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PEMODELAN MATEMATIKA TERHADAP KECANDUAN GAME ONLINE BERDASARKAN MODEL SEIRS PADA BERBAGAI KELOMPOK USIA DI INDONESIA Siregar, Annisa Fadhillah Putri; Firmansyah, Firmansyah; Panjaitan, Dedy Juliandri
Majalah Ilmiah METHODA Vol. 14 No. 1 (2024): Majalah Ilmiah METHODA
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The mathematical model can be used to analyze many real-life problems. One of them is the case of online game addiction, which is currently rampant in Indonesia. This research will analyze the SEIRS mathematical model in the case of online game addiction experienced by various age groups. The purpose of this research is to understand mathematical modeling based on the SEIRS model for cases of online game addiction in various age groups in Indonesia. The result of this research is the mathematical model, which is , S(0) = 17; E(0) = 25; , I(0) = 6; and , R(0) = 2.
PEMODELAN MATEMATIKA TERHADAP KECANDUAN GAME ONLINE BERDASARKAN MODEL SEIRS PADA BERBAGAI KELOMPOK USIA DI INDONESIA Siregar, Annisa Fadhillah Putri; Firmansyah, Firmansyah; Panjaitan, Dedy Juliandri
Majalah Ilmiah METHODA Vol. 14 No. 1 (2024): Majalah Ilmiah METHODA
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/methoda.Vol14No1.pp87-92

Abstract

The mathematical model can be used to analyze many real-life problems. One of them is the case of online game addiction, which is currently rampant in Indonesia. This research will analyze the SEIRS mathematical model in the case of online game addiction experienced by various age groups. The purpose of this research is to understand mathematical modeling based on the SEIRS model for cases of online game addiction in various age groups in Indonesia. The result of this research is the mathematical model, which is , S(0) = 17; E(0) = 25; , I(0) = 6; and , R(0) = 2.
SEIRS MATHEMATICAL MODEL FOR ANALYZING THE SPREAD AND PERSISTENCE OF GADGET ADDICTION IN ELEMENTARY SCHOOL CHILDREN Panjaitan, Dedy Juliandri; Siregar, Annisa Fadhillah Putri; Sapta, Andy; Aprilia, Rima
BAREKENG: Jurnal Ilmu Matematika dan Terapan Vol 20 No 1 (2026): BAREKENG: Journal of Mathematics and Its Application
Publisher : PATTIMURA UNIVERSITY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/barekengvol20iss1pp0585-0602

Abstract

Gadget addiction among elementary school-aged children has become a serious concern, especially with the increasing screen time that potentially disrupts learning focus, social interaction, and emotional development. Despite various efforts to control gadget usage, many schools and parents struggle to monitor and predict addiction trends effectively. This gap highlights the need for a structured approach to analyze and predict the spread of gadget addiction. Therefore, this study aims to model the dynamics of gadget addiction using the SEIRS (Susceptible-Exposed-Infected-Recovered-Susceptible) mathematical model. Data were collected through questionnaires to categorize individuals into susceptible (S), exposed (E), addicted (I), and recovered (R) groups. The model was numerically solved using the 5th-order Runge-Kutta method in MATLAB. Simulation results show a decrease in the susceptible group over time, an initial increase and eventual decline in exposed and addicted individuals, and a steady increase in the recovered group, with possible relapse into susceptibility. The analysis reveals that gadget addiction is likely to persist when the basic reproduction number exceeds a critical threshold, signifying the potential for long-term behavioral entrenchment. Sensitivity analysis indicates that the dynamics of gadget addiction are strongly influenced by the rate of peer interaction and the speed at which exposure leads to addiction, whereas higher recovery rates play a significant role in reducing its prevalence. The numerical analysis contributes by offering a reliable and accurate method for simulating real-world addiction patterns. This model provides a quantitative basis for designing more effective intervention strategies. However, this study is limited by the absence of real-time observational data and relies on parameter estimation from survey-based responses.
DEVELOPMENT OF MATHEMATICS LEARNING USING BATAK CULTURE- BASED MEDIA IN INDONESIA Panjaitan, Dedy Juliandri; Firmansyah, Firmansyah; Sapta, Andy; Aprilia, Rima; Siregar, Annisa Fadhillah Putri
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 9 No. 3 (2025): Volume 9, Nomor 3, September 2025
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jiituj.v9i3.43196

Abstract

This study aims to develop Batak culture-based domino card learning media to enhance students’ interest and academic achievement in three challenging mathematics topics: trigonometry, integer operations, and logarithms. The research explores how local cultural values, specifically the Batak kinship philosophy Dalihan Na Tolu, can be meaningfully integrated into mathematics instruction. Employing a design-based research (DBR) approach, the study was conducted in seven schools across North Sumatra Province, Indonesia. The development process encompassed media design, expert validation, classroom implementation, and iterative refinement. Instruments utilized included teacher interviews, classroom observations, student questionnaires, and achievement tests. The findings indicate that integrating Dalihan Na Tolu values into game- based learning media provides culturally resonant analogies that enhance students’ understanding of abstract mathematical concepts. In trigonometry, visual and cultural representations helped students distinguish among triangle elements and apply ratio concepts in problem-solving. In the context of integer operations, the domino gameplay facilitated students’ comprehension of signed numbers through contextual scenarios such as altitude and temperature changes. For logarithms, visual simulations and matching exercises supported students in grasping the inverse relationship between exponents and logarithmic expressions. The application of culturally contextualized game-based media not only improved students’ comprehension across all three mathematical topics but also significantly increased their engagement and interest in learning. These findings suggest that incorporating local cultural values into instructional tools can offer an innovative and effective model for advancing mathematics education, particularly in culturally diverse contexts.