengajar dan peserta didik tetap harus melaksanakan proses belajar mengajar secara maksimal, sehingga menuntut para pendidik/pengajar tersebut untuk dapat melakukan pembelajaran secara menarik dan menyenangkan walaupun melalui daring (online). Media pembelajaran berbasis digital merupakan media interaktif yang bisa diterapkan oleh pendidik/pengajar untuk pembelajaran jarak jauh ini, salah satunya yaitu menggunakan media pembelajaran Quizizz. Quiziz merupakan aplikasi permainan pendidikan yang sifatnya naratif dan fleksibel yang bisa dimanfaatkan sebagai sarana menyampaikan materi maupun sebagai media evaluasi pembelajaran yang menarik dan menyenangkan. Quiziz juga dapat digunakan untuk meningkatkan motivasi belajar peserta didik karena merupakan salah satu media pembelajaran online yang berisikan game (kuis interaktif), serta Quizizz juga dapat digunakan dalam kegiatan belajar mengajar seperti mengadakan pre-test, post-test, latihan soal, penguatan materi, remedial, pengayaan dan sebagainya. Sehingga sangat tepat bagi pendidik/pengajar menggunakan Quizizz sebagai media pembelajaran berbasis digital selama masa pandemi. Kata kunci: media pembelajaran; kuis interaktif; quizizz. 
PENGGUNAAN OPERASI BINER X-OR DAN N-OR PADA KRIPTOGRAFI HILL CIPHER Deby Erdriani; Mishbah Ulhusna; Yulia Retno Sari
PENDIDIKAN SAINS DAN TEKNOLOGI Vol 10 No 1 (2023)
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/edusaintek.v10i1.702

Abstract

Ilmu kriptografi merupakan sebuah informasi yang akan disampaikan kepada pihak lain dengan bentuk yang tidak dimengerti. Pada saat ini ilmu kriptografi sangat diperlukan sebagai pertukaran informasi /data. Begitu pentingan informasinya yang akan disampaikan agar tetap rahasia dan aman, menjadikan ilmu kriptografi ini suatu ilmu yang perlu dipelajari yang menjadiukan kebutuhuan primer dalam bidang teknologi . Kriptografi terdiri dari 2 hal yaitu enskripsi (data/ informasi dalam bentuk yang tidak dimengerti) dan deskripsi (informasi yang tidak dimengerti dirubah lagi kebentuk asli). Hill cipher merupakan algoritma yang selalu berkembang dengan menggunakan ukuran matrik dengan semua ordo baik itu persegi panjang ataupun persegi. Pada penelitian ini memakai ordo persegi panjang sebagai matriks kunci. Dengan ada penambahaan fungsi logika X-OR dan X-NOR . Pada pengerjaannya lebih panjang dan disini kalimat kunci yang digunakan juga panjang plaintextnya 24 karakter. Nilai k yang duiambil disini bebas, nilai k yang digunakan k = 117.
ANALISIS KESULITAN MAHASISWA DALAM MENYELESAIKAN SOAL DIFERENSIAL PADA MATA KULIAH MATEMATIKA DASAR Mishbah Ulhusna; Deby Erdriani; Yulia Retno Sari
PENDIDIKAN SAINS DAN TEKNOLOGI Vol 11 No 1 (2024)
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/edusaintek.v11i1.956

Abstract

Its research is a descriptive qualitative research. The sampling method in this study used purposive sampling with 10 Informatics Management students in the first semester of the 2022/2023 academic year as subjects, who took Basic Mathematics courses. These students have difficulty solving differential problems, especially material on chain rules and high-order derivatives. The results of the Mid Semester Examination (UTS) obtained were only able to be answered by 20% of students. The purpose of this study was to analyze students' difficulties in answering differential questions, done by looking at learning outcomes and by collecting information obtained during interviews, based on four aspects of expertise, namely: 1) Information skills, 2) Arithmatics skills, 3) Language skills, and 4) Number fact skills. The method of information analysis is carried out by: collecting information, reducing, presenting information, and drawing conclusions. Data collection in this study used a triangulation procedure, namely by equating the information on the test results with the results of the interviews. The results of this study are that students have difficulty solving differential problems when viewed from the four aspects of expertise. Factors causing difficulties in this ability are 1) students are not able to analyze the correct method that will be used to solve the differential function reduction, 2) students do not understand mathematical operations well, and 3) students make mistakes reading and interpreting questions.
Sosialisasi Penggunaan Aplikasi GeoGebra dalam Meningkatkan Minat BelajarSiswa Kelas VI pada Pelajaran Bangun Ruang di SDIT Buah Hati Padang Mishbah Ulhusna; Lili Rismaini; Syelfia Dewimarni
Jurnal Pengabdian Masyarakat Indonesia Sejahtera Vol. 2 No. 2 (2023): Juni: Jurnal Pengabdian Masyarakat Indonesia Sejahtera
Publisher : STAI YPIQ BAUBAU, SULAWESI TENGGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59059/jpmis.v2i2.307

Abstract

Community Service (PKM) is one of the forms of Higher Education's Tri Dharma. PKM is proposed to carry out activities that focus on socialization and education. Learning mathematics is about understanding abstract ideas or concepts, structures, and their logically and systematically organized relationships. Media is a communication component that serves as a carrier of messages from the communicator to the communicant. One of the learning media used to facilitate students is the Geogebra application. Geogebra is a computer application created to facilitate mathematics learning, especially in geometry, algebra, and calculus subjects. By using the Geogebra application, it can improve students' mathematics learning outcomes. The method used in this PKM is education and direct practice of the "jarimatika" method in multiplication problems. As a result, participants become more understanding of the Geogebra application.