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Journal : SOSCIED

BEBERAPA ALGORITMA PELABELAN GRACEFUL UNTUK GRAF CATERPILLAR Regina N Pakpahan; Patricia V. J Runtu; Meidy Atina Kuron
SOSCIED Vol 6 No 1 (2023): SOSCIED - Juli 2023
Publisher : LPPM Politeknik Saint Paul Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32531/jsoscied.v6i1.690

Abstract

Graceful labeling, first introduced by Rosa as β-labeling. A graceful labeling (or β-labeling) on a graph G involves assigning labels to its set of vertices, forming an injective function f that maps each vertex to the set of non-negative integers {0, 1, 2, ..., |E(G)|}, where |E(G)| denotes the number of edges in G. This induces a bijective function f* that maps the edges of G to the set of positive integers {1,2,...,|E(G)|} which the edges label obtained by absolute number of the subtraction between 2 neighboring vertex labels. One renowned conjecture proposed by Kotzig-Ringel-Rosa, known as the Graceful Tree Conjecture (GTC), posits that all trees are graceful. To this day, this remains an open problem, challenging researchers to substantiate its validity. The quest for graceful labeling, particularly for specific types of trees, continues to be an active zona of research. Notably, caterpillar graphs have been established as graceful. It is worth noting that not all graphs possess a unique labeling. For instance, in the case of graceful labeling for caterpillar graphs, there exist four distinct methods, which will be elucidated algorithmically in this article. By demonstrating various approaches to labeling caterpillar graphs, it is hoped that this concept can be extended to other graceful labelings, ultimately contributing to the identification of more graceful trees
ANALISIS KESULITAN BELAJAR SISWA DALAM MENYELESAIKAN SOAL MATEMATIKA PADA MATERI PERSAMAAN LINEAR SATU VARIABEL DI SMP NEGERI 2 LANGOWAN Sudarmadi, Stefanus I Wayan Rafaeliando; Sulangi, Victor R.; Runtu, Patricia V. J
SOSCIED Vol 7 No 2 (2024): SOSCIED - November 2024
Publisher : LPPM Politeknik Saint Paul Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32531/jsoscied.v7i2.871

Abstract

The ability to think mathematically is a basic need in solving various problems in every aspect of human life, including learning mathematics. However, in reality there are several obstacles in learning mathematics, one of which is student difficulties in learning mathematics which has an impact on student learning achievement. From the results of interviews conducted by researchers at SMP Negeri 2 Langowan involving mathematics teachers and several students, it turns out that there are still many students who make mistakes in solving mathematics problems. Students still have difficulty in understanding how to solve mathematical problems (problem solving). This research was conducted in Class VII-A SMP Negeri 2 Langowan, Minahasa Regency with the subjects in this study were students of class VII-A SMP Negeri 2 Langowan 2023/2024. For data collection techniques used in this study include written tests, interviews and documentation. The results showed that the percentage of students who mastered the material of one variable linear equation was 60%, the percentage of students who did not master the material of one variable linear equation was 30% and the percentage of students who did not master the material of one variable linear equation was 10%.
PENGEMBANGAN MODUL PEMBELAJARAN BERBANTUAN GAME GENSHIN IMPACT UNTUK MENINGKATKAN KEMAMPUAN DAN MOTIVASI BELAJAR SISWA SMA N 1 TOMPASO PADA MATERI PELUANG Lempas, Zefanya; Tilaar, Anetha L. F; Runtu, Patricia V. J.
SOSCIED Vol 7 No 2 (2024): SOSCIED - November 2024
Publisher : LPPM Politeknik Saint Paul Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32531/jsoscied.v7i2.881

Abstract

This research focuses on the development and implementation of a mathematics learning module based on the Genshin Impact game to improve high school students' learning ability and motivation on chance material. This research uses the Research and Development (R&D) method with the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were 10th grade students at SMA Negeri 1 Tompaso. Data collection instruments included observation, interviews, and tests. This research makes a significant contribution to the development of innovative and interesting mathematics learning by utilising game technology. The developed learning module can be an alternative for teachers to create a fun and effective learning experience for students, especially on materials that are considered difficult such as opportunities. In addition, this research also opens opportunities for further research on the use of games in learning mathematics on other materials.
ANALISIS KESULITAN BELAJAR SISWA DALAM MENYELESAIKAN SOAL MATEMATIKA PADA MATERI PERSAMAAN LINEAR SATU VARIABEL DI SMP NEGERI 2 LANGOWAN Sudarmadi, Stefanus I Wayan Rafaeliando; Sulangi, Victor R.; Runtu, Patricia V. J
SOSCIED Vol 7 No 2 (2024): SOSCIED - November 2024
Publisher : LPPM Politeknik Saint Paul Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32531/jsoscied.v7i2.871

Abstract

The ability to think mathematically is a basic need in solving various problems in every aspect of human life, including learning mathematics. However, in reality there are several obstacles in learning mathematics, one of which is student difficulties in learning mathematics which has an impact on student learning achievement. From the results of interviews conducted by researchers at SMP Negeri 2 Langowan involving mathematics teachers and several students, it turns out that there are still many students who make mistakes in solving mathematics problems. Students still have difficulty in understanding how to solve mathematical problems (problem solving). This research was conducted in Class VII-A SMP Negeri 2 Langowan, Minahasa Regency with the subjects in this study were students of class VII-A SMP Negeri 2 Langowan 2023/2024. For data collection techniques used in this study include written tests, interviews and documentation. The results showed that the percentage of students who mastered the material of one variable linear equation was 60%, the percentage of students who did not master the material of one variable linear equation was 30% and the percentage of students who did not master the material of one variable linear equation was 10%.
PENGEMBANGAN MODUL PEMBELAJARAN BERBANTUAN GAME GENSHIN IMPACT UNTUK MENINGKATKAN KEMAMPUAN DAN MOTIVASI BELAJAR SISWA SMA N 1 TOMPASO PADA MATERI PELUANG Lempas, Zefanya; Tilaar, Anetha L. F; Runtu, Patricia V. J.
SOSCIED Vol 7 No 2 (2024): SOSCIED - November 2024
Publisher : LPPM Politeknik Saint Paul Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32531/jsoscied.v7i2.881

Abstract

This research focuses on the development and implementation of a mathematics learning module based on the Genshin Impact game to improve high school students' learning ability and motivation on chance material. This research uses the Research and Development (R&D) method with the ADDIE development model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were 10th grade students at SMA Negeri 1 Tompaso. Data collection instruments included observation, interviews, and tests. This research makes a significant contribution to the development of innovative and interesting mathematics learning by utilising game technology. The developed learning module can be an alternative for teachers to create a fun and effective learning experience for students, especially on materials that are considered difficult such as opportunities. In addition, this research also opens opportunities for further research on the use of games in learning mathematics on other materials.