cover
Contact Name
Siti Napfiah
Contact Email
prismatika@uibu.ac.id
Phone
+6285649950929
Journal Mail Official
prismatika@uibu.ac.id
Editorial Address
Jalan Citandui No. 46 Malang
Location
Kota malang,
Jawa timur
INDONESIA
Prismatika: Jurnal Pendidikan dan Riset Matematika
ISSN : 26546140     EISSN : 26564181     DOI : https://doi.org/10.33503/prismatika.v8i2
Core Subject :
Jurnal ini ditujukan bagi dosen, guru, praktisi pendidikan maupun mahasiswa yang hendak mempublikasian artikel ilmiah terkait matematika murni dan pendidikan matematika. Artikel yang dimuat merupakan artikel hasil penelitian, kajian ilmiah yang kritis dan komprehensif atau resensi dari buku ilmiah. Scope artikel terdiri dari: 1. Mathematics Learning Theory 2. Mathematics Learning Media (IT and manual) 3. Mathematics Education Curriculum 4. Analysis of Students Abilities in Learning 5. Analysis of Students Difficulties in Learning 6. Classroom action research 7. Application of Learning Approaches/Models/Methods/Strategies 8. Ethomathematics 9. Analysis Mathematics 10. Algebra 11. Statistics 12. Discrete Mathematics 13. Mathematical Modelling
Arjuna Subject : -
Articles 193 Documents
ANALISIS TEORI PERMAINAN DENGAN RANTAI MARKOV UNTUK PENENTUAN STRATEGI OPTIMAL DAN PERPINDAHAN PENGGUNA PADA OJEK ONLINE Arma, Abdul; Wasono; Amijaya, Fidia Deny Tisna
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 8 No. 2 (2026): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/prismatika.v8i2.3051

Abstract

The development of transportation services in Indonesia has led to increasing competition among online motorcycle taxi service providers, particularly between Gojek and Grab. This competition is not limited to pricing aspects but also includes promotional offers and vouchers, ease of application use, service completeness, payment methods, and the quality of driver services. These conditions potentially affect user loyalty and encourage customer switching behavior. This study aims to determine the optimal competitive strategies between Gojek and Grab and to analyze user switching patterns. The data used in this study are primary data obtained through questionnaires distributed to students of Mulawarman University who use online motorcycle taxi services. Game theory is applied to model competition between two players in a zero-sum game framework, where each company acts rationally in selecting strategies to maximize relative profits against its competitor. The payoff matrix is constructed based on questionnaire results and analyzed using pure strategies to determine the optimal strategy through the saddle point value. Markov chains are employed to analyze user switching behavior by modeling transition probabilities between states, namely Gojek and Grab, and to estimate the distribution of users in future periods until reaching a steady-state condition. The results indicate that the optimal strategy based on game theory, with Gojek as the row player and Grab as the column player, is the promotional and voucher strategy with a saddle point value of −10. Markov chain analysis shows that the probability of users switching from Gojek to Grab is 0,14 while the probability of switching from Grab to Gojek is 0.04. The steady-state condition is achieved in the 28th period, with user probabilities of 0,223 for Gojek and 0,777 for Grab. These findings indicate that, in the long run, students of Mulawarman University tend to switch from Gojek to Grab.
MENARI BERSAMA MATEMATIKA: REPRESENTASI GEOMETRI PADA POLA LANTAI TARI KELE Dharsono, Farhan Maulana; Aripin; Ratningsih, Nani
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 8 No. 2 (2026): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/prismatika.v8i2.3130

Abstract

This study aims to explore and describe the mathematical concepts contained in the floor patterns of the Kele Dance from Ciamis Regency through an ethnomathematics approach. The main problem in this research is the view that mathematics is a discipline separate from local culture, requiring efforts to uncover the connection between the two as a contextual learning resource. The research method used is qualitative with a critical ethnography approach. Data were collected through participatory observation, in-depth interviews with dance masters, and audiovisual documentation. Data analysis was carried out using data condensation, data display, and drawing conclusions. The results showed that the Kele Dance floor patterns contain various geometric concepts, including geometric transformations in the form of reflection in the "lengkah" and "nandean" movements, and dilation in the "nyiuk di luhur" movement. Additionally, plane geometry concepts such as concentric circles in the "ronggeng gunung" movement, and pentagons were found, as well as one-dimensional geometry in the form of horizontal lines. The conclusion of this study confirms that the Kele Dance is a cultural artifact representing the spatial and logical-mathematical intelligence of the Ciamis people, which can be integrated into culture-based mathematics learning.  
PENGEMBANGAN MEDIA PEMBELAJARAN KOMIK MATEMATIKA BERBASIS ETNOMATEMATIKA DALAM MENUNJANG PEMBELAJARAN BERDIFERENSIASI UNTUK MENINGKATKAN MINAT BELAJAR SISWA Rita Ningsih; Wardi Syafmen; Novferma
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 8 No. 2 (2026): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/prismatika.v8i2.3133

Abstract

This study aims to develop a learning medium in the form of an ethnomathematics-based mathematics comic to support differentiated instruction and increase students’ interest in learning. This research is a type of development study using the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The subjects of this study include Mathematics Education lecturers at the University of Jambi as expert team, a mathematics teacher in the individual trial, 9 students of class IX B in the small group trial, and all students of class IX A at SMP Negeri 1 Kota Jambi in the field trial. The results of the study indicate that the ethnomathematics-based mathematics comic learning media meets the criteria of being valid, practical, and effective. The validity of the mathematics comic is based on the results of material and design validation questionnaires, showing percentages of 84% for the material aspect and 86.8% for the design aspect, both categorized as very valid. The level of practicality is determined from practicality questionnaires completed by teachers and students, with percentages of 92.04% and 92.7%, respectively, which fall into the very practical category. The effectiveness level of the mathematics comic, based on students’ learning interest questionnaires analyzed using the N-Gain score, shows a percentage of 64.88%, categorized as moderately effective. Therefore, the ethnomathematics-based mathematics comic learning media is suitable for use in the learning process as it meets the criteria of being valid, practical, and effective.