cover
Contact Name
Damianus D. Samo
Contact Email
editorial.fraktal@undana.ac.id
Phone
+6285239272877
Journal Mail Official
damianus.damo@staf.undana.ac.id
Editorial Address
Program Studi Pendidikan Matematika FKIP Universitas Nusa Cendana Jalan Adisucipto Penfui Kupang, NTT
Location
Kota kupang,
Nusa tenggara timur
INDONESIA
Fraktal: Jurnal Matematika dan Pendidikan Matematika
ISSN : -     EISSN : 27760073     DOI : https://doi.org/10.35508/fractal.v2i2
Core Subject : Education,
Fraktal: Jurnal Matematika dan Pendidikan Matematika adalah jurnal ilmiah dalam bidang matematika dan pendidikan matematika yang dikelola dan diterbitkan oleh Program Studi Pendidikan Matematika, Fakultas Keguruan dan Ilmu Pendidikan (FKIP), Universitas Nusa Cendana, Kupang, NTT. Ruang lingkup jurnal ini adalah penelitian terapan matematika, statistika, penelitian pendidikan matematika yang meliputi pembelajaran matematika, eksplorasi matematika, pengembangan media pembelajaran, analisis hasil pembelajaran, etnomatematika, serta bidang-bidang yang bersesuaian dengan pengembangan pembelajaran matematika dari berbagai jenis penelitian seperti survei, penelitian dan pengembangan, penelitian eksperimen, penelitian tindakan kelas, penelitian kualitatif dll.
Arjuna Subject : Umum - Umum
Articles 102 Documents
Peningkatan Hasil Belajar Matematika Siswa Dengan Menggunakan Media Blok Dienes Pada Materi Operasi Penjumlahan Bilangan Cacah Hermina Manek
Fraktal : Jurnal Matematika dan Pendidikan Matematika Vol 4 No 1 (2023): Mei 2023
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/fractal.v4i1.10368

Abstract

This study aimed to determine whether the use of Dienes Block as learning media could increase students' mathematics learning outcomes. This research is classroom action research (CAR) which was conducted in 2 cycles. The research was conducted at SDN Bokong 2, Takari District, Kupang Regency in the odd semester of the 2022/2023 school year. The research subjects were 26 students of third grade and a teacher. Data collection instruments in this study included observation sheets, tests, and documentation. The results showed that the use of Dienes Block can improve the mathematics learning outcomes of third grade students of SDN Bokong 2 on the material of the addition operation of whole numbers. It is indicated by the increase and achievement of the minimum criteria for teacher activity, students’ activity, and mathematics learning outcomes of third grade students of SDN Bokong 2 after being taught using dienes block media. The percentage of students who reached the minimum completeness criteria (70) in cycle 2 was 88.5% with a classical average of 84.3. These results improved compared to the learning outcomes of cycle 1 where the percentage of students who reached the minimum completeness criteria was only 38% with a classical average of 69.2.
Indeks Harary Pada Graf Koprima Pada Grup Bilangan Bulat Modulo Berorde Pangkat Prima Udayana Devandra
Fraktal : Jurnal Matematika dan Pendidikan Matematika Vol 4 No 1 (2023): Mei 2023
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/fractal.v4i1.10520

Abstract

The coprime graph in modulo integer groups has many important applications in discrete mathematics and cryptography. The Harary index of the coprime graph is very useful in many mathematical and computer science applications, especially in computing algebraic properties, topology, and graph structure. In this article, the Harary index of the coprime graph for modulo integer groups with a prime power order was obtained, which is the square of the sum of the group members minus one.
Penerapan Model Problem Based Learning Dengan Strategi Joyfull Learning Menggunakan Media Animasi Untuk Meningkatkan Kemampuan Berpikir Matematis Siswa Pada Materi Pola Bilangan Di Kelas VIII E SMP Negeri 10 Kupang Manalor, Natalia Christiani
Fraktal : Jurnal Matematika dan Pendidikan Matematika Vol 4 No 2 (2023): November 2023
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/fractal.v4i2.12221

Abstract

This study aims to describe the application of the problem based learning model with a joyfull learning strategy using animation media to improve students' mathematical thinking skills in number pattern material in class VIIIE SMP Negeri 10 Kupang due to the low ability of students' mathematical thinking in learning which is generally teacher-centered where the teacher is still have not applied real problems as a reference for learning. This type of research is classroom action research (CAR). Data collection techniques in this study included student and teacher observation and tests. The results showed that the percentage of classical completeness was 50% in cycle I and increased to 90% in cycle II. In addition, the results of observations on students also increased based on the observations of observer 1 with a value of 82.35 to 94.11, based on observations of observer 2 with a value of 85.29 to 92.64, and observations of observer 3 with a value of 69.11 to 88.23 . The teacher's observation results also increased, based on the teacher's activity sheet data in learning from cycle I with a value of 80.26 according to observer 1's observation to 88.15 and a value of 73.68 based on observer 2's observations to 90.78. So it can be concluded that the application of the problem based learning model with a joyfull learning strategy using animation media can improve students' mathematical thinking skills in the matter of number patterns.
Penerapan Model Problem Based Learning Berbantuan Video Animasi Untuk Meningkatkan Hasil Belajar Siswa Kelas VIII SMP Plus Noelbaki Pada Materi Relasi dan Fungsi Lello, Mega Lita A; Nubatonis, Ofirenty E.; Nenohai, Juliana M. H.
Fraktal : Jurnal Matematika dan Pendidikan Matematika Vol 4 No 2 (2023): November 2023
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/fractal.v4i2.12266

Abstract

This research was motivated by the low learning outcomes of students at SMP Reformasi Plus Noelbaki and the deficient of teacher creativity to design learning related to learning models and media that are appropriate to students' conditions. Therefore, this study aims to improve the learning outcomes of class VIII students of SMP Reformasi Plus Noelbaki in relation and function material through the application of the Problem Based Learning model assisted by video animation. This type of research is classroom action research which is carried out in two cycles and consists of four stages, namely planning, implementing, observing, and reflecting. Data collection techniques in this study were observation, tests, and documentation with the research instruments being test questions and observation sheets. Data analysis techniques are descriptive qualitative and quantitative. The results showed an increase in cycle I to cycle II, that were learning outcomes increased by 38.09% to 90.48%. The implementation of teacher observation increased from 66.67% to 78.82%. The results of observations on student activities increased from 62.5% in cycle I to 83.03% in cycle II. So that, it can be concluded that student learning outcomes increased after the implementation of the Problem Based Learning model assisted by animated videos at SMP Reformasi Plus Noelbaki
Simulasi Kemampuan Koneksi Kesalah Kode Kuasi Siklik Diperumum-LDPC Pada Channel Biner Simetris Sukriadi, Muhammad
Fraktal : Jurnal Matematika dan Pendidikan Matematika Vol 4 No 2 (2023): November 2023
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/fractal.v4i2.12436

Abstract

Low Density Parity Check code or abbreviated as LDPC is a linear error correcting that is used to maintain the integrity of the data. This code is known to have error-correcting capabilities that are close to the maximum theoretical error-correction limit. LDPC code can be made efficient by hybridizing with generalized quasi-cyclic code. Quasi-cyclic codes are generalizations of cyclic codes. The error correction capability of this generalized quasi-cyclic code-LDPC is closely related to the decoding algorithm chosen for the LDPC code. The algorithm used in this research is the Log-Likelihood Ratio Sum-Product Algorithm or abbreviated as LLR-SPA. In this research, simulation of quasi-cyclic code error correction capability in general-LDPC is given on a symmetric binary channel. The main objective of this research is the maximum number of errors that can be corrected by a generalized quasi-cyclic code-LDPC on a symmetric binary channel. Based on the simulation, the main result is that the greater the number of errors added, the smaller the possibility of the message being received in its entirety.
Efektivitas Penggunaan Media Papan Musi (Multi Fungsi) Materi KPK dan FPB pada Pembelajaran Matematika Nurlaila, Nurlaila; Mahmudah, Istiyati
Fraktal : Jurnal Matematika dan Pendidikan Matematika Vol 4 No 2 (2023): November 2023
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/fractal.v4i2.13209

Abstract

Class IV students have difficulty understanding mathematics lessons, one of these difficulties is in the KPK and FPB material. This happens because students do not master the basics of mathematics such as addition, subtraction, multiplication and division, and students are still confused about determining the results of the KPK and FPB. Therefore, there needs to be improvements in learning. So teachers and students must play an active role in the learning process. To increase the effectiveness of students, they must use appropriate learning media, one of which is the Musi Board (Multi Function). This research uses a descriptive method with a qualitative approach and observation. The subjects of this research were teachers and students at MI Miftahul Huda II, Palangka Raya City. Based on the results of research conducted, the use of Musi Board media makes students happy and active in teaching and learning activities.
Pengembangan Media Pembelajaran Berbasis Android Menggunakan Smart Apps Creator Pada Materi Bangun Ruang Sisi Datar di Kelas VIII SMP Negeri 2 Amabi Oefeto Hello, Risky Arnis Septian
Fraktal : Jurnal Matematika dan Pendidikan Matematika Vol 4 No 2 (2023): November 2023
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/fractal.v4i2.13466

Abstract

This study aims to develop android-based mathematics learning media using Smart Apps Creator on flat-sided space building material for class VIII students of SMP Negeri 2 Amabi Oefeto which is valid, practical, and effective. The method used in this research is the Research and Development method with the ADDIE model, namely: analysis, design, development, implementation, and evaluation. The data collection techniques and instruments used were interviews, questionnaires, and tests. The results showed that the average validity of the media was 4.5 including the "very valid" category. For the practicality aspect, the average teacher response result is 4.56, the response from small class students is 4.6 and the large class is 4.8 so that it is included in the "very practical" category. For the effectiveness criteria, the percentage of small class learning completeness is 100% and the large class obtained 71.8% completeness so that it is categorized as "effective". Thus, the learning media developed is valid, practical, and effective
Pengaruh Blended Learning Pada Pembelajaran Matematika (Tinjauan Meta-Analisis) Banunaek, Imanuel Mesakh Andreas
Fraktal : Jurnal Matematika dan Pendidikan Matematika Vol 5 No 1 (2024): Mei 2024
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/fractal.v5i1.13480

Abstract

This study aims to determine the effect of Blended Learning on student learning outcomes and to determine the difference in the effect of Blended Learning on student learning outcomes based on education level. This research is a systematic literature review using meta-analysis. The research sample was 6 experimental research articles using BL published in scientific journals between 2015-2022. The calculation of the effect size used eta-squared and Cohen's d formula. The findings of this study reveal that the Blended Learning has an influence on mathematics learning outcomes, where there are 3 articles with a very high effect size category, 1 article with a high effect size category, 1 article with a medium effect size category, and 1 article with a low effect size. Overall, it was found that the Blended Learning had a high influence on mathematics learning outcomes with an average EZ of 1.83. There is a difference in the effect of using the Blended Learning on mathematics learning outcomes based on the education level
Penerapan Model Problem Based Learning Untuk Meningkatkan Hasil Belajar Siswa Kelas IX SMP Angkasa Kupang Pada Materi Kesebangunan dan Kekongruenan Berbantuan E-book Interaktif Bees, Yumitro Aretwin; Samo, Damianus D.; Nubatonis, Ofirenty Elyada
Fraktal : Jurnal Matematika dan Pendidikan Matematika Vol 4 No 2 (2023): November 2023
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/fractal.v4i2.13490

Abstract

This research was motivated by the mathematics learning results of class IX students at Angkasa Kupang Middle School, especially in the material of congruence and congruence which were still low. The aim of this research is to improve the learning outcomes of class IX students at SMP Angkasa Kupang on congruency and congruence material. The type of research used is Classroom Action Research (PTK) which refers to the Kemmis & Mc Taggart model, which is carried out in 2 cycles with each cycle consisting of 4 stages, namely: 1) Planning; 2) Implementation; 3) Observation; and 4) Reflection. The data collection techniques in this research are observation and tests, while the data analysis is descriptive qualitative and quantitative. The results of this research show that the learning outcomes in cycle I were 55,55%, increasing to 81,48% in cycle II, the value of implementing observations of teacher teaching activities in cycle I was 93,17% increasing to 100% in cycle II and the value of implementing activities students in cycle I was 76,92%, increasing to 96,15% in cycle II. Thus, it can be concluded that the application of the problem based learning model assisted by interactive e-books can improve the learning outcomes of class IX students at SMP Angkasa Kupang on congruence and congruence material. Keywords: interactive e-book, learning outcomes, problem based learning, similarity and congruence
Desain Pembelajaran Penjumlahan dan Pengurangan Bilangan Bulat Menggunakan Matematika Realistik Konteks Permainanan Tradisional Congklak di SD Inpres Nunbaun Delha Lantakay, Chindy Novelin; Samo, Damianus D.; Blegur, Irna Karlina Sensiana
Fraktal : Jurnal Matematika dan Pendidikan Matematika Vol 5 No 1 (2024): Mei 2024
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/fractal.v5i1.13500

Abstract

This research aims to determine the learning design for adding and subtracting integers using realistic mathematics in the context of congklak (Indonesian Traditional Game ) at SD Inpres Nunbaun Delha. The method used in this research is design research, focused on developing learning designs in the form of hypothetical learning trajectories. This is a qualitative research involving 6 students in the pilot experiment cycle and 24 students in the teching experiment cycle. The data collection techniques used were tests, field notes, interviews and documentation. Meanwhile, data analysis techniques were carried out qualitatively. Thi sresearch produces a learning design using the PMRI approach. The resulting learning design consists of 7 activities where the PMRI approachis the main reference in each activity. The contextused in this researchis the traditional game congklak. Students were asked to play the traditional game congklak. After that, students observed the process of playing the traditional game congklak. Students were given congklak which had been modified to play. Then students solve the problems by playing congklak which has been modified in the way they play. Next, students draw circles to solve problems involving adding and subtracting integers. After that, students solve problems without using congklak or pictures of circles and end with students concluding the concept of adding and subtracting integers.

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