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Analisis Kesalahan Siswa Dalam Menyelesaikan Soal Matematika Pada Materi Trigonometri Berdasarkan Analisis Newman Dedi Siswo; Firmansyah Firmansyah; Herman Mawengkang
Jurnal MathEducation Nusantara Vol 6, No 2 (2023): July 2023
Publisher : Universitas Muslim Nusantara Al Washliyah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/jmn.v6i2.308

Abstract

Penelitian ini bertujuan untuk mengetahui persentase kesalahan dalam penyelesaian matematika soal-soal trigonometri berdasarkan analisis Newman, (1) soal kesalahan pembacaan, (2) kesalahan pemahaman masalah, (3) kesalahan transformasi, (4) kesalahan keterampilan proses, (5) kesalahan penulisan jawaban akhir dan untuk mengetahui kesalahan apa saja yang dilakukan sebagian besar siswa. Jenis penelitian ini adalah penelitian deskriptif. Teknik pengumpulan data menggunakan tes. Instrumen penelitian ini adalah tes. Teknik analisis data menggunakan Miles dan Huberman. Hasil penelitian menunjukkan bahwa analisis kesalahan penyelesaian masalah matematika trigonometri berdasarkan Newman Analisis pada siswa kelas X MIA SMA Al'Mashum Kisaran Barat adalah error soal membaca sebesar 4%, error soal pemahaman sebesar 54,4%, error transformasi sebesar 63,6%, error keterampilan proses sebesar 64,%, error dalam menulis. jawaban akhir sebesar 80,9% dan kesalahan yang paling banyak dilakukan siswa pada kesalahan penulisan jawaban akhir sebesar 80,9% 
CHARACTERISTICS OF SHACKLE GRAPH: Shack(Kn,v(j,i),t), Shack(Sn,v(j,i),t), & Shack(K(n,n),v(rj,i),t) Firmansyah Firmansyah; Abdul Mujib
AXIOM : Jurnal Pendidikan dan Matematika Vol 10, No 2 (2021)
Publisher : State Islamic University of North Sumatra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30821/axiom.v10i2.9252

Abstract

Abstrak:Operasi schackle adalah operasi antara dua atau lebih graf yang menghasilkan graf baru. Graf shackle dinotasikan adalah graf yang dihasilkan dari t salinan dari graf yang diberi simbol dengan dimana dan t bilangan asli. Operasi shackle ppada penelitian ini adalah shackle titik. Operasi shackle titik dinotasikan dengan artinya graf yang dibangun dari sembarang graf sebanyak salinan dan titik sebagai . Kelas graf yang akan di eksporasi karakterisinya dan bilangan kromatinya adalah , S , & S . Hasil penelitiannya menunjukkan bahwa bilangan kromatik graf shackle sama dengan subgraf pembangunnya. Kata Kunci:Operasi Shackle, Shackle titik, graf shackle, bilangan kromatik. Abstract:A shackle operation is an operation between two or more graphs that results in a new graph. Shackle graph notated is a product graph from copy of graph is denoted by where and are natural numbers. The shackle operation in this research is vertex shackle. Vertex shackle operation is denoted by which means that the graph is constructed from any graph as many as copies and vertex as linkage vertex. The class of graphs examined in this study are , S , & S . The results show that the chromatic number of the shackle graph is the same as the subgraph that generates it. Keywords:Shackle Operation, Vertex Shackle, Shackle Graph, Chromatic Numbers.
Cross-Cultural Indonesia-Malaysia for Strengthening Learning Products to Achieve Sustainable Goals Firmansyah Firmansyah; Asnarni Lubis; Noorjima Abdul Wahab; Ayu Utami Br. Simbolon
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 9 No 1 (2025): Amaliah Jurnal: Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v9i1.5097

Abstract

This community service activity was carried out based on an international collaboration between Indonesia and Malaysia. Indonesia was represented by Universitas Muslim Nusantara Al-Washliyah (UMN Al-Washliyah), while Malaysia was represented by Universiti Sultan Zainal Abidin (UniSZA). The main focus of the program was cultural exchange as a unique foundation for creating Project-Based Learning approaches. The implementation method involved a Knowledge Transfer Programme, with UniSZA students as the primary partners. The results reveal that integrating Malay culture from both Indonesia and Malaysia strengthens cross-national educational values and significantly contributes to achieving Sustainable Development Goals (SDG) point 4, which emphasizes quality education. The empowerment of cultural identity within the educational context serves as a strategic instrument to enhance students' understanding, tolerance, and global competence.
Enhancing Teachers’ Pedagogical Quality through STEAM–Heritage Learning: The Dalium Project-Based Learning Syntax for Portfolio-Based Assessment of Science Collaboration, Civic Engagement, and Public Communication Asnarni Lubis; Firmansyah Firmansyah; Nazriani Lubis; Muhammad Ferbriansyah; Hafini Mahmud
Jurnal Pendidikan IPA Indonesia Vol. 15 No. 2 (2026): June 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpii.v15i2.42975

Abstract

The limited integration of cultural heritage into STEAM education in Indonesia, Malaysia, and Brunei Darussalam has shifted learning practices toward modernization-oriented approaches while weakening students’ cultural identity and civic awareness. Although ASEAN countries possess rich Malay cultural heritage as a distinctive national identity, its preservation in education remains largely confined to arts, performances, and museums rather than being meaningfully integrated into classroom learning. This study aims to develop and empirically validate Dalium Project Learning, a culturally integrated Science, Technology, Engineering, Arts, and Mathematics (STEAM) instructional model designed to strengthen teachers’ pedagogical quality through portfolio-based assessment and heritage-oriented project learning. The study employed a Research and Development approach based on the Analysis, Design, Development, Implementation, and Evaluation framework, involving 48 in-service teachers from Indonesia and Malaysia selected through purposive sampling, supported by qualitative interview data from Brunei Darussalam. Data were analyzed using K-Means Cluster analysis and Two-Way ANOVA with a 2 × 3 factorial design. The findings revealed significant effects of STEAM–Heritage Learning on science collaboration, civic engagement, and public communication, with the highest improvement observed in science collaboration. The study concludes that Dalium Project Learning effectively integrates cultural heritage, collaborative inquiry, and portfolio-based assessment to strengthen pedagogical quality, communication skills, and socially responsive learning environments. The novelty of this study lies in positioning culture as artistic preservation and as a transformative pedagogical foundation that strengthen ASEAN cultural identity amidst the challenges of globalization.
PEMODELAN MATEMATIKA TERHADAP KECANDUAN GAME ONLINE BERDASARKAN MODEL SEIRS PADA BERBAGAI KELOMPOK USIA DI INDONESIA Annisa Fadhillah Putri Siregar; Firmansyah Firmansyah; Dedy Juliandri Panjaitan
Majalah Ilmiah METHODA Vol. 14 No. 1 (2024): Majalah Ilmiah METHODA
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/methoda.Vol14No1.pp87-92

Abstract

The mathematical model can be used to analyze many real-life problems. One of them is the case of online game addiction, which is currently rampant in Indonesia. This research will analyze the SEIRS mathematical model in the case of online game addiction experienced by various age groups. The purpose of this research is to understand mathematical modeling based on the SEIRS model for cases of online game addiction in various age groups in Indonesia. The result of this research is the mathematical model, which is , S(0) = 17; E(0) = 25; , I(0) = 6; and , R(0) = 2.
Analisis Kecanduan Menonton YouTube pada Anak Balita Menggunakan Model SEIEdR Eko Akbar Sukmana; Firmansyah Firmansyah; Dedy Juliandri Panjaitan
Majalah Ilmiah METHODA Vol. 14 No. 2 (2024): Majalah Ilmiah METHODA
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/methoda.Vol14No2.pp157-165

Abstract

In contemporary society, YouTube addiction in children under five has become an increasingly troubling problem. The purpose of this study is to solve the addiction problem and provide solutions that can be applied in the workplace. A modified SEIEdR (Suspectible-Exposed-Infected-Education-Recovered) model for YouTube watching addiction behavior is used. Identifying assumptions and parameters, creating mathematical models, finding equilibrium points, calculating the basic reproduction number (R0), conducting model stability analysis, and performing simulations using Maple software are all methodological processes. The main findings show that if R0 < 1, the addictive behavior of watching YouTube will decrease over time and will become endemic. In addition, the individual rate values of active and novice viewers who are educated have a significant effect on reducing the population of novice and active YouTube viewers. These simulation results improve our understanding of the dynamics of YouTube viewing addiction and offer practical solutions to this problem.
ANALISIS MODEL MATEMATIKA SEIRS TERHADAP KECANDUAN GAME ONLINE SISWA SMPN 3 MANDREHE BARAT Nove Susanti Waruwu; Dedy Juliandri Panjaitan; Firmansyah Firmansyah
Majalah Ilmiah METHODA Vol. 14 No. 1 (2024): Majalah Ilmiah METHODA
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/methoda.Vol14No1.pp105-113

Abstract

This research uses documentation and experimental methods. The documentation method is used to create and develop the SEIRS model in cases of online game addiction. Meanwhile, the experimental method is a research method to find answers or solutions to a case or research object. This research was conducted on students in class VIII UPTD SMP Negeri 3 Mandrehe Barat with a total of 26 students within 14 days. In this study, researchers modeled cases of online game addiction into the SEIRS model using the 5th-order Runge-Kutta method so that its effectiveness was obtained based on the data obtained. The results of this study show that the Runge Kutta method is the most effective in the Seirs mathematical model for online game addiction.