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Penerapan Distribusi Poison pada Kasus Penggunaan Strapless di Bidang UMKM Sadiah, Rifa Maulia; Windani, Wiwin; Bariatul, Zahra; Nugraheni, Galuh Tri; Nugraha, Depi Ardian
CARTESIUS : Jurnal Pendidikan Matematika Vol 7 No.2 Tahun 2024
Publisher : Unika Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini membahas analisis penerapan distribusi poisson terhadap efisiensi penggunaan staples pada kemasa dodol di UMKM Dodol Karmina, Kabupaten Kuningan Jawa Barat. Metode probabilitas distribusi poisson digunakan untuk memprediksi kemungkinan kebutuhan staples dan probabilitas kejadian. Hasil dari studi ini mengatakan bahwa rata-rata kebutuhan staples dalam periode waktu produksi satu hari adalah 1040 pcs, dengan probabilitas kejadian gagal berkisar antara 22,31% hingga 33,47% pada berbagai tingkat kegagalan. Hal ini menunjukkan penggunaan staples dapat dicapai dengan optimalisasi stok dan pengelolaan kualitas proses produksi. Model ini memberikan kontribusi dalam perencanaan persediaan dan strategi pengurangan kegagalan dalam proses pengemasan  
Penguatan Literasi Digital bagi Guru-Guru di Lingkungan Pesantren Kabupaten Tasikmalaya melalui Pelatihan dan Pendampingan Penggunaan Learning Management System (LMS) Ratnaningsih, Nani; Patmawati, Hetty; Sukirwan, Sukirwan; Nugraha, Depi Ardian; Suhaya, Suhaya; Nurfadillah, Zahra Awalia; Nashrulloh, Fahreza; Maheltra, Alma Nesya
Jurnal Pengabdian Pada Masyarakat Vol 10 No 2 (2025): Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/jppm.v10i2.1287

Abstract

Tujuan utama dari kegiatan ini adalah untuk meningkatkan literasi digital para guru di sekolah-sekolah lingkungan pesantren melalui pelatihan dan pendampingan penggunaan LMS dalam pembelajaran. Dengan demikian, diharapkan para guru dapat memanfaatkan LMS untuk memperkaya metode pengajaran mereka dan meningkatkan kualitas pendidikan di pesantren. Metode yang digunakan dalam program ini meliputi serangkaian pelatihan dan pendampingan intensif bagi para guru. Pelatihan akan mencakup pengenalan konsep dasar LMS, cara penggunaannya, serta penerapan LMS dalam pembelajaran sehari-hari. Pendampingan dilakukan secara berkelanjutan untuk memastikan para guru dapat mengaplikasikan LMS secara mandiri dan efektif. Penggunaan LMS juga memberikan dampak positif bagi proses pembelajaran di lingkungan pesantren. Literasi digital yang diperkuat ini diharapkan dapat mendukung pengembangan kualitas pendidikan di pesantren, meningkatkan keterampilan teknologi para guru, dan membuka peluang pembelajaran yang lebih luas dan modern. Pelatihan dan Pendampingan ini berhasil mencapai tujuan utamanya, yaitu menguatkan literasi digital dan keterampilan penggunaan LMS bagi guru-guru di pesantren, sehingga berdampak positif pada peningkatan kualitas pembelajaran di Kabupaten Tasikmalaya. The primary objective of this activity is to enhance the digital literacy of teachers in schools within the pesantren environment through training and assistance in the use of LMS in learning. By doing so, it is expected that teachers will be able to utilize LMS to enrich their teaching methods and improve the quality of education in pesantren. The methods used in this program include a series of intensive training sessions and ongoing assistance for the teachers. The training covers the introduction of basic LMS concepts, its usage, and the application of LMS in daily learning. Continuous assistance is provided to ensure that teachers can independently and effectively implement LMS. The use of LMS also brings a positive impact on the learning process in the pesantren environment. This strengthened digital literacy is expected to support the development of education quality in pesantren, improve teachers' technological skills, and open up broader and more modern learning opportunities. The training and assistance successfully achieved its main goal, namely strengthening digital literacy and LMS skills for teachers in pesantren, thereby positively impacting the improvement of learning quality in Tasikmalaya Regency.
Enhancing Mathematical Modeling and Ethnomathematics Learning Through Virtual Reality: A Case Study in Higher Education Santika, Satya; Nugraha, Depi Ardian; Prabawati, Mega Nur
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 1 (2025): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i1.2021

Abstract

Penelitian ini menjawab kebutuhan inovasi dalam pembelajaran matematika dengan mengintegrasikan Virtual Reality (VR) pada mata kuliah Pemodelan Matematika dan Etnomatematika, sebuah terobosan yang membedakannya dari studi sejenis yang terbatas pada geometri. Berlandaskan teori konstruktivisme, pendekatan ini dirancang untuk menciptakan pengalaman belajar aktif yang meningkatkan keterlibatan, pemahaman konseptual, dan motivasi mahasiswa. Metode pengembangan 4D (Define, Design, Develop, Disseminate) digunakan dengan evaluasi melalui tes, survei (reliabilitas α=0,85), dan observasi. Hasil uji coba awal membuktikan efektivitas model ini, ditunjukkan oleh peningkatan signifikan dalam ketiga aspek tersebut. Konten VR yang dikembangkan telah memperoleh sertifikat HaKI, menjamin orisinalitasnya. Temuan penelitian ini tidak hanya menawarkan model integrasi teknologi imersif yang dapat diadopsi perguruan tinggi, tetapi juga merekomendasikan penelitian lanjutan dengan desain eksperimental dan evaluasi retensi pengetahuan jangka panjang untuk mendukung implementasi Kurikulum Merdeka Belajar secara lebih luas dan efektif. This study addresses the need for innovation in mathematics learning by integrating Virtual Reality (VR) into the Mathematical Modelling and Ethnomathematics courses, a breakthrough that distinguishes it from similar studies limited to geometry. Based on constructivist theory, this approach is designed to create an active learning experience that increases student engagement, conceptual understanding, and motivation. The 4D (Define, Design, Develop, Disseminate) development method was used with evaluation through tests, surveys (reliability α=0.85), and observations. Initial trial results proved the effectiveness of this model, as shown by significant improvements in all three aspects. The developed VR content has obtained an intellectual property rights certificate, guaranteeing its originality. The findings of this study not only offer an immersive technology integration model that universities can adopt but also recommend further research with experimental designs and long-term knowledge retention evaluations to support the broader and more effective implementation of the Merdeka Belajar Curriculum.
Optimasi Produksi Payung Geulis Menggunakan Model Program Linier pada Pengrajin Payung Geulis di Kota Tasikmalaya Wiwin, Wiwin; Fatimatuzzahra, Mayla; Athaillah, Cayla; Azizah, Nurul; Nugraha, Depi Ardian
Polinomial : Jurnal Pendidikan Matematika Vol. 5 No. 1 (2026)
Publisher : Papanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jp.v5i1.3080

Abstract

The production of payung geulis, a traditional craft from Tasikmalaya, is still largely carried out intuitively without considering the efficiency of capital use, raw materials, and working time. This condition often leads artisans to inaccuracies in determining production quantities, resulting in profits that are not yet optimal. This study aims to determine the most profitable production strategy through the application of a linear programming model using the Simplex method. A mathematical modeling approach was employed to describe the resource constraints faced by artisans, including capital limitations, raw material availability, and production capacity. Data were collected through direct observation and interviews, then formulated into decision variables representing the number of large, medium, and small umbrellas to be produced. The objective function was designed to maximize profit, while the constraints were developed based on material consumption, capital allocation, and production duration. The results indicate that the optimal solution is dynamic and depends on the profit per unit of each product type. In the first scenario, with a particular set of constraints, a maximum profit of Rp 6,000,000 is achieved when 400 large umbrellas are produced. In the second scenario, with a different profit structure, the maximum value of Rp 34,800,000 is obtained when production is entirely focused on small umbrellas totaling 2,320 units. These differences demonstrate that linear programming can determine the most efficient production strategy under varying resource conditions. Thus, the Simplex method proves to be an effective decision-support tool for artisans seeking to enhance profitability in a rational and measurable manner.
Pengembangan Media Kartu TRIGUNO pada Materi Sudut Istimewa Trigonometri Amelia, Fadhila Sri; Nugraha, Depi Ardian; Prabawati, Mega Nur
Imajiner: Jurnal Matematika dan Pendidikan Matematika Vol 8, No 1 (2026): Imajiner: Jurnal Matematika dan Pendidikan Matematika
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/imajiner.v8i1.26078

Abstract

Sudut Istimewa Trigonometri penting untuk diingat sebagai bekal untuk menyelesaikan masalah yang lebih kompleks, namun kenyataannya banyak peserta didik yang masih tertukar. Penelitian ini bertujuan untuk menilai kevalidan, kepraktisan, dan keefektifan media kartu TRIGUNO untuk membantu mengurangi kesulitan belajar dan melatih daya ingat peserta didik. Metode yang digunakan yaitu Research and Development dengan menggunakan model ADDIE. Teknik pengumpulan data melalui wawancara semi terstruktur untuk mengidentifikasi permasalahan yang ada di lapangan, kuesioner validasi ahli materi dan media untuk menilai kevalidan produk, kuesioner respon peserta didik untuk menilai kepraktisan produk, serta soal tes untuk mengukur efektivitas produk. Instrumen penelitian yang digunakan mencakup pedoman wawancara, lembar validasi ahli materi dan media, serta soal tes kesulitan belajar dan daya ingat. Sumber data dalam penelitian ini yaitu pendidik, peserta didik SMA Negeri 8 Tasikmalaya, dua ahli materi, dan dua ahli media. Analisis data meliputi analisis wawancara, validasi dengan rumus Aiken, analisis kepraktisan berdasarkan persentase respon peserta didik, serta analisis efektivitas berdasarkan persentase ketuntasan belajar. Hasil penelitian menunjukkan bahwa media TRIGUNO memperoleh indeks Aiken 0,972 pada validasi materi dan 0,991 pada validasi media dengan kategori “sangat valid”, tingkat kepraktisan 88,4% dengan kategori “sangat praktis”, keefektifan pada aspek membantu mengurangi kesulitan belajar berada pada kategori “cukup efektif” serta aspek melatih daya ingat pada kategori “efektif”. Temuan ini menunjukkan bahwa media kartu TRIGUNO dapat digunakan sebagai suplemen dan variasi dalam pembelajaran matematika dengan cara yang menyenangkan.
Development of Assessment-Oriented E-LKPD Media for Learning to Train Mathematical Problem-Solving Skills Ramdani, Dadan; Apiati, Vepi; Nugraha, Depi Ardian
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 6 No. 1 (2026): January - March 2026
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v6i1.3617

Abstract

Students limited mathematical problem-solving ability is often related to the lack of learning media that can provide continuous feedback throughout the thinking process. This study addresses that gap by developing an electronic student worksheet (E-LKPD) based on Assessment for Learning (AfL) for one-variable linear inequalities. The novelty of this study lies in integrating AfL principles with an automated feedback system that supports reflection, enables students to identify errors, and helps them overcome difficulties independently. This feature distinguishes the product from conventional E-LKPDs, which generally do not provide structured and continuous feedback. The study used a research and development approach with the PPE model, consisting of Planning, Production, and Evaluation. Planning involved needs and curriculum analysis, Production covered storyboard design and product development using wizer.me, and Evaluation included expert validation and field trials. The participants in the implementation stage were 30 eighth-grade students of SMPN 4 Tasikmalaya. The instruments included validation questionnaires, student response questionnaires to assess practicality, and a test of mathematical problem-solving ability to measure effectiveness. Data were analyzed quantitatively and qualitatively using Aiken’s V, percentages, mean scores, N-gain, and Cohen’s d. The results showed that the developed E-LKPD was valid, with Aiken’s V scores of 0.91 from media experts and 0.92 from material experts. The media was also effective in improving students’ mathematical problem-solving ability, as indicated by a medium N-gain of 0.35 and a large effect size of 3.63. These findings indicate that AfL-based E-LKPD is feasible, practical, and effective for supporting mathematics learning in digital environments.
Validasi Psikometrik Instrumen Digital Preferensi Sensori untuk Deteksi Gaya Belajar Matematika Siswa Sekolah Menengah Santika, Satya; Nugraha, Depi Ardian; Mansyur, Muhamad Zulfikar; Marsika, Refi Dwi; Hendarman, Sherly Agustina
JP3M (Jurnal Penelitian Pendidikan dan Pengajaran Matematika) Vol 10, No 2 (2024)
Publisher : Program Studi Pendidikan Matematika, FKIP, Universitas Siliwangi, Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/jp3m.v10i2.18066

Abstract

The urgency to individualize mathematics instruction in secondary education has highlighted the necessity for reliable, contextually appropriate assessment tools that identify students’ sensory learning preferences. However, existing instruments—especially digital ones—often lack rigorous psychometric validation, limiting their practical and theoretical utility. This study aimed to develop and validate a digital instrument for assessing sensory learning preferences (visual, auditory, kinesthetic) among Indonesian middle school students, focusing on content validity, construct validity, internal consistency, and item discrimination. Employing a research and development approach using the ADDIE model, the instrument was created through a participatory process involving experts in mathematics, educational psychology, and digital learning, alongside teachers and students. Validation processes included expert content review, pilot testing, and large-scale field implementation with 134 students from diverse urban and peri-urban schools in Tasikmalaya. Content validity indices indicated high expert agreement, while exploratory and confirmatory factor analyses confirmed a robust three-factor structure consistent with theoretical expectations. Reliability analysis revealed strong internal consistency across all dimensions. All items demonstrated satisfactory discrimination power. The digital instrument was positively received by both teachers and students, facilitating efficient identification of students’ dominant learning preferences and supporting adaptive mathematics instruction. This research provides empirical evidence for the feasibility and utility of psychometrically validated digital assessment in Indonesian educational settings, offering a scalable tool to promote data-driven instructional differentiation. Future studies are recommended to further expand the instrument’s scope and examine its impact on learning outcomes longitudinally.Keywords:          sensory learning preferences; digital assessment; psychometric validation; mathematics education; secondary school.