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Development of a Flipbook Learning Media Based on a Problem-Based Learning Model to Improve Mathematical Literacy Skills and Students' Motivation for Learning on the Pythagorean Theorem in Grade VIII at State Junior High School 40 Medan Simarmata, Putri Sonia; Mulyono, Mulyono; Lubis, Asrin; Nasution, Hamidah
Daya Matematis: Jurnal Inovasi Pendidikan Matematika Vol 13, No 3 (2025): December
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jdm.v13i3.77215

Abstract

Based on the results of initial observations at SMP Negeri 40 Medan, there are teachers who have not maximized the design, development, and utilization of learning media, especially flipbook media that has never been implemented. As well as the mathematical literacy skills and learning motivation of students are still low. This study aims to (1) produce flipbook media based on the Problem Based Learning learning model that is valid, practical and effective, (2) analyze the improvement of mathematical literacy skills and (3) analyze the improvement of student learning motivation using flipbook media based on Problem Based Learning. This study uses the ADDIE model. This study involved class VIII students of SMP Negeri 40 Medan. The instruments used in the development of flipbook media are Teaching Modules, LKPD, Mathematical Literacy Ability Tests and Student Learning Motivation Questionnaires. The results of the study are that the flipbook media meets the valid criteria with a score of 4.69, then the flipbook media was tested to obtain practical and effective media so that it meets the practical criteria with a score of 88.95, and the flipbook media meets the effective criteria with a score of 87.79. The increase in mathematical literacy skills measured by N-gain on the development trial conducted twice against pretest with posttest I with an average N-gain of 0.33 in the medium category, then against posttest I and posttest II with an average N-gain of 0.73 in the high category. Furthermore, the increase in students' learning motivation by measuring the pretest and posttest with an average N-gain of 0.6 in the medium category. Based on the N-gain results, it is stated that flipbook media based on the Problem Based Learning learning model is able to improve students' mathematical literacy skills and learning motivation at SMP Negeri 40 Medan.
APPLICATION OF WEIGHT PRODUCT AND TOPSIS METHODS IN SELECTING THE BEST ONLINE TRANSPORTATION SERVICE Nur Fitriani; Hamidah Nasution; Ismail Husein; Hashem Beg, Abul
Journal of Mathematics and Scientific Computing With Applications Vol. 6 No. 2 (2025)
Publisher : Pena Cendekia Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53806/jmscowa.v6i2.1206

Abstract

This study emphasises the application of mathematical and computational modelling to support multi-criteria decision-making in the selection of online transportation services. Using Microsoft Excel, the research employs the Weighted Product (WP) and Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) methods to assess alternatives based on six quantitative criteria: price, promotion, service variety, payment method, convenience, and punctuality. The integrated application of WP and TOPSIS provides a systematic process of normalisation, weighting, and ranking to determine the optimal alternative. The findings indicate that GOJEK achieves the highest preference value (0.6107), followed by GRAB (0.5533), IN-DRIVE (0.5000), and MAXIM (0.3893). The methodological contribution of this research lies in demonstrating how the integration of WP and TOPSIS within computational tools establishes an effective mathematical framework for optimising decision-making in service evaluation.
Pemberdayaan Pembatik Lokal melalui Pendampingan Desain Batik Digital Menggunakan Aplikasi Ambatig Kartika, Dinda; Niska, Debi Yandra; Misgiya, Misgiya; Nasution, Hamidah; Febrian, Didi; Habibi, Rizki; Saputra S, Kana; Atmojo, Wahyu Tri
Amal Ilmiah: Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 1 (2026): Edisi Maret 2026
Publisher : FKIP Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/amalilmiah.v7i1.602

Abstract

Program pengabdian ini bertujuan meningkatkan kapasitas perajin batik melalui pendampingan desain batik digital menggunakan aplikasi Ambatig untuk mempercepat perancangan dan menata konsistensi pengulangan motif tanpa menghilangkan identitas Batak–Melayu. Kegiatan dilaksanakan selama empat minggu melalui sosialisasi, pelatihan, penerapan teknologi, dan pendampingan dengan pemanfaatan pengaturan pola frieze (satu arah) dan kristalografi (dua arah). Evaluasi melibatkan 15 peserta menggunakan angket skala Likert pada lima poin serta observasi terhadap durasi pradesain, jumlah varian desain, dan kesalahan sambungan pola. Hasil menunjukkan rerata kepuasan peserta di atas skor 4 dengan sekitar 80% respons positif, terutama pada aspek kesesuaian gaya visual (4,5) dan kemudahan dipelajari (4,3). Secara operasional, waktu pradesain berkurang dari sekitar 90 menit menjadi 40–50 menit per varian, peserta mampu menghasilkan 2–3 varian desain dalam 90 menit, dan kesalahan sambungan pola berkurang. Program ini juga menghasilkan portofolio desain digital berisi parameter siap produksi. Dengan demikian, pemanfaatan Ambatig efektif meningkatkan efisiensi dan kerapian perancangan motif batik serta mendukung pelestarian dan keberlanjutan motif Batak–Melayu melalui dokumentasi digital dan penguatan kapasitas perajin lokal.
The Development of Learning Media Oriented to Team Games Tournament Learning Model Using Canva and Kahoot! to Improve Student™s Problem Solving Ability in SMAN 10 Medan Paula Putri Vansia Br. Siahaan; Hamidah Nasution
Jurnal Fibonaci: Jurnal Pendidikan Matematika Vol. 3 No. 2 (2022): JURNAL FIBONACI: JURNAL PENDIDIKAN MATEMATIKA
Publisher : Prodi Pendidikan Matematika FMIPA Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jfi.v3i2.40678

Abstract

This study aims to determine (1) the process of developing learning media based on Canva and Kahoot, (2) learning media can be used for the learning process, and (3) improving the problem solving ability of students who are given mathematics learning with the topic of developed arithmetic series. The subjects in this study were students of class XI IPA -1 SMA NEGERI 10 MEDAN. Learning tools developed in the form of learning media using Canva and Kahoot!. Data analysis techniques in the development of learning tools used descriptive statistical analysis techniques. The results showed that: (1) the learning media development process involved five stages of development and then before being tested in the field, validation was obtained with the media assessment average score from the media expert team was 3.2 (valid) and material expert was 3.45 (valid). , based on the efficiency aspect based on the results of the student response questionnaire, the first trial obtained a score of 72% (positive) and the second trial was carried out with revisions and got a score of 85% (very positive), and based on the effectiveness of the learning tools developed on the problem solving abilities of students concluded on: student learning completeness after the use of media by 85%; (2) with the previous description the media can be used as a learning aid with revisions, and (3) the improvement of problem solving abilities can be seen from the n-Gain value of 0.5 which means it is in the medium category