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Leaders and Followers Algorithm for Balanced Transportation Problem Angmalisang, Helen Yuliana; Angmalisang, Harrychoon; Sumarauw, Sylvia J. A.
Computer Engineering and Applications Journal (ComEngApp) Vol. 12 No. 2 (2023)
Publisher : Universitas Sriwijaya

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

Abstract

Leaders and Followers algorithm is a metaheuristic algorithm which uses two sets of solutions and avoid comparison between random exploratory sample solutions and the best solutions. In this paper, it is used to solve the balanced transportation problem. There are some modifications in the proposed algorithm in order to fit the algorithm to the problem. The proposed algorithm is evaluated using 138 problems. The results are better than the results obtained by other algorithm from previous studies. Overall, Leaders and Followers algorithm has no difficulty in finding optimal solution, even in problems that have large dimension, number of supply and number of demands.
BILANGAN FIBONACCI DAN SPIRAL ALAM: HARMONI MATEMATIKA DALAM STRUKTUR ALAMIAH Mokodompit, Nadia Febriati; Nenobais, Asseline; Wohon, Friska; Maaromi, Fresli; Sumarauw, Sylvia Jane Annatje
De Fermat : Jurnal Pendidikan Matematika Vol. 8 No. 1 (2025)
Publisher : Program Studi Pendidikan Matematika, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Balikpapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36277/defermat.v8i1.2302

Abstract

Deret Fibonacci, yang didefinisikan melalui rumus rekursif sederhana, menunjukkan aplikasi yang luar biasa dalam berbagai fenomena alam. Salah satu manifestasinya yang paling menarik adalah keterkaitannya dengan pola spiral alami yang ditemukan pada bunga matahari, cangkang moluska, dan galaksi spiral. Studi ini bertujuan untuk memberikan analisis komprehensif mengenai hubungan antara deret Fibonacci, rasio emas, dan struktur spiral yang terjadi secara alami. Melalui eksplorasi teoretis dan kajian empiris terhadap literatur yang ada serta pengamatan ilmiah, terungkap bahwa formasi spiral berbasis Fibonacci tidak hanya menarik secara estetika, tetapi juga mencerminkan efisiensi biologis dan keunggulan fungsional dalam pertumbuhan organisme. Makalah ini menyajikan sintesis interdisipliner antara matematika dan biologi, yang menyoroti keteraturan matematis yang melekat dalam dunia alam.
PENGARUH PENDEKATAN OPEN ENDED TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS VII SMP NEGERI 1 LEMBO PADA MATERI SEGITIGA Kambodji, Axellino; Sumarauw, Sylvia J. A.; Regar, Vivian E.
SOSCIED Vol 8 No 1 (2025): SOSCIED - Juli 2025
Publisher : LPPM Politeknik Saint Paul Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32531/jsoscied.v8i1.908

Abstract

The objective of this study was to assess the impact of the Open Ended approach on the mathematics learning outcomes of seventh-grade students at SMP Negeri 1 Lembo, specifically regarding Triangle Material. This research is classified as pseudo-experimental, utilizing a quantitative approach and employing a Non-equivalent Control Group Design. Class VII B served as the experimental class with 20 students, while class VII C acted as the control class, also comprising 20 students. The data collected for this study were analyzed using Microsoft Excel with a t-test, revealing a tcount value of 3.39484, which is greater than the ttable value of 2.02439 at a significance level of α = 0.05. Consequently, the research hypothesis was accepted. The findings of this study indicate that the Open Ended approach significantly influences the learning outcomes of seventh-grade students at SMP Negeri 1 Lembo in relation to triangle material.
OPTIMASI KEUNTUNGAN HOME INDUSTRY LORENZ BAKERY MENGGUNAKAN LINEAR PROGRAMMING Madelu, Ester Lina Mona; Sumarauw, Sylvia J.A; Pitoy, Cory
Jurnal Sains Riset Vol 14, No 1 (2024): April 2024
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM) Universitas Jabal Ghafur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47647/jsr.v14i1.2102

Abstract

Home Industry Lorenz Bakery dalam menghasilkan tiga varian rasa roti belum memperoleh keuntungan yang maksimal. Pembelian bahan baku yang dilakukan masih menggunakan cara perkiraan. Berdasarkan kondisi tersebut, penelitian ini akan memberikan gambaran produksi untuk memaksimalkan keuntungan pada home industry Lorenz Bakery. Tujuan dari penelitian ini adalah untuk mengoptimalisasikan keuntungan pada home industry Lorenz Bakery. Perhitungan optimasi keuntungan yang dilakukan menggunakan linear programming metode simpleks dibantu dengan Software Lindo. Hasil perhitungan yang diperoleh pada penelitian ini menunjukkan hasil yang sudah optimal. Dimana tingkat keuntungan yang diperoleh yaitu sebesar Rp.3.135.500, dengan memproduksi sebanyak 2560 roti coklat, 640 roti coklat kacang, dan 640 roti keju setiap bulannya dan rentang nilai sisi kanan pada kendala jam tenaga kerja yaitu 343.000 detik sampai 403.200 detik sehingga solusi tetap akan terwujud. 
Perbandingan Hasil Belajar Siswa Menggunakan Model PBL dan Model DI Berbantuan Software Geogebra pada Materi SPLDV Kapoh, Lingkan C.; Sumarauw, Sylvia J. A.; Pangemanan, Aaltje S.
MARISEKOLA: Jurnal Matematika Riset Edukasi dan Kolaborasi Vol. 4 No. 1: April 2023
Publisher : Jurusan Matematika FMIPA Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/marisekola.v4i1.1834

Abstract

Penelitian ini dilatar belakangi masalah yang ditemukan saat melaksanakan observasi di SMP Kristen Rurukan dalam pembelajaran ditemui kendala-kendala yang mengakibatkan masalah seperti hasil belajar siswa belum optimal. Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar siswa menggunakan model pembelajaran Problem Based Learning (PBL) dengan model Pembelajaran konvensional Berbantuan Software Geogebra Via Google Meet. Metode penelitian ini adalah eksperimen semu, dengan rancangan penelitian Posttest Only Control Group Desain. Subjek penelitian yaitu kelas VIII A sebagai kelas eksperimen dan kelas VIII B sebagai kelas kontol dengan jumlah berturut-turut 25 dan 24 siswa. Data diambil dari hasil belajar siswa yang diperoleh dari posttest setelah diberikan perlakuan. Berdasarkan uji hipotesis menggunakan analisis statistik uji-t menunjukan bahwa nilai thitung = 2.00748 dan ttabel = 1.677927 dimana thitung > ttabel ini berarti tolak  dan terima . Dengan demikian maka dapat disimpulkan, bahwa rata-rata hasil belajar siswa menggunakan model pembelajaran Problem Based Learning (PBL) berbantuan Software Geogebra via Google Meet lebih baik dari rata-rata hasil belajar siswa menggunakan model konvensional berbantuan software Geogebra via Google Meet.
Problem Solving Ability of Remboken 1 Middle School Students in Solving Story Problems in Algebraic Form Based on Polya's Steps Katuuk, Rivaldo Chun; Sumarauw, Sylvia J. A.; Pulukadang, Rosiah J.
Journal of Education Research Vol. 5 No. 1 (2024)
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/jer.v5i1.691

Abstract

Problem-solving abilities are essential for the development of students' mathematical abilities. This ability must be described clearly to contribute to problem-solving and mathematical problem-solving abilities. This research aimed to describe problem-solving abilities in solving algebraic story problems based on Polya's steps: understanding the problem, formulating a plan, implementing the problem, and checking again. The subjects in this research were three students selected from 12 students in class VII-C at SMP Negeri 1 Remboken, consisting of students with high, medium and low abilities based on the mathematical problem-solving ability test results. The data collection techniques used were through written tests, interviews and documentation. The results of the research that has been explained show that problem-solving abilities in solving questions are divided into three categories, namely high, medium and low. Students with high-category abilities can master 4 Polya steps with up to 5 questions. Students with the medium ability category can master 4 Polya steps for questions number 2, 4 and 5, master 3 of the 4 Polya steps, namely steps 1, 2 and 3 for question number 1, and can master 2 of the 4 Polya steps, namely step 1 and 2. Meanwhile, students with low ability categories can master the 4 Polya steps only in question number 1, master 2 of the 4 Polya steps, namely steps 1 and 2 for question number 2, and questions number 3, 4 and 5 for subjects with low ability do not able to do it
Development of Quick Count Math Educational Game–Based Media for Learning Integers Mangamis, Freiti; Tilaar, Anetha L.F.; Sumarauw, Sylvia J.A.
Kognitif: Jurnal Riset HOTS Pendidikan Matematika Vol. 5 No. 4 (2025): October - December 2025
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/kognitif.v5i4.2482

Abstract

In response to students’ persistent difficulties in understanding integer operations and the limited use of engaging digital game-based media in mathematics classrooms, this study aims to develop “Quick Count Math,” an educational game-based instructional medium on the topic of integers for seventh-grade junior high school students. The study employed a Research and Development (R&D) design using the Four-D model, which consists of the define, design, develop, and disseminate stages. The game is designed to support learning of integer operations (addition, subtraction, multiplication, and division) through interactive challenges, gradually increasing levels of difficulty, immediate feedback, and appealing visuals. The results indicate that “Quick Count Math” meets the criteria of validity, practicality, and effectiveness. Expert review yielded validity scores of 85% for media aspects and 100% for content aspects, both categorized as very high. In addition, the game was reported to be easy to use by students and was effective in improving their understanding and learning outcomes on the integer topic, with an effectiveness score of 86%. These findings suggest that “Quick Count Math” can serve as an engaging and effective alternative digital medium for teaching mathematics in seventh-grade junior high school classes and contribute to the literature on game-based mathematics learning by offering a validated design that can be adapted to other topics and grade levels.