Claim Missing Document
Check
Articles

Application on Hypergraph in Vigenere Chiper Asari, Okta Endri; Dafik, Dafik; Adawiyah, Robiatul; Kristiana, Arika Indah; Prihandini, Rafiantika Megahnia
JTAM (Jurnal Teori dan Aplikasi Matematika) Vol 10, No 1 (2026): January
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jtam.v10i1.34572

Abstract

Message protection remains a major focus in the field of cryptography. This study proposes a new development on the Caesar cipher algorithm by utilizing hypergraph as a keystream generation source. The research designs a super (a,d)-hyperedge antimagic total labeling method applied to three hypergraph structures (Volcano, Semi Parachute, and Comb) to generate the keystream. Security is evaluated using four mechanisms: brute force analysis, processing time, ciphertext character distribution, and ciphertext bit size. The findings prove that the hypergraph based approach is robust against brute force attacks, improve memory and time efficiency. Quantitatively, the Comb hypergraph demonstrates the best efficiency, achieving an encryption time of 0.0030 seconds for 512 bytes and superior storage efficiency (e.g., 136 bytes for 16 bytes ), outperforming the Semi Parachute and Volcano structures. The main contributions include the hypergraph labeling-based keystream generation algorithm, dynamic block key construction, and a Vigenere protocol that is more adaptive to storage constraints and computationally efficient..
Android-Based Statistics Adventure Educational Games to Enhance Students’ Understanding of Measures of Central Tendency and ICT Literacy Fatahillah, Arif; Ningsih, Mirah Wahyu; Monalisa, Lioni Anka; Kristiana, Arika Indah; Hussen, Saddam
Jurnal Pendidikan Matematika Vol 8, No 1 (2025): Jurnal Pendidikan Matematika (Kudus)
Publisher : Universitas Islam Negeri Sunan Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/jpmk.v8i1.30547

Abstract

In the era of society 5.0, one of the essential skills students must possess is ICT literacy. This skill can be developed through the use of technology-integrated learning media. One of the technology-based learning media that can be used is educational games. This study aims to examine the effectiveness of the Statistics Adventure educational game in enhancing students' understanding of measures of central tendency and ICT literacy. The ICT literacy components assessed include access, manage, integrate, evaluate, and create. This research specifically focuses on the "create" component. Data were collected using questionnaires, interviews, and tests. The participants were 28 seventh-grade students from SMP Negeri 3 Jember. The results show that the Statistics Adventure game is effective in enhancing students' ICT literacy, with an overall N-Gain score of 0.8, categorized as high. The N-Gain values for each indicator are as follows: access (0.84), manage (0.87), integrate (0.84), evaluate (0.72), and create (0.92), with "create" showing the highest gain. Furthermore, the game is also effective in enhancing students’ understanding of the subject matter, with an N-Gain score of 0.5. These findings suggest that educational games can significantly enhance both ICT literacy and content comprehension among students. Kemampuan yang perlu dimiliki siswa pada era society 5.0 saat ini adalah kemampuan literasi ICT. Kemampuan literasi ICT dapat dicapai melalui penggunaan media pembelajaran yang memanfaatkan teknologi. Salah satu media pembelajaran berbasis teknologi yang dapat digunakan adalah game edukasi. Penelitian ini bertujuan untuk menguji efektifitas penggunaan game edukasi Statistics Adventure untuk meningkatkan pemahaman siswa tentang materi pemusatan data statistika dan literasi TIK. Aspek ICT meliputi Access, Manage, Integrate, Evaluate, dan Create. Pada penelitian ini aspek yang akan diteliti adalah aspek create. Model pengembangan yang digunakan adalah ADDIE terdiri dari lima tahap yaitu Analyze (Analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi), dan Evaluate (Evaluasi). Metode pengumpulan data yang digunakan adalah angket, wawancara, dan tes. Subjek penelitian ini adalah siswa kelas VII SMP Negeri 3 Jember sebanyak 28 siswa. Keefektifan game edukasi Statistics Adventure efektif untuk meningkatkan ICT Literacy siswa dengan nilai N-Gain yang diperoleh sebesar 0,8 sehingga efektif dengan kategori tinggi. Nilai N-gain setiap indikator menunjukkan peningkatan, Access (0,84), Manage (0,87), Integrate (0,84), Evaluate (0,72), dan Create (0,92). Aspek Create merupakan aspek dengan nilai N-Gain tertinggi. Berdasarkan hal tersebut dapat disimpulkan bahwa game edukasi dapat meningkatkan ICT literacy siswa dengan kategori tinggi. Game edukasi ini juga efektif untuk meningkatkan pemahaman siswa dengan nilai N-Gain sebesar 0,5.
Developing Nearpod-based interactive learning media on the topic of algebra to improve critical thinking ability Dian Kurniati; Sabna Setiawati; Dhanar Dwi Hary Jatmiko; Arika Indah Kristiana; Rafiantika Megahnia Prihandini
AXIOM : Jurnal Pendidikan dan Matematika Vol 15, No 1 (2026)
Publisher : State Islamic University of North Sumatra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30821/axiom.v15i1.20543

Abstract

Interactive learning has become a necessity in the modern educational era, particularly for facilitating students’ understanding of abstract mathematical concepts such as algebra. Difficulties in comprehending algebraic concepts often hinder the development of students’ critical thinking skills, which are essential for solving problems and making logical decisions. This study aimed to develop Nearpod-assisted interactive learning media and examine its effectiveness in enhancing students’ critical thinking skills in algebra. The study employed the Thiagarajan (4-D) development model, consisting of four stages, namely define, design, develop, and disseminate. The research subjects were selected through purposive sampling and consisted of 31 seventh-grade students (16 females and 15 males) from Class VII G of State Junior High School 4 Jember, Indonesia, who demonstrated low levels of critical thinking skills based on the results of an initial assessment. Data were collected through classroom observations, critical thinking tests, and student response questionnaires. The effectiveness of the developed media was evaluated by testing the research hypothesis regarding the impact of Nearpod-assisted learning on students’ critical thinking skills. Data were analyzed using a paired-samples t-test and N-Gain analysis. The t-test results showed a significance value (Sig. 2-tailed) of 0.000 (< 0.05), indicating a significant difference between the mean pre-test and post-test scores. Furthermore, the N-Gain percentage reached 80.19%, indicating a high level of improvement. These findings suggest that Nearpod-assisted interactive learning media is effective in improving students’ critical thinking skills in algebra and positively contributes to their learning outcomes at State Junior High School 4 Jember.
Development of STEAM-Based Learning with a Deep Learning Approach to Enhance Critical Thinking Skills on Circle Material Lutfiana Ramadani; Abi Suwito; Susanto Susanto; Arika Indah Kristiana; Frenza Fairuz Firmansyah
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol. 18 No. 1 (2026)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v18i1.9750

Abstract

This study aims to develop STEAM-based mathematics learning tools integrated with a deep learning approach to enhance junior high school students’ critical thinking skills on circle material. The study employed the 4D development model consisting of Define, Design, Develop, and Disseminate stages. The developed products included a Module Implementation Plan (RPM), teaching materials, interactive learning media, Student Worksheets (LKM), and critical thinking assessment instruments. The novelty of this study lies in the systematic integration of STEAM principles and deep learning into all learning components specifically designed for circle material at the junior high school level. The validity of the tools was assessed by expert validators, while practicality was evaluated through observations of learning implementation, student activities, and student responses. Effectiveness was examined using the N-Gain test. The results showed that the developed tools were valid (mean score = 3.76), practical, and effective, with students demonstrating active participation, positive responses, and a moderate improvement in critical thinking skills (N-Gain = 0.60).
Co-Authors Abi Suwito Afni, Anis Nur Agatha, Alvian Bagus Ahmad Aji Aima, Muslihatul Aji, Ahmad Arif Fatahillah Arifandi, Agus Asari, Okta Endri Asy’ari, Muhammad Lutfi Aziza, Adinda Putri Azizah, Zakiyah Lina Nur A’yun, Qurrotul Bunga Ayu Desy Permatasari, Bunga Ayu Cahyadewi, Karina Cindy Cici Fitri Lestari, Cici Fitri D Dimas, D D. Dafik Dafik Deddy Setiawan Deddy Setiawan Deddy Setyawan Desi Febriani Putri Devira Ayu Nurandari, Devira Ayu Dewi Santi, Dewi Dewi, Ernita Sukarno Dian Kurniati Didik Sugeng Pambudi Dimas Ardiansyah Ramadhan Dinar Dwi Yuliyanti Dinawati Trapsilasiwi Dliou, Kamal Dwi Agustin Retnowardani Dwi Roby Pramono Dwi Sylvia Hanafi Edy Wihardjo Eka Cahya Lestari, Eka Cahya Eka Wulandari Fauziah, Eka Wulandari Eko Gunariyanto Elsa Yuli Kurniawati Ema Desia Prajitiasari Erica Dian P Ermita Rizki Albirri Ernita Sukarno Dewi, Ernita Fihrisi, Fathan Frenza Fairuz Firmansyah Hobri I Made Tirta Intan Nurul Awwaliyah Islamiah, Maulidi Arsih Umaroh Ja'far, Muhammad Jatmiko, Dhanar Dwi Hary Karina Cindy Cahyadewi Karuniaji Fitra Insani Khilyah Munawaroh Khusnul, Agustina Hotimatus Kurniawati, Elsa Yuli Kusbudiono Kusbudiono, Kusbudiono Kusumawati, Nurita Lestari, Deninta Dwi Ayu Lestari, Nurcholif Diah Sri Lioni Anka Monalisa, Lioni Anka Lutfiana Ramadani Marmono Singgih Miftahul Jannah Mohammad Fadli Rahman Muhammad Gufronil Halim Muhammad Lutfi Asy’ari Muhammad Usaid Hudloir Murtini Murtini, Murtini Ningsih, Mirah Wahyu Niswatul Imsiyah Nur Safrida, Lela Nurbuono, Mousthapaa Nurcholif Diah Sri Lestari Nurina Anggun Ratnaningtyas Nuroeni, Ilmiatun Osman, Sharifah Prahastiwi, Lusi Rizzami Pratiwi, Alfiani Dyah Prihandini, Rafiantika M. Prihandini, Rafiantika Megahniah Pujiyanto, Arif Putra, Aldi Maulana Qurrotul A’yun Rafelita Faradila Sandi Rafiantika Megahnia Prihandini Rahmawati, Mira Randi Pratama Murtikusuma Ratna Dwi Christyanti, Ratna Dwi Retno Nur Khasanah Ridho Alfarisi, Ridho Ridlo, Zainur Rasyid Rizky Astarina, Rizky Robiatul Adawiyah Robiatul Adawiyah Rohini, A S Suharto S Sunardi S Susanto Sabna Setiawati Saddam Hussen Santoso, Aji Mansur Saputra, Guntari Setiawan, Renal Heldi Siddiqui, M. Kamran Siti Aisyah Slamin Sumani . Surya Indriani Susanto Susanto Susanto, Arnis Budi Susanto, Susanto Susi Setiawani Syahputri, Vika Thoyibah, Fifi Tika Nurpitasari Titik Sugiarti Titin Kartini Toto Bara Setiawan Umi Azizah Anwar WIHARDJO, EDY Wirdah Pramita N Yanuarsih, Elly Zainur Rasyid Ridlo