Claim Missing Document
Check
Articles

Found 21 Documents
Search

Kemampuan Pemecahan Masalah Matematika Siswa dengan Gaya Kognitif Field Dependent dan Field Independent Hasdi Hasdi; Manuharawati Manuharawati; Raden Sulaiman
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 5 No. 1 (2024): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v5i1.1040

Abstract

This study is a qualitative descriptive research with the aim of describing students' mathematical problem solving with Field Dependent (FD) and Field Independent (FI) cognitive styles. The subjects of this study consisted of 2 grade VIII junior high school students with Field Dependent (FD) and Field Independent (FI) cognitive styles. The selection of both subjects also considers equal mathematical ability, equal gender, communicative, and willing. The data is analyzed based on the polya problem-solving stages, namely understanding the problem, planning the solution, implementing the solution plan, and rechecking. The results of the study showed that the mathematical problem solving of the two students in solving the problem was relatively the same. At the stage of understanding the problem, both students are able to write down what is known and what is asked in the question, but FD tends to write the same thing about what is in the problem while FI uses his own language. At the stage of planning the settlement of FD fans, FIs are equally able to make strategies or steps to solve the problem. At the stage of implementing the settlement plan, FD and FI are both able to carry out the strategy that has been prepared previously. FI is confident that the answer obtained is correct. However, it is different from FD where he is not sure or doubtful about the answer because in the process of solving the problem there are errors caused by lack of thoroughness. At the stage of re-checking, the FI confidently said that he had re-examined carefully and was confident in the answers obtained. In contrast to FD who said he had double-checked but was not sure whether the answer obtained was correct or not.
Pengembangan Bahan Ajar Digital Interaktif Matematika SMP Topik Sistem Persamaan Linear Dua Variabel Untuk Melatih Berpikir Kritis dan Kreatif Siswa Rina Firsty Nabila; Raden Sulaiman; Endah Budi Rahaju
Jurnal Kajian Ilmu Pendidikan (JKIP) Vol. 7 No. 6 (2026): Jurnal Kajian Ilmu Pendidikan (JKIP)
Publisher : Lembaga Riset dan Inovasi Almatani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/jkip.v7i6.2702

Abstract

Penelitian ini bertujuan mengembangkan bahan ajar digital interaktif matematika pada topik Sistem Persamaan Linear Dua Variabel (SPLDV) untuk melatih kemampuan berpikir kritis dan kreatif siswa SMP. Penelitian menggunakan metode Research and Development (R&D) dengan model 4D yang meliputi tahap define, design, develop, dan disseminate terbatas. Pada tahap define dilakukan analisis kebutuhan melalui kajian Kurikulum Merdeka, standar NCTM, hasil PISA 2022, buku ajar, wawancara guru, dan analisis karakteristik siswa. Tahap design menghasilkan rancangan bahan ajar yang memuat materi, aktivitas pembelajaran interaktif, visualisasi, umpan balik, serta instrumen pretest dan posttest yang disesuaikan dengan indikator berpikir kritis Ennis dan berpikir kreatif Guilford. Selanjutnya, pada tahap develop, produk divalidasi oleh ahli pembelajaran, ahli media, dan guru matematika, kemudian direvisi dan diujicobakan pada kelompok kecil untuk menilai kepraktisan dan keefektifannya. Hasil penelitian menunjukkan bahwa bahan ajar yang dikembangkan memenuhi kriteria sangat valid dengan indeks validitas 80–100%, sangat praktis berdasarkan respons guru dan siswa dengan indeks di atas 80%, serta efektif dalam meningkatkan hasil belajar. Ketuntasan belajar klasikal mencapai lebih dari 75% sesuai KKM, sedangkan hasil analisis N-gain sebesar 34% menunjukkan peningkatan hasil belajar pada kategori sedang. Observasi pembelajaran juga memperlihatkan bahwa penggunaan bahan ajar mampu mengaktifkan indikator berpikir kritis dan kreatif siswa secara konsisten. Pada tahap disseminate, produk dipublikasikan melalui situs web sehingga dapat diakses secara daring sebagai sumber belajar tambahan. Dengan demikian, bahan ajar digital interaktif yang dikembangkan dinyatakan layak digunakan sebagai alternatif sumber belajar matematika untuk mendukung pembelajaran yang berorientasi pada pengembangan kemampuan berpikir kritis dan kreatif siswa.
Penentuan Coffee Shop Terbaik Bagi Mahasiswa dengan Kombinasi Metode AHP-VIKOR Safinadin Indira Salwa; Raden Sulaiman
MATHunesa: Jurnal Ilmiah Matematika Vol. 13 No. 03 (2025)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathunesa.v13n3.p321-331

Abstract

Dalam lingkungan pendidikan tinggi, tren belajar mahasiswa telah bergeser dari ruang formal ke ruang informal, dengan coffee shop menjadi pilihan populer sebagai ruang belajar. Akan tetapi, belum ada coffee shop yang secara konsisten mampu menunjang kebutuhan mahasiswa, sehingga mahasiswa cenderung berpindah-pindah coffee shop. Oleh karena itu, penelitian ini bertujuan untuk mengetahui urutan kriteria yang diprioritaskan oleh mahasiswa dalam memilih coffee shop, serta mengetahui urutan alternatif coffee shop terbaik bagi mahasiswa. Penelitian ini menggunakan metode AHP untuk menentukan prioritas kriteria dan kombinasi metode AHP-VIKOR untuk melakukan pemeringkatan alternatif. Hasil analisis menunjukkan bahwa urutan kriteria yang diprioritaskan dalam memilih coffee shop ialah kualitas produk (0,308), fasilitas (0,155), suasana (0,147), lokasi (0,122), pelayanan (0,108), kesesuaian harga (0,088), dan keterjangkauan harga (0,074). Sementara itu, urutan alternatif coffee shop terbaik berdasarkan penilaian mahasiswa adalah Fore Coffee (0), Tomoro Coffee (0,215), Kopi Kenangan (0,379), Kopi Soe (0,856), dan Kopi Janji Jiwa (1), dengan Fore Coffee dan Tomoro Coffee menjadi alternatif kompromi.
Penentuan E-Wallet Terbaik di Kalangan Mahasiswa Menggunakan Kombinasi Metode AHP-TOPSIS Lintang Alea Shakira; Raden Sulaiman
MATHunesa: Jurnal Ilmiah Matematika Vol. 13 No. 03 (2025)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathunesa.v13n3.p659-668

Abstract

Di Indonesia, e-wallet menjadi salah satu produk FinTech yang populer di kalangan generasi muda, khususnya mahasiswa karena kemudahan dan kepraktisannya, sehingga mendorong mahasiswa untuk menggunakan lebih dari satu platform. Namun, bagi sebagian orang, hal ini menimbulkan kesulitan dalam beberapa aspek penggunaan, sehingga menyebabkan kecenderungan berpindah-pindah antar platform. Oleh karena itu, penelitian ini bertujuan untuk mengetahui kriteria yang diprioritaskan mahasiswa dalam memilih e-wallet dengan metode AHP, serta mengetahui urutan e-wallet terbaik di kalangan mahasiswa dengan kombinasi metode AHP-TOPSIS. Hasil analisis menunjukkan bahwa kriteria yang diprioritaskan mahasiswa dalam memilih e-wallet adalah proteksi akun (0,2), diikuti keamanan transaksi (0,19), integrasi antar platform (0,153), variasi fitur layanan (0,145), besaran cashback dan discount (0,141), kemudahan penggunaan (0,094), dan layanan keluhan pelanggan (0,078). Adapun peringkat e-wallet terbaik di kalangan mahasiswa secara berurutan adalah ShopeePay (0,926), diikuti GoPay (0,616), OVO (0,338), Doku e-Wallet (0,221), dan Dana (0,074).
SELECTING THE BEST BANK USING A COMBINATION OF ENTROPY AND PROMETHEE II METHODS Cindy Saputri; Raden Sulaiman
MATHunesa: Jurnal Ilmiah Matematika Vol. 14 No. 01 (2026)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathunesa.v14n1.p255-262

Abstract

Bank are financial institutions that play an important role in meeting the financial needs of the community, including saving funds, channeling credit, and providing financial services. In choosing a bank, prospective customers need to consider various criteria so that the decision taken is objective. This research aims to provide recommendations for choosing the best bank using the Multi Criteria Decision Making (MCDM) method, namely the Entropy and PROMETHEE II methods. Entropy method is used to get the importance weight of each criterion. While the combined Entropy and PROMETHEE II methods are used to obtain the best alternative from a number of alternatives provided. The criteria used in determining customer priorities in choosing a bank are ease of digital services, tangibles, reliability, responsiveness, assurance, empathy, bank and ATM accessibility. In addition, there are 5 alternatives provided, namely Mandiri bank, BCA bank, BRI bank, BNI bank, and BTN bank. Based on the results of calculations using the Entropy method, the first order of criteria prioritized by customers in choosing a bank based on the weight of the criteria is the bank and ATM accessibility criteria (K7) which has the highest weight of 0.307. Then, using the combined Entropy and PROMETHEE II method shows that bank BCA (A3) ranks first with the highest net flow value of 0.977. Keywords: Entropy, PROMETHEE II, Bank
IMPLEMENTASI METODE GABUNGAN AHP DAN TOPSIS UNTUK MEMILIH MERK SMARTPHONE ANDROID DENGAN PERFORMA GAMING TERBAIK Luki Dwi Prakoso; Raden Sulaiman
MATHunesa: Jurnal Ilmiah Matematika Vol. 13 No. 03 (2025)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathunesa.v13n3.p106-119

Abstract

Indonesia memiliki rekam jejak yang positif dalam dunia e-sport global, yang secara signifikan membuka peluang karir yang luas bagi masyarakat. Dalam konteks tersebut, Smartphone menjadi salah satu perangkat utama yang menunjang performa pemain saat bermain game. Seiring dengan meningkatnya jumlah masyarakat yang terlibat dalam industri e-sport, persaingan antar merek smartphone dalam memasarkan produk-produk gaming mereka pun semakin ketat. Penelitian ini bertujuan untuk mengidentifikasi prioritas kriteria yang paling memengaruhi pemain dalam memilih smartphone untuk keperluan gaming serta menentukan peringkat merek Smartphone Android dengan performa gaming terbaik. Metode yang digunakan adalah Analytical Hierarchy Process (AHP) untuk penentuan bobot kriteria dan penggabungan metode Analytical Hierarchy Process (AHP) dengan Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) dalam penentuan peringkat merek. Hasil analisis menunjukkan bahwa lima kriteria utama yang memengaruhi pemilihan smartphone secara berurutan adalah: Ukuran Layar (0,3054), Baterai (0,2095), Fitur Tambahan (0,2046), RAM & ROM (0,1516), dan Chipset (0,1289). Sementara itu, peringkat merek smartphone Android dengan performa gaming terbaik berdasarkan metode AHP-TOPSIS adalah: Xiaomi (0,79403), Samsung (0,79296), Infinix (0,56570), Realme (0,37071), dan Vivo (0,18512).
PENENTUAN COFFEE SHOP TERBAIK DI SURABAYA BAGI GENERASI Z MENGGUNAKAN METODE AHP-SAW Gladys Ardelia; Raden Sulaiman
CENDEKIA: Jurnal Ilmu Pengetahuan Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/cendekia.v6i3.14012

Abstract

The coffee shop industry in Indonesia has experienced significant growth, particularly in Surabaya, where Generation Z has shown a strong interest in coffee shop culture as a social gathering place. The increasing number of coffee shop options has created a need for objective recommendations to assist consumers in selecting the best coffee shop, as evaluations are often subjective. This study aims to determine the priority order of criteria considered by Generation Z in selecting a coffee shop using the Analytical Hierarchy Process (AHP) method and to identify the best coffee shop using the Simple Additive Weighting (SAW) method. This research employed a Multi-Criteria Decision Making (MCDM) approach by integrating the AHP and SAW methods. The data were collected through an online questionnaire distributed to 126 Generation Z respondents who had visited at least two of the four selected coffee shops, namely Toko Kopi Harlem, Kopi Toko Djawa, Coste Coffee, and Just Little Cave. These four coffee shops were selected based on their high popularity on social media, particularly TikTok, as well as their similar price ranges and store atmosphere. The evaluation was conducted using seven criteria: price, service, facilities, taste, location, store atmosphere, and Instagrammability. The results showed a Consistency Ratio (CR) value of 0.0082 (< 0.1), indicating that the pairwise comparison judgments were consistent. The priority order of the criteria preferred by Generation Z was taste (0.2904), store atmosphere (0.1652), facilities (0.1412), service (0.1149), Instagrammability (0.1110), price (0.0934), and location (0.0839). The SAW ranking results indicated that Coste Coffee achieved the highest preference value (0.9873), followed by Just Little Cave (0.9671), Toko Kopi Harlem (0.9484), and Kopi Toko Djawa (0.9424). Therefore, Coste Coffee is recommended as the best coffee shop for Generation Z in Surabaya based on the selected evaluation criteria. ABSTRAK Perkembangan industri coffee shop di Indonesia mengalami pertumbuhan yang pesat, khususnya di Surabaya yang menjadi salah satu kota dengan tingginya minat generasi Z terhadap budaya “nongkrong” di coffee shop. Banyaknya pilihan coffee shop menyebabkan konsumen membutuhkan rekomendasi dalam menentukan coffee shop terbaik secara objektif karena penilaian sering kali bersifat subjektif. Penelitian ini bertujuan untuk menentukan urutan kriteria yang diprioritaskan generasi Z dalam memilih coffee shop menggunakan metode Analytical Hierarchy Process (AHP) serta menentukan peringkat coffee shop terbaik menggunakan metode Simple Additive Weighting (SAW). Penelitian ini menggunakan pendekatan Multi-Criteria Decision Making (MCDM) dengan kombinasi metode AHP-SAW. Data diperoleh melalui kuesioner online terhadap 126 responden generasi Z yang pernah mengunjungi minimal dua dari empat coffee shop yang dijadikan alternatif, yaitu Toko Kopi Harlem, Kopi Toko Djawa, Coste Coffee, dan Just Little Cave. Keempat coffee shop tersebut dipilih karena memiliki popularitas tinggi di media sosial, khususnya TikTok, serta memiliki rentang harga dan store atmosphere yang relatif serupa. Penilaian dilakukan berdasarkan tujuh kriteria, yaitu harga, pelayanan, fasilitas, rasa, lokasi, store atmosphere, dan instagramable. Hasil penelitian menunjukkan nilai consistency ratio (CR) sebesar 0,0082 (<0,1) sehingga penilaian dinyatakan konsisten. Urutan kriteria yang diprioritaskan generasi Z adalah rasa (0,2904), store atmosphere (0,1652), fasilitas (0,1412), pelayanan (0,1149), instagramable (0,1110), harga (0,0934), dan lokasi (0,0839). Hasil pemeringkatan dengan metode SAW menunjukkan Coste Coffee memperoleh nilai preferensi tertinggi (0,9873), diikuti Just Little Cave (0,9671), Toko Kopi Harlem (0,9484), dan Kopi Toko Djawa (0,9424). Dengan demikian, Coste Coffee direkomendasikan sebagai coffee shop terbaik bagi generasi Z di Surabaya berdasarkan kriteria yang telah ditentukan.
Perceived Ease Of Use As An Intervening Factor In Students’ Perceptions Of Learning Outcomes When Completing Assignments Via An AI Chatbot Rahmawati Erma Standsyah; Raden Sulaiman; Dwi Nur Yunianti; Farhan Halim Sentosa; Nabila Agatha Parsa
Mathline : Jurnal Matematika dan Pendidikan Matematika Vol. 10 No. 4 (2025): Mathline : Jurnal Matematika dan Pendidikan Matematika
Publisher : Universitas Wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31943/mathline.v10i4.1043

Abstract

ABSTRACT   The use of AI-based technologies is increasingly widespread among students, particularly to facilitate assignments and understanding of course materials. Inappropriate use by students can have a negative impact on the future of the country. The objective of this research is therefore to examine the extent to which personal and environmental factors influence students' perceptions of learning outcomes when completing homework, considering the perceived ease of use of Chatbot AI as an intervening construct. In accordance with the TAM and UTAUT frameworks, perceived ease of use acts as an intervening variable that links the influence of personal and environmental factors on learning outcomes. A quantitative methodology, based on SEM-PLS, was used, involving 154 students from SMA/SMK in Surabaya and the surrounding areas. Based on gender, female respondents were 77.9% and male respondents were 22.1%. The validity and reliability of the research instrument were tested. The direct relationship between personal and environmental factors on students' perceived learning outcomes was found to be insignificant (p = 0.277), However, however, each factor is individually significant but the mediating effect is weak and insignificant. This means that students' personal and environmental factors alone do not improve their perception of their learning outcomes, as they feel that the results of AI chatbots do not reflect their own understanding. They consider learning successful only when it involves personal effort. However, when these factors influence perceived ease of use, this ease of use becomes the determining factor in how students evaluate their learning process.
Exploring the Commognitive Processes of a Prospective Mathematics Teacher in Mathematical Problem Posing Restu Ria Wantika; Tatag Yuli eko siswono; Raden Sulaiman
Journal of Mathematical Pedagogy (JoMP) Vol. 7 No. 2: July 2026
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jomp.v7n2.p62-73

Abstract

This study aims to explore the commognitive processes of a high-performing prospective mathematics teacher during mathematical problem posing by examining how the four commognitive components word use, visual mediators, routines, and narratives emerge across the orientation, connection, generation, and reflection stages. This study employed a qualitative descriptive approach. The participant was purposively selected based on obtaining the highest score on a mathematical problem-solving test. Data were collected through a problem-solving test, a problem-posing task, and semi-structured interviews. The data were analyzed using data reduction, data display, and conclusion drawing, while credibility was established through data triangulation. The findings revealed that all four commognitive components emerged throughout the mathematical problem-posing process. During the orientation stage, the participant represented mathematical ideas using appropriate mathematical symbols and terminology. During the connection stage, the participant established conceptual relationships by linking derivatives and integrals as inverse operations. During the generation stage, the participant formulated a more sophisticated mathematical problem involving exponential functions. During the reflection stage, the participant verified the solution through substitution and logical justification. These findings indicate that mathematical problem posing is not merely a procedural activity but a commognitive process in which conceptual understanding, mathematical communication, and reasoning interact dynamically. This study extends the application of the commognitive framework to mathematical problem posing and provides pedagogical insights for developing prospective mathematics teachers' problem-posing competencies.
Clustering Kualitas Pendidikan di Jawa Timur dengan Metode Fuzzy C-Means dan Indeks Validitas Partition Coefficient Elizabeth Olivia Hermawan; Raden Sulaiman
MATHunesa: Jurnal Ilmiah Matematika Vol. 14 No. 02 (2026)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/mathunesa.v14n02.p356 - 369

Abstract

Penelitian ini bertujuan untuk mengelompokkan kualitas pendidikan kabupaten/kota di Jawa Timur menggunakan metode Fuzzy C-Means (FCM) serta menentukan jumlah cluster optimal dengan indeks validitas Partition Coefficient (PC). Data yang digunakan bersumber dari Badan Pusat Statistik Provinsi Jawa Timur dan mencakup indikator rata-rata lama sekolah, tingkat pendidikan tertinggi yang ditamatkan, angka partisipasi pendidikan, angka melek huruf, serta rasio murid terhadap guru. Pengujian dilakukan dengan variasi 2 hingga 5 cluster, dan hasil evaluasi menunjukkan bahwa dua cluster memberikan nilai PC tertinggi sehingga ditetapkan sebagai jumlah cluster optimal. Hasil pengelompokan membagi kabupaten/kota menjadi dua kelompok, yaitu wilayah dengan dominasi kualitas pendidikan dasar dan wilayah dengan dominasi kualitas pendidikan menengah, dengan masing-masing terdiri atas 21 dan 17 kabupaten/kota. Perbedaan antarcluster terutama dipengaruhi oleh rata-rata lama sekolah dan capaian pendidikan menengah. Secara keseluruhan, metode FCM dengan evaluasi PC mampu menghasilkan pengelompokan yang jelas dan relevan sebagai dasar perumusan kebijakan pendidikan di Jawa Timur.