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SIMULASI PENGENDALIAN PERSEDIAAN ALAT TULIS KANTOR PADA DINAS PERKEBUNAN DAN PETERNAKAN PROVINSI SUMATERA UTARA DENGAN METODE MONTE CARLO Sari, Rina Filia; Aprilia, Rima; Widyasari, Rina; Afnaria, Afnaria; Suhaimi, Syech; Putri, Chindy Aulia
Jurnal Pengabdian Mitra Masyarakat Vol 3, No 2 (2024): Edisi Maret
Publisher : Universitas Islam Sumatear Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30743/jurpammas.v3i2.9284

Abstract

In a Government Agency, office stationery supplies are an absolute necessity. The provision of adequate office stationery will facilitate performance. This study aims to predict the demand for office stationery using Monte Carlo Simulation. Monte Carlo is a numerical analysis method that uses random number samples. The data used in this study are primary data in the form of the number of stock items and the number of requests for goods from January to December 2023. The accuracy result using the Monte Carlo method for Year 2024 is 91.78%. This shows that the Monte Carlo method simulation can be used to predict the demand for stationery for the following year.
Development of Learning Materials Based on the MURDER Collaborative Learning Model to Enhance Students’ Conceptual Understanding of Mathematics Rahmayani, Sri; Afnaria, Afnaria; Azis, Zainal
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.v5i4.2422

Abstract

The low level of students’ conceptual understanding in mathematics highlights the need for innovative and structured learning approaches. This study aims to develop mathematics learning materials based on the MURDER collaborative learning model (Mood, Understand, Recall, Digest, Expand, and Review) to enhance students’ conceptual understanding. The research employed a Research and Development (R&D) design involving expert validation, limited trials, and classroom implementation to evaluate the validity, practicality, and effectiveness of the developed module. The model helps students recall and comprehend mathematical concepts more effectively, supporting both teaching and learning processes in the classroom. The product was validated by three expert groups. Content validation produced an average score of 88.2%, media validation 92.5%, and language validation 85.5%, with an overall mean of 88.7%, indicating that the module is highly feasible. Practicality testing, based on student response questionnaires, yielded an average score of 82%, classified as highly practical. Effectiveness testing in a Grade 10 science class involving 30 students resulted in a mean score of 83.6%, categorized as highly effective. Furthermore, the N-Gain value of 0.81demonstrates a high improvement in students’ conceptual understanding after using the module. These results confirm that the MURDER-based mathematics learning module is valid, practical, and effective for improving students’ conceptual understanding, particularly in learning the sine and cosine rules. The developed module can serve as a reference for schools and educators seeking to implement collaborative and conceptually oriented mathematics learning.
Analisis Analisis Minat Belajar Matematis Siswa SMA Swasta Al Washliyah 3 Medan Menggunakan Model Pembelajaran Team Games Tournament Berbantuan Wordwall Nurhasanah Nurhasanah; Afnaria Afnaria; Isnaini Rambe
Journal of Innovative and Creativity Vol. 5 No. 2 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i2.1013

Abstract

Minat belajar siswa dalam proses pembelajaran matematika masih cukup rendah yang berdampak pada hasil belajar siswa yakni pada ranah afektif. Siswa merasa kurang tertarik terhadap proses pembelajaran matematika yang berlangsung dikelas dikarenakan kurangnya variasi pembelajaran pada materi terutama pada materi matematika yang sulit. Penelitian ini bertujuan untuk menganalisis minat belajar matematis dan hasil belajar ranah afektif siswa SMA Swasta Al-Washliyah 3 Medan menggunakan model pembelajaran Teams Games Tournament (TGT) berbantuan Web Wordwall berdasarkan pada pencapaian indikator minat belajar matematis dan hasil belajar ranah afektif siswa. Penelitian ini adalah penelitian deskriptif kuantitatif dengan populasi seluruh siswa kelas XI yang berjumlah 53 orang dan sampel yang digunakan adalah kelas XI R-1 yang berjumlah 30 orang. Instrumen penelitian ini berupa angket dengan teknis analisis data adalah analisis deskriptif berupa . Hasil pada minat belajar matematis siswa pada pre-angket yakni 68% dalam kategori cukup dan meningkat pada post-angket menjadi 80% dalam kategori tinggi, sehingga terbukti dapat meningkatkan minat belajar matematis siswa. Pada hasil belajar ranah afektif pada pre-angket yakni 67% dalam kategori cukup dan meningkat pada post-angket menjadi 84% dalam kategori tinggi yang menunjukkan bahwa Model pembelajaran Teams Games Tournament (TGT) berbantuan Web Wordwall dapat dianggap sebagai metode yang efektif untuk meningkatkan minat belajar dan hasil belajar ranah afektif siswa dalam matematika.
Empowering Orphaned and Underprivileged Youth through Quilted Fabric Craft Based on Three-Dimensional Geometry and Realistic Mathematics Education Afnaria, Afnaria; Isnaini Rambe; Br. Sembiring, Metrilitna; Arba; Arimbi, Yundari
Society : Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2026): Januari
Publisher : Edumedia Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55824/nk9m4a12

Abstract

This community service program aimed to empower orphaned and underprivileged youth at Rumah Yatim Medan through an integrated approach combining mathematics education, creative skill development, and digital literacy. A total of 18 children from elementary to high school levels participated in two sessions of quilted fabric product-making and one session of digital marketing training. Using the Realistic Mathematics Education (RME) approach, participants learned three-dimensional geometry concepts—such as area, perimeter, and volume—through hands-on activities involving fabric measurement, pattern design, and product construction. In addition, participants were introduced to basic entrepreneurship through practical exercises in social media-based promotion. Evaluation was conducted using pre- and post-tests, which showed substantial improvement across three learning domains. The average score for mathematical understanding increased from 55 to 80, product-making skills from 50 to 82, and digital marketing awareness from 40 to 78. The instruments used demonstrated high internal reliability with a Cronbach’s Alpha of 0.906. The program also enhanced participants’ confidence, collaboration, and initiative. A shared digital gallery was created via social media as a platform for showcasing their products and continuing promotional practice. Shelter staff expressed strong support and commitment to sustaining the activity. This program demonstrates the potential of contextual, interdisciplinary education to foster academic, vocational, and digital competencies in marginalized youth, while supporting the achievement of SDG 4, SDG 8, and SDG 12