Putri Atika
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PENERAPAN SIMULASI MONTE CARLO DALAM PENENTUAN HARGA OPSI ASIA Putri Atika; Riri Lestari; Yudiantri Asdi
Jurnal Matematika UNAND Vol 6, No 3 (2017)
Publisher : Jurusan Matematika FMIPA Universitas Andalas Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/jmu.6.3.40-46.2017

Abstract

Abstrak. Opsi Asia adalah opsi yang mempunyai nilai payo bergantung pada ratarataharga saham selama masa opsi berlangsung. Penentuan harga opsi Asia dapatdilakukan dengan pendekatan terhadap rata-rata aritmatik. Karakterisik pendekatanterhadap rata-rata aritmatik adalah ketika harga saham berdistribusi lognormal, ini berartirata-rata aritmatik harga saham tidak berdistribusi normal. Oleh karena itu, hargaopsi Asia dapat ditentukan secara numerik diantaranya dengan simulasi Monte Carlo.Simulasi Monte Carlo memanfaatkan strong law of large dalam perhitungan. Semakinbanyak jumlah simulasi yang dilakukan maka semakin baik pendekatan harga opsi Asiayang diperoleh. Berdasarkan hasil penelitian harga opsi Asia dengan berbagai simulasidiperoleh bahwa harga opsi Asia yang konvergen pada suatu nilai.Kata Kunci: Opsi, Opsi Asia, Rata-rata Aritmatik, Monte Carlo
PENERAPAN METODE GAMIFIED LEARNING BERBASIS MEDIA PLATFORM EDUCAPLAY UNTUK MENINGKATKAN KEAKTIFAN BELAJAR PADA SISWA KELAS V SDN DUPAK 1 SURABAYA Putri Atika; Roni Rodiyana; Dwi Natalia
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, Nomor 04, Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.18429

Abstract

This research was motivated by the lack of active learning among class V students at SDN Dupak 1 Surabaya. This happens because teachers are still too monotonous in applying learning methods and media. The aim of this research is to increase student learning activity in the classroom learning process through the application of a gamified learning method based on the interactive educational game Educaplay. This research uses the Classroom Action Research method in two cycles. Each cycle is carried out with four stages of activity, namely planning, action, observation and reflection. The subjects in this research were class V students at SDN Dupak 1 Surabaya with a total of 30 students. The results of the pre-cycle research showed that the average result of student activity was 34.9%, while in cycle I the percentage was 56.7% and increased by 80.7% in cycle II. Thus, it can be concluded that the use of gamified learning methods based on the Educaplay media platform can increase the learning activity of class V students at SDN Dupak 1 Surabaya.