Claim Missing Document
Check
Articles

Found 2 Documents
Search

Pengenalan Dasar Algoritma Pemograman Bagi Mahasiswa Dewi, Nurika Kartika; ., Yahfizham
Journal Of Informatics And Busisnes Vol. 1 No. 3 (2023): Oktober - Desember
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jibs.v1i3.431

Abstract

Most lay people who hear the word algorithm wonder whether it refers to programming languages, computer science, mathematics. This is not wrong because algorithms are closely related to computing. Usually the algorithm itself shows the stages of solving a problem. The word algorithm comes from the family name of the Persian mathematician Muhammad ibn Musa ak-Khwarizmi. Algorithms are a general way to solve certain cases. Algorithms are intended to help in applying a system to a particular problem. When writing algorithms, they can use natural language or mathematical notation so they cannot be run on a computer. In everyday life, we have created algorithms to solve problems or challenges. Algorithms play a very important role in computer programming because algorithms are the heart of computer science.
Differences in Mathematical Problem-Solving Ability of Grade XI Senior High School Students on Matrix Material Between Educational Card Game-Assisted Strategy and Expository Learning Strategy Dewi, Nurika Kartika; Yahfizham
Desimal: Jurnal Matematika Vol. 9 No. 2 (2026): Desimal
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/

Abstract

Mathematical problem-solving ability is a fundamental competency in mathematics education because it enables students to interpret problems, develop solution strategies, implement mathematical procedures, and evaluate the validity of their answers. Although game-based learning has been increasingly incorporated into mathematics instruction, empirical evidence comparing card-assisted educational games with conventional expository instruction for improving students’ mathematical problem-solving ability on matrix material remains limited. This study aimed to examine the difference in mathematical problem-solving ability between Grade XI students taught using a card-assisted educational game strategy and those taught using an expository learning strategy. A quantitative quasi-experimental study employing a pretest-posttest comparison group design was conducted at SMA Swasta IT Ummi Ayuni Perbaungan, Serdang Bedagai Regency, Indonesia, involving 40 students selected through total sampling. Data were collected using a validated mathematical problem-solving test and analyzed using appropriate parametric statistical procedures. The findings revealed that students in the experimental group achieved a higher posttest mean score (80.55) than those in the expository group (67.90), with a statistically significant difference (t(38) = −5.347, p < .001). These findings indicate that the card-assisted educational game strategy provided a more effective learning environment for developing students’ mathematical problem-solving ability on matrix material than the expository learning strategy. The study contributes empirical evidence supporting the integration of structured, non-digital educational games as an effective instructional alternative for secondary mathematics learning.