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Strategi Group Investigation Untuk Meningkatkan Disposisi Matematis Siswa SMA Putri M, Padma Mike
JURNAL LEMMA Vol 7, No 2 (2021): Lemma: Letters Of Mathematics Education
Publisher : Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/jl.2021.v7i2.4897

Abstract

Penelitian ini dilatarbelankangi oleh rendahnya disposisi matematis siswa. Disposisi matematis sangat perlu dikembangkan dalam mempelajari matematika. Sehingga diperlukan suatu strategi untuk mendorong siswa dalam mengembangkan disposisi matematis. Strategi pembelajaran group investigation memungkinkan siswa untuk mengembangkan disposisi matematis. Tujuan penelitian ini adalah untuk mengkaji perbedaan pencapaian disposisi matematis siswa yang memperoleh pembelajaran group investigation dan siswa yang mendapatkan pembelajaran biasa. Desain penelitian ini adalah desain kelompok kontrol non-ekivalen sehingga diperoleh sampel siswa kelas X di salah satu SMAN di Kota Solok sebanyak dua kelas yang menggunakan teknik purposive sampling. Instrumen penelitian ini adalah angket skala disposisi matematis. Berdasarkan hasil analisis didapat informasi bahwa Disposisi matematis siswa yang memperoleh pembelajaran group investigation tidak berbeda secara signifikan dengan siswa yang memperoleh pembelajaran biasa.
Comparison of Ascent Hill Climbing Algorithm And Simple Hill Climbing Algorithm Solving The 8-Puzzle Case Padma Mike Putri M
IJISTECH (International Journal of Information System and Technology) Vol 5, No 5 (2022): February
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v5i5.175

Abstract

Puzzle 8 game is a game that shifts numbers in the form of a box consisting of 9 squares arranged with numbers 1 to 8 based on the order of count and there is an order of 3x3. This form of game is very easy to complete if you follow the rules that have been applied to the algorithm. Comparison of the ascent hill climbing algorithm and the simple hill climbing algorithm. The purpose of this algorithm is to help children who are just learning to arrange a sequence of numbers so that they explore brain power and increase imagination for children. The difference between the ascent hill climbing algorithm and the simple hill climbing algorithm lies in the search movement which does not start from the far left position but the next movement is searched based on the best heuristic value. To obtain the Goal, a systematic process is needed to make it easy and fast in finding solutions so as to save time in finding the final goal.
STRATEGI GROUP INVESTIGATION UNTUK MENINGKATKAN KEMAMPUAN PENALARAN MATEMATIS SISWA SMA Padma Mike Putri M; Tatang Mulyana
JPPM (Jurnal Penelitian dan Pembelajaran Matematika) Vol 11, No 1 (2018): JPPM (Jurnal Penelitian dan Pembelajaran Matematika) Volume 11 Nomor 1 Februari
Publisher : Universitas Sultan Ageng Tirtayasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (192.651 KB) | DOI: 10.30870/jppm.v11i1.2987

Abstract

ABSTRACTThis research is based on the lack of mathematical reasoning skills of students. we need a strategy to encourage students to develop mathematical reasoning ability. Learning strategy group investigation allows students to develop mathematical reasoning skills. The aims of this study are to examine the improvement of mathematical reasoning abilities of students who get group investigation and students who get regular learning. Design of this studi is the design of a control group of non-equivalence in order to obtain samples of class X in one of SMA in Solok of two classes using purposive sampling technique. Instruments of this study includes tests of mathematical reasoning ability. Based on the analysis of information found that Improvement of student’s mathematical reasoning ability who got group investigation learning better than students who got the regular learning.Keywords: Mathematical Reasoning, Group Investigation Learning, Regular Learning
Comparison of Ascent Hill Climbing Algorithm And Simple Hill Climbing Algorithm Solving The 8-Puzzle Case Padma Mike Putri M
IJISTECH (International Journal of Information System and Technology) Vol 5, No 5 (2022): February
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (729.405 KB) | DOI: 10.30645/ijistech.v5i5.175

Abstract

Puzzle 8 game is a game that shifts numbers in the form of a box consisting of 9 squares arranged with numbers 1 to 8 based on the order of count and there is an order of 3x3. This form of game is very easy to complete if you follow the rules that have been applied to the algorithm. Comparison of the ascent hill climbing algorithm and the simple hill climbing algorithm. The purpose of this algorithm is to help children who are just learning to arrange a sequence of numbers so that they explore brain power and increase imagination for children. The difference between the ascent hill climbing algorithm and the simple hill climbing algorithm lies in the search movement which does not start from the far left position but the next movement is searched based on the best heuristic value. To obtain the Goal, a systematic process is needed to make it easy and fast in finding solutions so as to save time in finding the final goal.
Search Optimization of The Shortest Route Using the Generate And Test Algorithm Padma Mike Putri M
IJISTECH (International Journal of Information System and Technology) Vol 6, No 1 (2022): June
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (695.551 KB) | DOI: 10.30645/ijistech.v6i1.209

Abstract

Searching is a search method that belongs to the science of Artificial intelligence. The Generate and Test algorithm is able to solve problems related to heuristic searches in the terminology of Artificial Intelligence. The problem that often occurs is the user's lack of understanding about the completion of the General and Test Algorithm so that it takes a lot of time and money to get the final value, for that we need a completion of the shortest path search to minimize costs and time. The General And test method is a method of solving search cases The shortest path using several points and weights of the journey where all points must be visited once and the end point of the journey is the same as the starting point of the journey. The final benefit of this research helps users to find a very good alternative to take a decision.
Search Optimization of The Shortest Route Using the Generate And Test Algorithm Padma Mike Putri M
IJISTECH (International Journal of Information System and Technology) Vol 6, No 1 (2022): June
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i1.209

Abstract

Searching is a search method that belongs to the science of Artificial intelligence. The Generate and Test algorithm is able to solve problems related to heuristic searches in the terminology of Artificial Intelligence. The problem that often occurs is the user's lack of understanding about the completion of the General and Test Algorithm so that it takes a lot of time and money to get the final value, for that we need a completion of the shortest path search to minimize costs and time. The General And test method is a method of solving search cases The shortest path using several points and weights of the journey where all points must be visited once and the end point of the journey is the same as the starting point of the journey. The final benefit of this research helps users to find a very good alternative to take a decision.
Jaringan Saraf Tiruan Pengenalan Pola Karakter Kabataku Menggunakan Metode Bidirectional Associative Memory (BAM) Kontinu Padma Mike Putri M
JURIKOM (Jurnal Riset Komputer) Vol 9, No 5 (2022): Oktober 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i5.5016

Abstract

Artificial neural network is an information processing paradigm with a working system using biological concepts in processing information so that it has capabilities similar to the human brain, Jst is able to solve problems using uncertainty science such as Kabataku pattern recognition. Kabataku is a character operator used in Mathematics with the concepts of X, :, + and -. Introduction This character operator uses the concept of artificial intelligence, which uses the theory and process of Artificial Neural Networks. The purpose of this study is to determine the effectiveness of the Continuous BAM method in recognizing Kabataku character patterns in arithmetic operations in mathematics. The Bidirectional Associative Memory (BAM) method has the ability in associative memory or content addressable memory can be called by using the part stored in the memory itself. BAM in an artificial neural network has 2 layers, namely the input layer and the output layer that are interconnected between the two, also called bidirectional, with the work process if the matrix weight of the signal sent from the input layer X to the output layer Y is W, then the matrix weight of the signal sent from the output layer Y to the input layer X is WT . Continuous BAM method will change the input to output more finely with a value that lies in the range [0,1]. The activation function used is the sigmoid function. The final result of pattern recognition is x1= [-8 -12], x2 =[ 8 0], x3 [12 8], x4= [16 12] Not all patterns match the target.
Game Edukasi Pembelajaran Menghitung Susunan Angka Pada Puzzle-8 Menggunakan Metode Steepest Ascent Hill Climbing M, Padma Mike Putri
Building of Informatics, Technology and Science (BITS) Vol 3 No 3 (2021): December 2021
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (422.799 KB) | DOI: 10.47065/bits.v3i3.1015

Abstract

Learning games are games that are very much in the interest of preschool children today in carrying out activities because basically, this game playing uses the term play while learning, this game is very useful in brain development for preschool children to increase thinking data in sharpening the brain, this game consists of 8 sequences of numbers that are not sequentially arranged into consecutive numbers to become Puzzled -8 guided by the concept of the rules in the algorithm. The problem, in this case, is the children's lack of interest in learning to count and compile numbers because it is difficult to understand. With the learning game, the aim of this research is to help early childhood children in calculating the sequence of numbers that are usually difficult to understand. This game can be used as a game arena but contains elements of learning and compiling puzzle numbers 8. The method used uses the Ascent Hill Climbing Algorithm which is the process of The work of this algorithm that can produce a regular array of numbers by using the concept of shifting the value of numbers according to the existing rules in the Steepest Ascent Hill Climbing Method algorithm.
Perhitungan Jarak Dalam Meminimalkan Biaya Perjalanan Menggunakan Algoritma Generate And Test M, Padma Mike Putri
Brahmana : Jurnal Penerapan Kecerdasan Buatan Vol 5, No 2 (2024): Edisi Juni
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/brahmana.v5i2.395

Abstract

Generate and Test is included in the artificial intelligence section where the search process must find a solution to the success of a system in producing value. Generate and test is a simple method in the heuristic search process. The way this algorithm works is like a combination of depth-first search and backtracking because the solution must be generated completely before being tested. If the generation of a solution is done systematically and follows the procedure, it will find the solution. The problem in this research is determining a route that is difficult to detect because it has many paths to get to the final value, so an algorithm is needed to solve this problem so that the path to be taken has a smaller range and is able to manage time and costs. Based on the final results obtained, 3 paths were found that can be used as a reference in saving time and costs, including, path 1 f (E-F-L-R-U-Z) = 9+6+13+16+13=57, path 2. f (E-G-M-S-X-Z = 7+5+ 11+19+12 =54 and path 3. f (E-H-N-T-Y-Z = 5+9+8+14+16=52. This algorithm can be used as a reference in determining travel routes and other measurement cases.
Upaya Meningkatkan Prestasi Belajar Siswa di Kelas Tiga Sekolah Dasar Negeri Paniki pada Topik tentang IPA Struktur Benda Melalui Penggunaan Alat  Peraga seperti Benda Padat, Cair, serta Gas Tahun 2024 Mirawati; M, Padma Mike Putri
CENDEKIA : Jurnal Penelitian dan Pengkajian Ilmiah Vol. 2 No. 4 (2025): CENDEKIA : Jurnal Penelitian Dan Pengkajian Ilmiah, April 2025
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/cendekia.v2i4.1148

Abstract

Penelitian ini bertujuan untuk meningkatkan prestasi belajar siswa kelas tiga pada pembelajaran IPA pada topik struktur benda melalui penggunaan alat peraga sederhana yang mencakup benda padat, cair, dan  gas. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) yang dilaksanakan pada dua siklus. Setiap siklus terdiri dari tahap perencanaan, pelaksanaan, observasi, serta refleksi. alat peraga yang digunakan mencakup benda nyata seperti balok kayu, air berwarna, balon, serta botol plastik. Data dikumpulkan melalui tes hasil belajar, lembar observasi kegiatan peserta didik, dan  wawancara. hasil penelitian menunjukkan adanya peningkatan yang signifikan pada nilai rata-rata prestasi belajar peserta didik, dari 65 pada pra-siklus menjadi 80 pada siklus ke 2. Selain itu, penggunaan alat peraga meningkatkan keaktifan peserta didik dalam proses pembelajaran dan  memudahkan pemahaman mereka terhadap konsep struktur benda dan  wujudnya. dengan demikian, dapat disimpulkan bahwa penggunaan alat peraga benda padat, cair, dan  gas efektif dalam meningkatkan prestasi belajar siswa pada topik struktur benda di kelas 3.