Claim Missing Document
Check
Articles

Found 35 Documents
Search

MENGGUNAKAN CONTOH DALAM PEMBUKTIAN Christina Kartika Sari; Mohamad Waluyo; Citra Maharani Ainur; Eka Nurhayati Darmaningsih
JIPMat Vol 2, No 1 (2017)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jipmat.v2i1.1475

Abstract

Penelitian ini bertujuan mengidentifikasi bukti-bukti yang dihasilkan mahasiswa dalam memecahkan soal-soal Pengantar Analisis Riil, khususnya bukti yang memanfaatkan contoh spesifik. Pendekatan yang digunakan adalah kualitatif. Subyek diambil dari 54 mahasiswa yang menempuh mata kuliah Pengantar Analisis Riil. Seluruh subjek dihadapkan pada dua soal pembuktian. Dari 54 mahasiswa, tidak lebih dari 15% yang mampu menuliskan bukti yang valid. Sekitar 30% masih belum memiliki pengetahuan yang cukup untuk dapat dirangkai menjadi sebuah bukti yang valid, sehingga mereka gagal dalam membuktikan. Hampir 30% mahasiswa tampak berhasil menyelesaikan pembuktian, tapi ternyata bukti tersebut tidak valid, salah satunya Putri. Putri memilih satu contoh spesifik untuk membuktikan suatu pernyataan implikasi yang general. Contoh yang dipilih Putri pun mengabaikan asumsi-asumsi yang diminta oleh soal. Selain itu, Putri tampak mencampuradukkan definisi dan teorema yang sekiranya terkait dengan soal. Oleh karena itu, pembelajaran Pengantar Analisis Riil hendaknya menekankan pemahaman definisi, teorema, lemma, maupun pernyataan matematika lainnya dengan lebih bermakna.
KESALAHAN PENALARAN DALAM PEMBUKTIAN MASALAH STRUKTUR ALJABAR Mohamad Waluyo; Christina Kartika Sari
JIPMat Vol 2, No 2 (2017)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jipmat.v2i2.1975

Abstract

Penelitian ini mempunyai fokus pada kesalahan yang dilakukan mahasiswa dalam membuktikan suatu masalah dalam struktur aljabar. Secara umum kesalahan yang dilakukan adalah kesalahan penalaran yang terkait dengan cara berfikir mahasiswa. Penelitian ini bertujuan untuk mengetahui dan memetakan kesalahan-kesalahan umum yang dilakukan mahasiswa dalam menyelesaikan masalah dalam aljabar abstrak. Jenis penelitian ini adalah kualitatif deskriptif dengan subyek penelitian yaitu pekerjaan 101 mahasiswa pada mata kuliah Struktur Aljabar Abstrak. Tugas-tugas dan hasil ujian mahasiswa dianalisa setiap langkah pengerjaannya. Beberapa kesalahan penalaran yang ditemuka dikategorikan menjadi empat: (1) Kesalahan penggunaan contoh dalam pembuktian (2) Penggunaan asumsi yang tidak tepat (3) Pembuktian biimplikasi yang tidak lengkap (4) Penggunaan definisi yang tidak tepat.
Penguatan Keterampilan Guru dalam Pemanfaatan GeoGebra sebagai Media Pembelajaran Program Linear Christina Kartika Sari; Nida Sri Utami; Adi Nurcahyo; Mohamad Waluyo; Sri Rejeki; Wulan Galuh Rahma Perwita
Prima Abdika : Jurnal Pengabdian Masyarakat Vol. 2 No. 2 (2022): Volume 2 Nomor 2 Tahun 2022
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Universitas Flores Ende

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/abdika.v2i2.1782

Abstract

To support students facing rapid technological development, teachers must provide real experience in the learning process. Linear programming materials that require visualization in their understanding can be taught by integrating GeoGebra software. This community service aims to strengthen teacher skills in using GeoGebra for linear programming learning media. Community service is carried out through training and mentoring with an active learning participant approach. The activities are carried out through three core stages: teacher training in mastering the GeoGebra interface, assistance in visualizing linear programming problems, and aid in solving linear programs. Although most of the participants stated that GeoGebra could help learn linear programming in the classroom, its implementation needs to consider various aspects, such as the preparation of learning tools and equipment, learning time, and student readiness.
PREDICTION FOR COOPERATIVE CREDIT ELIGIBILITY USING DATA MINING CLASSIFICATION WITH C4.5 ALGORITHM Yogiek Indra Kurniawan; Annastalia Fatikasari; Muhammad Luthfi Hidayat; Mohamad Waluyo
Jurnal Teknik Informatika (Jutif) Vol. 2 No. 2 (2021): JUTIF Volume 2, Number 2, December 2021
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jutif.2021.2.2.49

Abstract

BMT Artha Mandiri is a cooperative that provides savings and loans services. In providing credit, BMT Artha Mandiri still uses the manual method, namely by looking at the ledger and history of each customer, to find out whether the applicant is worthy or not worthy of credit so that it is not effective and efficient. The purpose of this research is to make an application that can predict whether a prospective customer is eligible or not to be given credit. Predictions are made using the data mining classification method, namely the C4.5 algorithm based on the supporting data each customer has to classify which factors have the most influence on the level of credit payments in the cooperative. In a built application, the C4.5 algorithm produces a decision tree that is easy to interpret based on the existing variables. In the application, there are features that can be used to make decisions about customers who will apply for credit at the cooperative. The blackbox test results on the application show that the application has been able to run as expected, while the results of the algorithm test also show that the application has been able to implement the C4.5 algorithm correctly. In addition, the results of testing for accuracy show that the maximum average value of Accuracy is 79.19%.
Android Educational Game “MATHOLIC” Based on Van Hiele’s Geometric Thinking Level on Plane Figures Windu Wiyana; Yuniawatika Yuniawatika; Tri Murti; Mohamad Waluyo
Profesi Pendidikan Dasar Vol. 9, No. 1, July 2022
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ppd.v9i1.16844

Abstract

The objective of this study was to produce an educational game based on Van Hiele’s geometric thinking level called “MATHOLIC” on plane figures material in fourth-grade elementary school. This research was Research and Development (RD), which used the ADDIE model. The subjects of this study were fourth-grade students of Tlumpu Blitar State Elementary School. The data collection instruments were interview guidelines and questionnaires. The data was obtained in the form of qualitative data and quantitative data. The results of this study showed that: (1) the material experts gave the level validity of MATHOLIC 95,8%, while media experts gave the validity level of MATHOLIC 94,4%, and the classroom teacher gave the level validity of 98%, which meant that MATHOLIC was very valid; (2 )student responses in small group trials obtained a percentage of the practicality was 95% and in the field trial was 97,7% which meant that MATHOLIC was very practice; (3) the average score was 87,7 in the small group trial and 96,4 in the field trial which meant that the average was already above the Minimum Completeness Criteria score. MATHOLIC was declared valid and practical to be suitably used in learning mathematics. This study showed the validity and practicality of learning media in educational games that use van Hiele's theory. The findings of this study will be a solution for teachers who have difficulty teaching the material of plane figures  to make it more effective and easily understood.
GeoGebra-based flipped learning model: An alternative panacea to improve student’s learning independency in online mathematics learning Naufal Ishartono; Adi Nurcahyo; Mohamad Waluyo; Rafiza Abdul Razak; Suliadi Firdaus Sufahani; Millenia Hanifah
JRAMathEdu (Journal of Research and Advances in Mathematics Education) Volume 7 Issue 3 July 2022
Publisher : Department of Mathematics Education, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jramathedu.v7i3.18141

Abstract

Previous studies have tried to improve students' independence in online mathematics learning. However, the Flipped Learning model integrated with GeoGebra is scarce as none of the existing syntaxes accommodate the model. As the existing syntax is based on three phases: pre-class activity, in-class activity, and post-class activity. This research aims to develop GeoGebra-based Flipped Learning syntax to increase students' independence in learning mathematics. The main difference between the existing syntax and the developed one is the integration of GeoGebra in the pre-class activity. The integration is based on previous studies showing that using GeoGebra can improve student’s learning achievements. It research employed the Design-Based Research (DBR) model involving 125 second-year undergraduate students of a private university in Indonesia. The syntax results were obtained from the study, indicating an increase in the average value of student independence in learning mathematics based on learning independence, confidence, level of discipline, sense of responsibility, level of initiative, and self-control. This developed syntax is expected to help teachers streamline online mathematics learning.
PELATIHAN PENGGUNAAN SOFTWARE GEOGEBRA UNTUK GURU-GURU SMA MUHAMMADIYAH SE-SUKOHARJO PADA MATERI TRANSFORMASI GEOMETRI Adi Nurcahyo; Naufal Ishartono; Mohamad Waluyo; Nugroho Arif Sudibyo
KOMMAS: Jurnal Pengabdian Kepada Masyarakat Vol 1, No 3 (2020): KOMMAS: JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : KOMMAS: Jurnal Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (892.637 KB)

Abstract

Media pembelajaran merupakan suatu sarana yang dapat digunakan guru untuk meningkatkan pemahaman siswa mengenai suatu materi. Softaware Geogebra sebagai media pembelajaran dapat membantu guru dalam penyampaian materi kepada siswa. Geogebra merupakan software tak berbayar (free software) juga merupakan software open source dimana user dapat memberikan masukan atau saran dalam penggunaan software Geogebra. Penggunaan software Geogebra memudahkan guru untuk membuat materi dalam hal aljabar, aritmatika, dan geometri transformasi. Geogebra dapat membantu guru-guru untuk memvisualisasikan materi-materi yang ada dalam geometri, khusunya untuk materi Geometri Transformasi SMA. Pengabdian masyarakat ini bertujuan untuk memberikan pelatihan penggunaan software Geogebra pada materi geometri transformasi kepada guru-guru SMA Muhammadiyah di Sukoharjo. Metode yang digunakan yaitu metode presentasi, demonstrasi, dan praktek. Hasil dari pelatihan yang diberikan yaitu guru-guru dapat menggunakan software Geogebra dalam menyampaikan materi kepada siswa. Guru dapat menggunakan software Geogebra untuk mengenalkan visualisasi materi transformasi geometri SMA dalam pembelajaran.
Analisis Kemampuan Literasi Matematika dalam Menyelesaikan Soal PISA Berbasis Ethnomatematika Gambang Khaida Farah Hasna Yumnanika; Mohamad Waluyo
JURNAL MANAJEMEN PENDIDIKAN DAN ILMU SOSIAL Vol. 5 No. 3 (2024): Jurnal Manajemen Pendidikan dan Ilmu Sosial (April - Mei 2024)
Publisher : Dinasti Review

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jmpis.v5i3.1926

Abstract

Matematika sangat penting dalam membentuk kemajuan dunia kontemporer, karena matematika berkontribusi pada penyempurnaan semua bidang pengetahuan. Banyak siswa maupun guru matematika yang masih tidak familiar dengan jenis soal tipe PISA berbasis etnomatematika. Tujuan penelitian ini yaitu mengetahui kemampuan literasi matematis siswa berdasarkan kemampuan dasar matematika dalam menyelesaikan soal PISA berbasis etnomatematika gambang. Metode penelitian yang digunakan yaitu kualitatif deskriptif. Pengumpulan sampel dilakukan dengan teknik purposive sampling pada peserta didik SMA Negeri 1 Geyer Kabupaten Grobogan kelas XII. Pengumpulan data penelitian menggunakan beberapa instrumen yakni dokumentasi, tes tertulis dan wawancara. Peneliti akan terjun ke lapangan dari proses pengumpulan data, analisis data, dan penarikan kesimpulan. Dalam menguji keabsahan data peneliti menggunakan teknik triangulasi. Metode analisis data yang digunakan dalam penelitian ialah indikator kemampuan dasar literasi matematika. Hasil penelitian menunjukkan bahwa indikator kemampuan dasar matematika yang paling umum terpenuhi oleh siswa adalah komunikasi dan matematisasi. Sedangan siswa cenderung lemah pada indikator penalaran dan argumentasi.
Exploration of mathematical concepts in Batik Truntum Surakarta Nurcahyo, Adi; Ishartono, Naufal; Pratiwi, Alma Yasinta Candra; Waluyo, Mohamad
Jurnal Infinity Vol 13 No 2 (2024): VOLUME 13, NUMBER 2, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v13i2.p457-476

Abstract

This research investigates the mathematical concepts embedded within Batik Truntum motifs, including geometry, analysis, arithmetic, and algebra. Employing a qualitative methodology with an ethnographic approach, the study addresses four critical questions: "Where should I begin the search?", "How do I locate the concepts?", "How do I identify significant findings?", and "How do I comprehend these findings?". Through addressing these questions, the researcher successfully analyzed the mathematical concepts inherent in Batik Truntum. Of the four primary mathematical concepts, only geometry was substantiated by experts, encompassing sub-concepts such as geometric transformations, line relationships, and planar geometry. Specifically, transformation geometry includes translation and reflection, while the study of line relationships involves line alignment, and planar geometry covers the topic of circles. This research aims to ensure that the millennial generation remains connected to batik as a vital part of Indonesia's cultural heritage, preventing cultural erosion amidst technological advancements through the intricate and exploratory study of mathematics.
PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN AUGMENTED REALITY (AR) DENGAN SOFTWARE PAINT 3D BAGI GURU MATEMATIKA SMP Nurcahyo, Adi; Ishartono, Naufal; Waluyo, Mohamad; Sutama, Sutama; Sari, Fhitri Indah
Jurnal Terapan Abdimas Vol 7, No 2 (2022)
Publisher : UNIVERSITAS PGRI MADIUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/jta.v7i2.11772

Abstract

Abstract. Augmented Reality (AR) is a technology for implementing 3D objects in real life. 3D objects help students to visualize abstract objects in mathematics so that they are easy to understand. Abstract objects in mathematics that require visualization include geometric material. Software that is easy to use and has a size that is not too large to help visualize abstract objects by creating 3D objects that are Paint 3D. The purpose of the training activities is to improve the competence of mathematics teachers in making learning media with 3D objects. The media created can be a means for teachers to provide understanding for students about geometry material. The target of the training was the mathematics teachers of Muhammadiyah junior high school in Gemolong. The training method used has several stages including problem analysis, preparation, implementation, evaluation, and publication. At the stage of implementing the training using participatory training methods, participants can practice and ask questions related to the obstacles experienced. The results of the training carried out include mathematics teachers who can create learning media in the form of 3D objects and implement them in learning. The results of the post-test of the training activities, 86% of participants clearly understood the delivery of the material presented by the presenters, 94% of the training participants were satisfied with the training activities held. 89% of participants are able to create 3D objects using Paint 3D software based on the delivery given by the presenters and 80% of participants will implement 3D objects in learning.  Abstrak. Augmented Reality (AR) merupakan teknologi untuk mengimplementasikan objek 3D dalam kehidupan secara nyata. Objek 3D membantu siswa untuk memvisualisasikan objek-objek abstrak dalam matematika sehingga mudah dipahami. Objek abstrak dalam matematika yang membutuhkan visualisasi diantaranya terdapat pada materi geometri. Software yang mudah digunakan dan memiliki ukuran tidak terlalu besar untuk membantu memvisualisasi objek abstrak dengan membuat objek 3D yaitu Paint 3D. Tujuan dari kegiatan pelatihan untuk meningkatkan kompetensi guru-guru matematika dalam membuat media pembelajaran dengan objek 3D. Media yang dibuat dapat menjadi sarana bagi guru untuk memberikan pemahaman bagi siswa tentang materi geometri. Target dari pelatihan yang dilakukan yaitu guru-guru matematika SMP Muhammdiyah di Gemolong. Metode pelatihan yang digunakan memiliki beberapa tahapan diantaranya analisis permasalahan, persiapan, pelaksanaan, evaluasi, dan publikasi. Pada tahapan pelaksanaan pelatihan menggunakan metode pelatihan partisipatif dengan peserta dapat mempraktekkan dan bertanya terkait kendala yang dialami. Hasil pelatihan yang dilakukan diantaranya guru-guru matematika dapat membuat media pembelajaran berupa objek 3D dan mengimplementasikan dalam pembelajaran. Hasil post-test kegiatan pelatihan yaitu sebanyak 86% peserta memahami dengan jelas penyampaian materi yang disampaikan oleh pemateri, sebanyak 94% peserta pelatihan merasa puas dengan kegiatan pelatihan yang diadakan. Sebanyak 89% peserta mampu untuk membuat objek 3D menggunakan software Paint 3D berdasarkan penyampaian yang diberikan pemateri dan 80% peserta akan mengimplementasikan objek 3D dalam pembelajaran.