Panjaitan, Sorta Corie Ivana
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Exploration of computational thinking ability in limit concept of algebraic function with interactive multimedia Lisa, Lisa; Pangaribuan, Lena Rosdiana; Panjaitan, Sorta Corie Ivana; Hasratuddin, Hasratuddin
International Journal of Trends in Mathematics Education Research Vol 6, No 3 (2023)
Publisher : SAINTIS Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33122/ijtmer.v6i3.262

Abstract

The difficulty of students in solving computational thinking (CT) problems related to the limit material of algebraic functions is that students do not understand the existing problems, difficulties regarding how the problem-solving pattern, difficulties when asked how to solve the problem, and difficulties when deciding and concluding from the problem. To overcome these difficulties, interactive multimedia is used, which is very important in modern education, it allows students to learn in a more interesting and interactive way, which can strengthen students' computational thinking skills. The purpose of this study was to determine the Exploration of Computational Thinking ability in the concept of Limit algebraic function with interactive multimedia and to determine the student's response to the use of interactive multimedia on the computational thinking ability of students in the material limit algebraic function in the department of tadris mathematics IAIN Lhokseumawe. The method used in this research is pre-experimental method, with the research design used is One Group Pretest-Posttest (Initial Test-Final Test on a single group. The research subjects were 1st semester students majoring in Tadris Metematics IAIN Lhokseumawe academic year 2023/2024. The research results obtained 1) From the calculation of the t test obtained the results of Tcount amounting to 2.583 and Ttable 1.684 (Ttest Ttable) or the probability value Sig 2 tailed α (0.000 0.05), then the hypothesis decision can be stated Ho rejected and Ha accepted. Thus, there is a significant difference in the exploration of computational thinking ability in the concept of limit function algebra with interactive multimedia. 2) the average percentage of very good categories obtained a value of 86%, good 13%, less 1%. The difference from the results of student responses with good to very good criteria is influenced by attitudes that show enthusiastic positive responses to interactive multimedia.
Implementasi Ideologi Pendidikan Matematika pada Pendidikan Guru Penggerak Panjaitan, Sorta Corie Ivana; Dewi, Izwita; Simamora, Elmanani
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 1 (2024): Edisi Januari 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i1.812

Abstract

The important role of teachers in education underlies the Ministry of Education, Culture, Research and Technology to issue Program Guru Penggerak in the 5th episode of Merdeka Belajar. Mathematics as a subject taught to students from the most secondary level to higher education requires reliable and professional teachers or educators. Philosophy or Ideology of mathematics awakens teachers to become more professional. Teachers who understand the origin and methods of developing Educational Ideology, specifically mathematics education, will be able to prepare themselves to provide better learning in the classroom. Seeing how the implementation of the ideology of Mathematics Education in Program Guru Penggerak, more specifically on the educational materials and exercises received when participating in mobilizing teacher education, epistemologically and ethically further strengthens the views of every teacher, especially mathematics teachers, are expected to follow Program Guru Penggerak to become more professional in their fields. The ideology of Pancasila is in line with the ideology of Mathematics Education on Progressive Educator and Public Educator.
Pemanfaatan Konsep Geometri dan Teori Graf pada Strategi Memenangkan Permainan Tradisional Margala Panjaitan, Sorta Corie Ivana; Hasratuddin, Hasratuddin; Sinaga, Bornok
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1331

Abstract

Ethnomatics integrates local culture in mathematics learning. Traditional games become ethnomatic when used as a means of learning mathematics. In the Simalungun area, a traditional margala game competition was held. In the margala game there is an educational element, through the margala game the player's character values ​​can be developed. Margala games can be created to improve understanding of Mathematics subjects, moreover by applying mathematics during the game, the chances of winning the game are greater. Through this research, it can be seen the closeness of mathematics to local culture. This research aims to find strategies to get points when you are on the attacking team and to prevent getting points when you are on the guard team. to win the traditional game of margala, by utilizing concepts in mathematics, namely Geometry and Graphs. The research was carried out through literature study, observation, interviews, field notes and documentation on the players and coaches of the margala team at SMP Negeri 3 Jorlang Hataran and continued by analyzing the data. The use of geometric concepts in traditional margala game strategies, obtained by understanding the concepts of area and perimeter in rectangular shapes related to the length of the player's hand or reach, as well as position on the field can produce an effective strategy for winning the game. Apart from that, by using graph theory you can predict your opponent's movements and find the shortest route and avoid being touched by your opponent.