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Aplikasi Pewarnaan Graf terhadap Penyimpanan Bahan Kimia Mahmudah, Muhlisatul
Jurnal Educazione : Jurnal Pendidikan, Pembelajaran dan Bimbingan dan konseling Vol. 10 No. 2 (2022): November
Publisher : FKIP Universitas Islam Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56013/edu.v10i2.2024

Abstract

Graf G = (V, E), where V is the set of points and E is the set of sides. An interesting application of graphs, one of which is graph coloring. There are three kinds of coloring that are point coloring, edge coloring, and region coloring. This paper will be studied dye staining. Point coloring is coloring the dots of a graph so that no two neighboring dots have the same color. The minimum number of colors that can be used to color a graph is expressed by chromatic numbers. Currently a lot of applications for graph coloring, one of which is the storage of chemicals. The storage of chemicals required a good arrangement, this is due to the influence of chemicals on each other if stored simultaneously. The main focus of this paper is to determine the chromatic number in the graph and the application scheme of dye graph coloring.
Pengaruh Model Diskursus Multi Representasi Berbantuan Cabri 3d terhadap Hasil Belajar Siswa Riyadi, Slamet; Susilaningtyas, Tri; Mahmudah, Muhlisatul
Jurnal Educazione : Jurnal Pendidikan, Pembelajaran dan Bimbingan dan konseling Vol. 8 No. 1 (2020): Mei
Publisher : FKIP Universitas Islam Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56013/edu.v8i1.3035

Abstract

This study aims to: (1) Determine the effect of the Multi Representation Discourse model with 3D cabri-assisted learning outcomes of Al Kawtsar-Panti MTs students (2) Describe the Effect of the Multi Representation Discourse model with 3d cabri-assisted learning outcomes of Al Kawtsar-Panti MTs students. The research subjects were 18 students of Al Kawtsar MTs class VIIIA and 17 students of VIIIB. This research is classified as Experimental Research which compares two learning models. Based on the results of the calculation of the T Test (Independent Samples T Test) it can be seen that tcount > t table or p-value 0.03 < 0.05 then Ha is accepted and H0 is rejected, so there is an influence on the use of Multi Representation Discourse learning models assisted by 3D Cabri against student learning outcomes in the material building flat side cubes and beams class VIII at MTs Al Kawtsar - Panti.
Model Snowball Drilling untuk Meningkatkan Hasil Belajar Siswa Lestari, Indah; Mahmudah, Muhlisatul
Jurnal Educazione : Jurnal Pendidikan, Pembelajaran dan Bimbingan dan konseling Vol. 9 No. 1 (2021): Mei
Publisher : FKIP Universitas Islam Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56013/edu.v9i1.3062

Abstract

This research aims to improve student learning outcomes in studying social arithmetic using the application of the snowball drilling learning model. The type ofstudy uses is Classroom Action Assessment (PTK), with research procedures using a cycle model, from the results of the study in cycle I the percentage of student learning outcomes reached 64% and cycle II was 100%. This proves that the level of understanding of students increases with the application of the snowball drilling model, so that learning can provide an overview with examples of basic illustrations. This combination is used for teaching that can best illustrate with examples of basic illustrations
Pembuatan Desain BATIKMATIKA sebagai Kegiatan Pra Produksi yang Berbudaya di SMKs Al Akhyar Wonokusumo Bondowoso Mahmudah, Muhlisatul; Siskawati, Fury Styo; Purwandhini, Ari Septianingtyas
Journal of Sustainable Community Development Vol. 2 No. 3 (2024): Journal of Sustainable Community Development
Publisher : MID Publisher International

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.13890695

Abstract

Pengabdian masyarakat ini bertujuan untuk melatih dan membekali guru serta siswa dengan keterampilan praproduksi, yang difokuskan pada kegiatan bernuansa budaya melalui BATIKMATIKA (batik dengan motif simbol matematika). Tujuan kegiatan ini meliputi: (1) melatih dan membekali guru serta siswa dengan keterampilan praproduksi berbudaya; (2) menanamkan rasa cinta tanah air dan jiwa kewirausahaan pada guru dan siswa; (3) memberdayakan mitra sekolah agar mampu mandiri dan kreatif menghasilkan produk bernilai jual tinggi. Metode yang digunakan mencakup: (1) analisis situasi; (2) tinjauan literatur; (3) sosialisasi; (4) pelatihan; dan (5) evaluasi. Kegiatan ini berdampak positif terhadap pengetahuan, keterampilan, sikap, kemandirian, dan kreativitas guru serta siswa. Hasil luaran mencakup: (1) penambahan pengetahuan dan pengalaman dalam kegiatan praproduksi berbudaya (membuat desain BATIKMATIKA); (2) desain BATIKMATIKA; (3) peningkatan keterampilan, sikap, kemandirian, dan kreativitas dalam kegiatan kewirausahaan, khususnya praproduksi. Evaluasi menunjukkan bahwa seluruh peserta merasakan manfaat, serta guru bersedia menerapkan dan mensosialisasikannya di sekolah dan masyarakat.
Polyalphabetic cipher cryptosystem application in making anti-hacker passwords learning management systems in junior high schools Mahmudah, Muhlisatul; Irawati, Tri Novita; Aini, Friska B. Nur
Alifmatika (Jurnal pendidikan dan pembelajaran Matematika) Vol 6 No 1 (2024): Alifmatika - June
Publisher : Fakultas Tarbiyah Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35316/alifmatika.2024.v6i1.90-103

Abstract

Research on developing an anti-hacker network security system for the learning management system was conducted at SMP Plus Darus Salam. Learning activities at SMP Plus Darus Salam use LMS as a media, which is a program to maximize learning activities at school. its also has risks, it is related to the security of students data work, so network security is needed. Network security used within computer networks to facilitate secure communication in different network entities based on predefined security protocols. On the other hand, the Learning Management System (LMS) is a software platform designed for online educational activities, e-learning programs, and educational resources, simplifying student engagement in learning processes. This study employs applied research methodology, focusing on a single tribune graph, and involves a labeling process for vertices and edges to construct a graph tree, resulting in the generation of ciphertext. This research aims to develop anti-hacker passwords in the SMP Plus Darusalam LMS using a polyalphabetic cipher cryptosystem. The research utilizes a data set comprising 24 LMS account samples. Data collection techniques encompass observation, interviews, distribution of questionnaires, and documentation, while data analysis involves tabulation and the generation of ciphertext codes in the form of usernames and passwords. Based on the results, it shows a total score of 2,096 with an average of 91.13 or a security percentage of 91.13%, which shows that it is successful and useful in the SMP Plus Darus Salam learning management system (LMS) account. Thus, it can be concluded that the secjar (network security) network security efforts made were successful and provided significant benefits in securing learning management system (LMS) accounts at SMP Plus Darus Salam. Therefore, the researcher suggests to the readers to conduct research on the development of anti-hacker network security using Tribun graphs with ???? = 1 and ???? = 2.
PENGEMBANGAN BATIKMATIKA UNTUK MEDIA PEMBELAJARAN MATEMATIKA YANG MENYENANGKAN DAN BERMAKNA Siskawati, Fury Styo; Mahmudah, Muhlisatul; Irawati, Tri Novita; Susilaningtyas, Tri; Alayubi, Sholahudin; Rohman, Syaifur; MT, A. Mujib; Purwandhini, Ari Septianingtyas
SIGMA Vol 10, No 2 (2025): SIGMA
Publisher : Prodi Pendidikan Matematika FKIP Universitas Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53712/sigma.v10i2.2567

Abstract

Abstrak:Berawal dari anggapan bahwa matematika itu rumit, membosankan, sulit difahami, tidak disukai, hingga berdampak pada minimnya minat, motivasi, hasil belajar belajar matematika dan penguasaan konsep matematika yang belum maksimal mengispirasi dilakukannya inovasi pada pembelajaran matematika. Penelitian ini bertujuan untuk mendeskripsikan proses dan hasil pengembangan BATIKMATIKA untuk media pembelajaran matematika yang menyenangkan dan bermakna. Jenis penelitian ini adalah pengembangan dengan pendekatan kualitatif dan kuantitatif. Model pengembangan yang digunakan yaitu ADDIE yang meliputi analisis, desain, pengembangan, penerapan, dan evaluasi. Pengumpulan datanya menggunakan observasi, wawancara, angket, dan dokumentasi, dengan analisis datanya menggunakan uji kelayakan dan kepraktisan. Selanjutnya hasil yang diperoleh yaitu pengembangan BATIKMATIKA untuk media pembelajaran melalui lima tahapan utama ADDIE. Kemudian hasil berikutnya menunjukkan bahwa BATIKMATIKA merupakan media yang layak digunakan untuk membuat pembelajaran matematika menyenangkan dan bermakna. Selain itu juga dapat dikatakan bahwa BATIKMATIKA merupakan media yang praktis digunakan untuk mengajar matematika. Dengan saran yang dapat disampaikan yakni sebagai seorang guru khususnya matematika kita harus mampu membuat kondisi belajar yang tidak nyaman menjadi nyaman bagi siswa supaya dapat menumbuhkan minat dan motivasinya serta dapat mencipkatan lingkungan belajar menyenangkan hingga akhirnya dapat tecipta pembelajaran matematika yang bermakna.   Abstract:Starting from the assumption that mathematics is complicated, boring, difficult to understand, and disliked, to the impact on the lack of interest, motivation, learning outcomes of learning mathematics, and mastery of mathematical concepts that have not been maximized inspires innovation in mathematics learning. This study aims to describe the process and results of developing BATIKMATIKA as a learning media for joy and meaningful learning. This type of research is developed using qualitative and quantitative approaches. The development model used is ADDIE which includes analysis, design, development, implementation, and evaluation. The data collection used observation, interviews, questionnaires, and documentation, with the data analysis using feasibility and practicality tests. Furthermore, the results obtained are the development of BATIKMATIKA as a learning media through the five main stages of ADDIE. Then, the next result shows that BATIKMATIKA is a feasible medium for joy and meaningful learning. In addition, it can also be said that BATIKMATIKA is a practical media used to teach mathematics. With suggestions that can be conveyed, namely as teachers, especially in mathematics, we must be able to make uncomfortable learning conditions comfortable for students so that they can foster their interest and motivation and create a joyful learning environment in the end it can be meaningful learning.