Lucky Heriyanti Jufri
Universitas Pendidikan Indonesia

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Evaluasi Implementasi Algoritma Machine Learning K-Nearest Neighbors (KNN) Dengan Menggunakan Rapid Miner Pada Data Hasil Belajar Siswa SMP Lucky Heriyanti Jufri; Dadan Dasari
Jurnal Gantang Vol 8 No 2 (2023): Jurnal Gantang
Publisher : Universitas Maritim Raja Ali Haji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31629/jg.v8i2.6590

Abstract

The focus of the PISA 2022 assessment is on the subjects of Mathematics, Language and Science. Therefore, these subjects are compulsory subjects at every level of education. Because learning activities are the most important activities, the success of a learning activity is measured by the learning outcomes that have reached completeness or failed. Prediction of completeness or failure can be done by classifying data using the K-Nearest Neighbors (KNN) algorithm using the RapidMiner application. The KNN algorithm is one of the classification methods for a set of data based on learning data that has been classified before. The data used are student learning outcomes in Mathematics, Indonesian Language and Science subjects at the junior high school education level in Padang city. This research aims to predict student learning outcomes in Mathematics, Indonesian and Science subjects based on student score completeness by comparing various k values to obtain the best performance of this algorithm. The results obtained after analyzing the KNN algorithm are Classification using the KNN algorithm is most accurate when the value of k = 5 and k = 7. Where by using the value of k, the accuracy of the KNN algorithm reaches the maximum result of 94.12%. Thus, this algorithm can help teachers to predict or find out how appropriate student completeness.
Validity of Flip PDF Based E-Modules as Learning Media on Cube and Cuboid Materials Lucky Heriyanti Jufri; Didi Suryadi; Kusnandi Kusnandi; Turmudi Turmudi
Mosharafa: Jurnal Pendidikan Matematika Vol. 13 No. 4 (2024): October
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v13i4.965

Abstract

Abstrak Penelitian ini bertujuan untuk mengetahui validitas e-modul Berbasis Flip PDF sebagai Media Pembelajaran Untuk Melatih Kemampuan Literasi Matematis Siswa Pada Materi Kubus dan Balok dilihat dari validitas sistem operasi, validitas isi, validitas bahasa dan desain. Penelitian ini menggunakan jenis penelitian Research and Development (R&D) yang mengacu pada model pengembangan Plomp yang terdiri atas 3 (tiga) tahapan, yaitu tahap preliminary research (fase investigasi awal), tahap prototyping phase (pembuatan dan pengembangan prototipe) dan tahap assesment phase (fase penilaian). Namun artikel ini hanya membahas sampai tahapan prototyping phase. Instrumen yang digunakan adalah lembar validasi, angket dan wawancara. Berdasarkan hasil validasi menunjukkan bahwa E-modul Interaktif yang dikembangkan memperoleh persentase rata-rata 87,5% untuk validitas sistem operasi termasuk kategori sangat valid, 80% untuk validitas isi termasuk kategori sangat valid, 90% untuk validitas bahasa termasuk kategori sangat valid dan 85,9 % untuk validitas desain termasuk kategori sangat valid untuk digunakan sebagai media pembelajaran untuk melatih kemampuan literasi matematis siswa. Abstract This research aims to determine the validity of the Flip PDF-based e-module as a learning medium for training students' mathematical literacy skills in cube and block material in terms of operating system validity, content validity, language validity and design. This research uses the Research and Development (R&D) type of research which refers to the Plomp development model which consists of 3 (three) stages, namely the preliminary research stage (initial investigation phase), the prototyping phase (prototype creation and development) and the assessment phase (assessment phase). However, this article only discusses the prototyping phase. The instruments used were validation sheets, questionnaires and interviews. Based on the validation results, it shows that the Interactive E-module developed obtained an average percentage of 87.5% for operating system validity including the very valid category, 80% for content validity including the very valid category, 90% for language validity including the very valid category and 85 .9% for design validity is in the very valid category for use as a learning medium to train students' mathematical literacy skills.