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Journal : CGANT JOURNAL OF MATHEMATICS AND APPLICATIONS

Analisis Gelombang Air Laut dengan Menggunakan Pemodelan Berbasis Matlab Zainur Rasyid Ridlo; Luthfin Afafa; Efrika Marsya Ulfa; Mawardani Adi Pratama Dewi; Siti Maimuna
CGANT JOURNAL OF MATHEMATICS AND APPLICATIONS Vol 2, No 2 (2021): CGANT JOURNAL OF MATHEMATICS AND APPLICATIONS
Publisher : jcgant

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (507.075 KB) | DOI: 10.25037/cgantjma.v2i2.68

Abstract

Waves are the propagation of energy from one place to another without dragging the material in its path. The waves on Papuma Beach are classified as technical waves because they require a medium to propagate and transfer the required energy. When the waves move at a certain height, the waves on Papuma Beach have a potential force. This potential force depends on the height of an object. When the waves on Papuma Beach get higher, it also has high potential energy. The method used in this research is the analysis of physical concepts related to the indigenous. Research method of analyzing the concept of physics, analyze the formulas and quantities used coding the MATLAB for making illustrations and to calculate the formulas. Potential energy is formulated with. The energy in the waves is a combination of kinetic energy and potential energyand thanproduce the formula.
Aktivitas Pembelajaran Berbasis Proyek Terintegrasi dalam Pendekatan STEM: Pemanfaatan Cardboard bekas dalam Mendesain VR (Virtual Reality) Berdasarkan Konsep Pembiasan Cahaya pada Lensa Cembung Sebagai Media Proyeksi Video 3D untuk Meningkatkan Metaliterasi Siswa Okti Anis Safiati; Dafik Dafik; Zainur Rasyid Ridlo
CGANT JOURNAL OF MATHEMATICS AND APPLICATIONS Vol 3, No 2 (2022): CGANT JOURNAL OF MATHEMATICS AND APPLICATIONS
Publisher : jcgant

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25037/cgantjma.v3i2.80

Abstract

After the Covid-19 pandemic, students are used to online learning, namely learning using gadgets. It is a fact that more students use their gadgets to play online games than educational sites. In playing online games students feel they are in a game that seems real. It's not uncommon for gamers to buy a VR box to play 3D games more realistically. VR or Virtual Reality is a medium of interaction between humans and computers that makes users feel that they are in a computer environment. The aim of this research is to make VR with the right and cheaper materials, namely used cardboard and plastic bottles. The results of this study are Virtual Reality to improve students' metalliteracy abilities. Metalliteration ability is very important in the industrial era 4.0. Metalliteracy is a comprehensive framework of thinking that goes beyond other literacy with the main literacy being technology and information literacy. This metalliteracy ability is still relatively new, therefore, in this study a project-based learning model that is integrated with the STEM (Science, Technology, Engineering, Mathematics) approach is applied to improve students' metalliteracy abilities by presenting STEM problem solving in learning. The STEM problem raised in this study is the use of used cardboard in making VR (virtual reality). Shiva made VR based on the concept of light refraction in convex mirrors, then PjBL and STEM tools were developed in learning to increase student metalliteracy by calculating the surface area of geometric shapes. The results of the research are in the form of learning activities in the form of table descriptions of 1-6 stages of learning activities.