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All Journal Jurnal Natur Indonesia Jurnal Pengajaran MIPA CAUCHY: Jurnal Matematika Murni dan Aplikasi Widya Warta JURNAL DERIVAT: JURNAL MATEMATIKA DAN PENDIDIKAN MATEMATIKA Jurnal Karya Pendidikan Matematika Jurnal Pengajaran Matematika dan Ilmu Pengetahuan Alam Jurnal Matematika & Sains AKSIOMA: Jurnal Program Studi Pendidikan Matematika SIGMA: Jurnal Pendidikan Matematika JIPM (Jurnal Ilmiah Pendidikan Matematika) EDU-MAT: Jurnal Pendidikan Matematika PYTHAGORAS: Jurnal Program Studi Pendidikan Matematika IJIET (International Journal of Indonesian Education and Teaching) JMPM: Jurnal Matematika dan Pendidikan Matematika Numeracy : Jurnal Ilmiah Pendidikan Matematika BAREKENG: Jurnal Ilmu Matematika dan Terapan Martabe : Jurnal Pengabdian Kepada Masyarakat Zero : Jurnal Sains, Matematika, dan Terapan Jurnal Pendidikan Matematika (Jupitek) Jurnal Pendidikan Matematika (JPM) EDUKATIF : JURNAL ILMU PENDIDIKAN M A T H L I N E : Jurnal Matematika dan Pendidikan Matematika JP3M (Jurnal Penelitian Pendidikan dan Pengajaran Matematika) Transformasi : Jurnal Pendidikan Matematika dan Matematika Jurnal Absis : Jurnal Pendidikan Matematika dan Matematika J-PiMat : Jurnal Pendidikan Matematika PHI: Jurnal Pendidikan Matematika Proximal: Jurnal Penelitian Matematika dan Pendidikan Matematika SUPERMAT (JURNAL PENDIDIKAN MATEMATIKA) Jurnal Pendidikan Matematika Unpatti JagoMIPA: Jurnal Pendidikan Matematika dan IPA ELIPS: Jurnal Pendidikan Matematika Kognitif: Jurnal Riset HOTS Pendidikan Matematika JES-MAT (Jurnal Edukasi dan Sains Matematika) Postulat : Jurnal Inovasi Pendidikan Matematika JNPM (Jurnal Nasional Pendidikan Matematika) IndoMath: Indonesia Mathematics Education Limits: Journal of Mathematics and Its Applications
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ANALISIS HUBUNGAN TINGKAT EFIKASI DIRI DAN KECEMASAN MATEMATIKA TERHADAP NILAI KOGNITIF PELAJARAN MATEMATIKA PADA SISWA SMK JURUSAN PARIWISATA DARI SUDUT PANDANG NEUROSAINS Yuliastuti Dwi Lestari; Marcellinus Andy Rudhito
Jurnal Pendidikan Matematika Unpatti Vol 6 No 1 (2025): Jurnal Pendidikan Matematika Unpatti
Publisher : Program Studi Pendidikan Matematika Fakultas Keguruan dan Ilmu Pendidikan Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jpmunpatti.v6.i1.p9-16

Abstract

Penelitian ini bertujuan untuk melihat hubungan antara tingkat efikasi diri dan kecemasan matematika terhadap nilai kognitif mata pelajaran matematika pada siswa SMK jurusan Pariwisata. Peneliti ini merupakan penelitian deskriptif kuantitatif dengan jenis metode korelasional yang melibatkan 35 siswa kelas X Jurusan Pariwisata SMK Bunda Mulia Jakarta. Penelitian ini terdiri dari dua variabel independen yaitu Tingkat Kecemasan Matematika dan Tingkat Efikasi diri , serta variabel dependen yakni Nilai Kognitif Matematika . Penelitian ini menunjukkan bahwa 57% siswa memiliki kecemasan matematika sedang, dengan 46% mengalami kecemasan fisiologis tinggi, dan 82% memiliki efikasi diri sedang. Korelasi menunjukkan kecemasan matematika berhubungan negatif kuat dengan nilai matematika , sedangkan efikasi diri berhubungan positif moderat (0,41). Selain itu, kecemasan tinggi juga berhubungan negatif kuat dengan efikasi diri . Hal ini menunjukkan pentingnya strategi untuk mengurangi kecemasan demi meningkatkan efikasi diri dan hasil belajar matematika siswa. Dalam sudut pandang neurosains, hubungan antar ketiganya dipengaruhi oleh interaksi korteks prefrontal dan amygdala, di mana efikasi diri meningkatkan performa kognitif, sementara kecemasan menghambatnya melalui hiperaktivasi amygdala.
Pengembangan Media Pembelajaran Menggunakan Mathcitymap dalam Kemampuan Pemecahan Masalah Berbasis Etnomatematika Konteks Benteng Vredeburg Yogyakarta Gabriela Alvina Maheswari; Endah Saraswati; Marcellinus Andy Rudhito
Jurnal Pendidikan Matematika (JPM) Vol 9 No 2 (2023): Jurnal Pendidikan Matematika (JPM)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jpm.v9i2.20037

Abstract

Teknologi yang ada di Indonesia semakin berkembang pada abad 21 ini. MathCityMap merupakan salah satu perkembangan teknologi yang dapat membantu peserta didik dalam pembelajaran matematika. Kemampuan pemecahan masalah merupakan salah satu masalah yang ada di pembelajaran matematika. Peningkatan kemampuan pemecahan masalah siswa dengan konteks pembelajaran menggunakan MathCityMap berbasis Etnomatematika. Konteks yang diangkat pada penelitian ini adalah penggunaan MathCityMap berbasis Etnomatematika pada Benteng Vredeburg Yogyakarta. Benteng Vredeburg ini merupakan wisata yang tengah digandrungi oleh anak muda karena situasi yang ada di benteng Vredeburg Yogyakarta yang bergaya vintage dapat digunakan swafoto atau pemotretan untuk kegiatan tertentu. Penelitian ini merupakan penelitian pengembangan atau biasa disebut Research and Development (R&D). Metode yang digunakan dalam penelitian ini adalah ADDIE. Metode ADDIE terdiri dari 5 tahap yaitu Analysis, Design, Development, İmplementation, dan Evaluation. Tujuan penelitian ini adalah mengembangkan media pembelajaran dengan menggunakan MathCityMap bagi peserta didik tingkat SMP.  Hasil dari penelitian ini adalah pengembangan MathCityMap dengan menggunakan konteks benteng Vredeburg yang telah diuji coba oleh teman sejawat dengan rata-rata hasil penilaian  adalah 4,56 dari 5 termasuk dalam kategori sangat baik. Oleh karena itu, MathCityMap yang dikembangkan oleh peneliti dapat digunakan dalam pembelajaran matematika.
Development of Mathematics Learning Activities Using Mathcitymap at Sindu Kusuma Edupark to Learn Contextual Problem-Solving Azkia Martiana Winarning Tyas; Aurelia Herningtyas Ayu Putri Cahyanti; Marcellinus Andy Rudhito
Jurnal Pendidikan Matematika (JPM) Vol 10 No 2 (2024): Jurnal Pendidikan Matematika (JPM)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jpm.v10i2.22225

Abstract

Contextual problem-solving abilities are very much needed in processes in the 21st-century era and can be done by providing meaningful experiences. This can also be called Outdoor Learning, namely involving students directly in the learning object. One application that can help learning outside the classroom is MathCityMap. This research raises the context of using ethnomathematics-based MathCityMap located at Sindu Kusuma Edupark. Sindu Kusuma Edupark is an educational tourist attraction located in Sleman, Yogyakarta. This research aims to develop students' contextual problem-solving abilities in mathematics learning using the MathCityMap application at the junior high school level. This research uses a type of development research called Research and Development (R&D). The method in this research refers to the 4D method which consists of 4 stages: definition, design, development, and dissemination. The results of this research are a series of learning activities using the MathCityMap application in the context of the Sindu Kusuma Edupark tourist attraction which colleagues have tested. The average assessment result is 80.5% with the feasible category. Based on these results, it was concluded that the MathCityMap activity developed by this researcher could be implemented in mathematics learning.
Designing an Optimal Route Network for the Synchronized Trans Gadjah Mada Electric Bus (TGMEB) using Max-Plus Algebra Franciscus Budi Pranatta; Marcellinus Andy Rudhito; Dewa Putu Wiadnyana Putra
ZERO: Jurnal Sains, Matematika dan Terapan Vol 9, No 2 (2025): Zero: Jurnal Sains Matematika dan Terapan
Publisher : UIN Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/zero.v9i2.25392

Abstract

We develop an optimal route network and synchronized timetable for the Trans Gadjah Mada Electric Bus (TGMEB), designed to cover the entire campus with 4 buses and 28 stops. Using literature review, field observation, and online mapping, we create three network candidates-one-, two-, and three-terminal-and model each as a max-plus linear discrete-event system. Service period and periodic departures are derived from eigenvalue-eigenvector analysis and implemented in Scilab 5.5.2 with a max-plus toolbox. The two-terminal layout performs best: its average inter-stop travel time is 32% faster than the other alternatives while keeping departures synchronized and coverage intact. The results confirm that jointly selecting the network architecture and its timetable yields superior campus operations. This is the first campus-scale study that co-designs a multi-terminal electric-bus route network and synchronized timetable via max-plus algebra, optimizing departure throughput and average inter-stop travel time. Unfortunately, this design has not been tested on the field.
Development Of Contextual Teaching Materials Using A Sports Context In Statistics For Sports-Talented Schools Nusa Tenggara Timur Province Yasinta Christanti Boleng; Marcellinus Andy Rudhito
Mathline : Jurnal Matematika dan Pendidikan Matematika Vol. 10 No. 3 (2025): Mathline : Jurnal Matematika dan Pendidikan Matematika
Publisher : Universitas Wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31943/mathline.v10i3.686

Abstract

At Nusa Tenggara Timur Provincial Sports Gifted High School in Kupang show that there are still many students who are not enthusiastic about learning mathematics in class. On every occasion, learning mathematics should start with the identification of problems that are appropriate to the situation (contextual problems). With the application of contextual problems, using real examples related to everyday life will bring students to conditions that can make students actively involved in learning. This research aims to produce contextual teaching materials on statistics material with a sports context for students at Sports Gifted Schools, as well as describe the impact on student learning outcomes from the results of developing these teaching materials. The development model that will be used to develop learning tools in this research is the ADDIE model. Data collection uses validation sheets, student response questionnaires to teaching materials, and student learning outcomes tests. Based on the results of the research, teaching materials in the form of statistical material modules measuring data concentration using the context of middle-distance running sports were declared valid and suitable for use, with the assessment results from material expert validators being 76% valid and the assessment results from media expert validators being 88% very valid. The teaching materials also received a good response from students, with the results of the student questionnaire responding to the teaching materials at the small group trial stage getting a percentage of 91% and at the large group trial stage getting a percentage of 95%. The teaching materials developed also have a positive impact on student learning outcomes. This can be seen from the results of students' learning tests after using these teaching materials, where the overall average score of students is 78.1, and the percentage of completeness obtained is 70%. Apart from that, it can also be seen that in the learning process, the students are actively discussing.
PENGEMBANGAN AKTIVITAS PEMBELAJARAN MATEMATIKA KONTEKSTUAL (GUNUNG MERAPI) DENGAN MENGGUNAKAN GOOGLE EARTH Theresia Restu Kinanti; Devina Pratmasari Gunardi; Marcellinus Andy Rudhito
Jurnal Numeracy Vol 11 No 2 (2024)
Publisher : Program Studi Pendidikan Matematika, Universitas Bina Bangsa Getsempena

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46244/numeracy.v11i2.2802

Abstract

Pembelajaran matematika adalah suatu langkah pembelajaran yang dikemas dalam kegiatan belajar mengajar mencakup konsep dan materi matematika. Salah satu cara dalam mengaktifkan siswa adalah dengan memberikan pemahaman konsep matematika melalui pembelajaran kontekstual yang melibatkan kehidupan sehari-hari. Pembelajaran kontekstual melalui Gunung Merapi dapat menjadi pendekatan yang menarik dan relevan bagi siswa. Salah satu media pembelajaran yang digunakan adalah menggunakan Google Earth. Tujuan kajian ini adalah mengembangkan aktivitas pembelajaran kontekstual melalui konteks Gunung Merapi yang dapat optimalkan kemampuan siswa untuk berfikir kritis saat belajar matematika menggunakan Google Earth, serta mengetahui validasi atau evaluasi hasil pengembangan aktivitas pembelajaran. Penelitian ini menggunakan model ADDIE yang mencakup Analysis, Design, Development, Implementation, dan Evaluation. Hasil kajian ini, pembangunan aktivitas pembelajaran matematika kontekstual (gunung merapi) menggunakan Google Earth. Dalam materi geometri, luas permukaan dan volume sisi lengkung khususnya kerucut kelas IX (sembilan). Pengembangan ini dapat dikategorikan valid atau layak diterapkan pada pembelajaran untuk mengoptimalkan berpikir kritis dalam pembelajaran matematika berbasis Google Earth.AbstractMathematics learning is a learning step that is packaged in teaching and learning activities including mathematical concepts and materials. One way to activate students is to provide an understanding of mathematical concepts through contextual learning that involves everyday life. Contextual learning through Mount Merapi can be an interesting and relevant approach for students. One of the learning media used is using Google Earth. The purpose of this study is to develop contextual learning activities through the context of Mount Merapi that can optimize students' ability to think critically when learning mathematics using Google Earth, as well as to find out the validation or evaluation of the results of the development of learning activities. This study uses the ADDIE model which includes Analysis, Design, Development, Implementation, and Evaluation. The results of this study, the development of contextual mathematics learning activities (Mount Merapi) using Google Earth. In geometry material, surface area and volume of curved sides, especially cones, class IX (nine). This development can be categorized as valid or feasible to be applied to learning to optimize critical thinking in mathematics learning based on Google Earth.
Delay Tolerance Thresholds and Natural Recovery in a Fork-Join Production System over Max-Plus Algebra Dewa Putu Wiadnyana Putra; Marcellinus Andy Rudhito
CAUCHY: Jurnal Matematika Murni dan Aplikasi Vol 11, No 2 (2026): CAUCHY: JURNAL MATEMATIKA MURNI DAN APLIKASI
Publisher : Mathematics Department, Maulana Malik Ibrahim State Islamic University of Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/cauchy.v11i2.45031

Abstract

This study investigates server-specific delay tolerance and natural recovery in a three-server fork--join production system modeled with max-plus algebra. The system has two parallel servers synchronized by a join server and is analyzed in the canonical regime where the second-server self-loop is the unique critical circuit. Using max-plus spectral theory, critical-circuit margins, relative-delay recurrences, and computational validation, we examine a single additive event-time delay introduced after the nominal trajectory has entered the eigenvector regime. Every positive delay at the critical server propagates permanently, so its tolerance threshold is zero. At the two non-critical servers, exact finite thresholds are determined by the available margins between the critical circuit and competing non-critical paths. Delays not exceeding these thresholds are naturally absorbed without switching or control intervention, and a finite upper bound on the recovery time is established from a two-cycle contraction argument. Numerical tests across three admissible parameter sets confirm below-threshold recovery, boundary recovery, above-threshold propagation, and invariance with respect to the delay cycle and eigenvector translation. These results provide a precise event-level robustness characterization for the stated canonical fork--join regime.