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Kreano, Jurnal Matematika Kreatif-Inovatif
ISSN : 20862334     EISSN : 24424218     DOI : https://doi.org/10.15294/kreano.v13i2
Core Subject : Education,
Kreano is a place to share and communicate research results from researchers or invited authors. Kreano publishes original, novel, and empirical works in the field of mathematics education. Researchers can come from Lecturers, Teachers, Researchers, and students who need broad access to the publication of your research results. The Journal invites original research articles and not simultaneously submitted to another journal or conference. Jurnal Kreano invites authors to conduct empirical research according to the classification in the Mathematics Education Database.
Articles 742 Documents
Desain Pembelajaran Aturan Sinus dan Aturan Cosinus Berbasis PMRI untuk Mengetahui Strategi Siswa
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 4, No 1 (2013): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v4i1.2885

Abstract

Tujuan penelitian ini adalah untuk melihat peran segitiga pada materi aturan sinus dan aturan cosinus, yang menuntut siswa untuk dapat menyelesaikan setiap permasalahan secara kontekstual. Subjek penelitian adalah siswa kelas X1 SMAN 6 Prabumulih yang berjumlah 38 orang. Metode yang digunakan adalah design research terdiri dari tiga tahap, yaitu: preliminary design, design experiment (pilot experiment dan teaching experiment), serta retrospective analysis. Penelitian ini mengembangkan hasil pembelajaran aturan sinus dan aturan cosinus dengan menunjukkan aktivitas dan prosedur serta strategi siswa dalam menemukan ide dan strategi saat merumuskan aturan sinus dan aturan cosinus. Selain itu perubahan dari Hypothetical Learning Trajectory (HLT) ke Learning Trajectory (LT) melalui aktivitas, dilakukan dengan pengumpulan data menggunakan lembar observasi, wawancara, rekaman video, foto, dan lembar aktivitas siswa. The purpose of this study was to look at the role of triangle on the sine and cosine rule, which requires students to be able to resolve any problems contextually . The subjects were 38 students of SMAN 6 Prabumulih X1 class. The research used design reseacrh consists of three stages: preliminary design, design experiment (pilot experiment and teaching experiment), and retrospective analysis. This research developed an activity and procedure based learning and student strategies in finding ideas formulating rules of sine and cosine rules. Besides that, the change of Hypothetical Learning Trajectory (HLT) to Learning Trajectory (LT) through activities conducted by using a data collection sheet observations, interviews, video recordings, photographs, and student activity sheets.
Optimalisasi Performa Mahasiswa Melalui Penggunaan Bahan Ajar Komputasi Matematika Berbantuan Software Mathematica
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 10, No 2 (2019): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v10i2.21244

Abstract

Performa mahasiswa memiliki peran penting dalam menghasilkan lulusan yang berkualitas. Kurang optimalnya performa mahasiswa terlihat dari hasil belajar mahasiswa pada mata kuliah Persamaan Diferensial rata-rata sekitar 70 dan masih ada yang mendapatkan nilai kurang dari 70 sekitar 38%, serta kurangnya kemandirian belajar mahasiswa. Oleh karenanya optimalisasi performa mahasiswa perlu dilakukan. Tujuan dari penelitian ini adalah untuk mendapatkan optimalisasi performa mahasiswa melalui penggunaan bahan ajar komputasi matematika berbantuan software Mathematica. Kemandirian belajar dan hasil belajar mahasiswa dijadikan sebagai sasaran performa mahasiswa yang akan dioptimalkan. Penelitian ini dilaksanakan di Program Studi Pendidikan Matematika FKIP Universitas Muhammadiyah Tangerang yang berjumlah 24 mahasiswa pada mata kuliah Persamaan Diferensial menggunakan bahan ajar Komputasi Matematika Berbantuan Software Mathematica. Penelitian ini merupakan penelitian kuasi eksperimen dengan desain eksperimen yang digunakan adalah one-group pretest-posttest design. Hasil yang didapat dari penelitian ini adalah terdapat perbedaan yang signifikan antara sebelum dan sesudah penggunaan bahan ajar untuk kemandirian belajar dan hasil belajar mahasiswa melalui uji t. Rata-rata peningkatan persentase kemandirian belajar dan hasil belajar mahasiswa secara berturut-turut sebesar 7% dan 24%.Students’ performance has an important role in producing quality graduates. Less optimal students’ performance can be seen from student learning outcomes in Differential Equation courses an average of around 70 and there are still those who score less than 70 about 38%, and lack of students’ self regulated learning. Therefore, optimizing students’ performance needs to be done. The purpose of this study is to obtain the optimization of students’ performance using computational mathematics teaching materials assisted by Mathematica software. Self regulated learning and student learning outcomes are targeted as students’ performance to be optimized. This research was conducted in the Mathematics Education Study Program FKIP Muhammadiyah University of Tangerang, totaling 24 students in the Differential Equation course using Mathematica Software Computational Mathematics teaching material. This research is a quasi-experimental research with the experimental design used is a one-group pretest-posttest design. The results obtained from this study are that there are significant differences between before and after the use of teaching materials for self-regulated learning and student learning outcomes through t-test. The average increase in the percentage of self-regulated learning and student learning outcomes are 7% and 24%, respectively.
Pengembangan Perangkat Pembelajaran Matematika yang Berorientasi pada Model Problem Based Learning
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 7, No 2 (2016): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v7i2.7300

Abstract

Tujuan penelitianini adalah untuk mengembangkan produk perangkat pembelajaran matematika yang berorientasi pada model problem based learning untuk meningkatkan kemampuan pemecahan masalah matematika siswa. Perangkat pembelajaran yang dikembangkan untuk siswa kelas 11 SMA YPK Medan diantaranya RPP, Buku Siswa, LKS dan instrumen tes pembelajaran. Penelitian ini merupakan penelitian pengembangan yang menggunakan model 4D Thiagarajan, Semmel dan Semmel. Subjek penelitian ini adalah siswa kelas 11. Validasi perangkat pembelajaran berdasarkan pada pendapat para validator, praktiki yang telah sukses membuat perangkat pembelajaran, respon para guru serta siswa. Efektifitas dianalisis berdasarkan: (1) ketuntasan minimum kemampuan pemecahan masalah matematika siswa; (2) kemampuan guru dalam mengelola pembelajaran; dan (3) Keaktifan aktivitas siswa. Hasil menunjukkan bahwa perangkat pembelajaran matematika berorientasi pada model problem based learning  yang dikembangkan telah valid, praktis dan efektif. The aims of this study were to develop a product in the form of mathematics learning devices based on problem based learning model to improve the mathematics problem solving student’s ability. The materials developed were for 11th grade students of SMA YPK Medan, it consists of: lesson plan, student’s works sheet, student’s textbook and tes learning outcomes. This research was a research development with the reference Four-D model by Thiagarajan, Semmel and Semmel. Subjects in this study were 11th grade student’s. Learning devices validation based on the opinion of the validator, practicality based on the succesfull of learning equipment, the responses of teachers and students. Effectiveness is based on: (1) a minimum completeness mathematics problem solving student’s ability; (2) the ability of teachers to manage learnings; and (3) active activity of students. The result showed that the learning devices-aided model of problem based learning been valid, practical, and effective. 
IDEAL Problem Solving dalam Pembelajaran Matematika
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 1, No 2 (2010): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v1i2.1491

Abstract

Most educators agree that problem solving is among the most meaningful and importantkinds of learning and thingking. That is, the central focus of learning and instructionshould be learning to solve problems. There are several warrants supporting that claims.They are authenticity, relevance, problem solving engages deeper learning angtherefore enhances meaning making, and constructed to represent problems (problemsolving) is more meaningful. It is the reason why we must provide teaching and learningto make student’s problem solving skill in progress. There are many informationprocessingmodels of problem solving, such as simplified model of the problem-solvingprocess by Gicks, Polya’s problem solving process etc. One of them is IDEAL problemsolving. Each letter of IDEAL is stand for an aspect of thinking that is important forproblem solving. IDEAL is identify problem, Define Goal, Explore possible strategies,Anticipate outcme and Act, and Look back and learn. Using peer interaction andquestion prompt in small group in IDEAL problem solving teaching and Learning canimprove problem solving skill.Kata kunci: IDEAL Problem Solving, Interaksi Sebaya, Pertanyaan Penuntun, KelompokKecil.
Corrigendum / Erratum / Retraction
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 9, No 1 (2018): Kreano, Jurnal Matematika Kreatif-Inovatif 9(1)
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v9i1.16124

Abstract

RETRACTION TO:Maulidyawati, D., Irham, M. (2018). Analisis Metakognisi Peserta Didik dalam Pemecahan Masalah pada Materi Turunan. Kreano, Jurnal Matematika Kreatif-Inovatif, 9(1), 84-92. DOI: 10.15294/kreano.v9i1.13125.This article has been retracted by Publisher based on the following reason:Requested by Author by Email at May 9th, 2018.Editor then checked by Google Scholar and found similar article published on PROCEEDINGS ELPSA CONFERENCE 2017  [Irham, M. (2018, March). Analisis Metakognisi Peserta Didik dalam Pemecahan Masalah Pada Materi Turunan. In PROCEEDINGS ELPSA CONFERENCE 2017 (Vol. 1, No. 1).]Author violates Kreano, Jurnal Matematika Kreatif-Inovatif’s Ethics Statement on Author’s rule number 3. (See https://journal.unnes.ac.id/nju/index.php/kreano/pages/view/Ethics-Statement). The Editor has difficult detecting this problem during submission process.
Desain Pembelajaran dalam Memahami Konsep Luas Menggunakan Kain Motif Kotak-Kotak di Kelas III
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 6, No 1 (2015): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v6i1.4503

Abstract

Tujuan penelitian ini untuk mengetahui peran penggunaan kain motif kotak-kotak yang dapat membantu siswa memahami konsep pada pembelajaran luas di kelas III. Metode yang digunakan dalam penelitian ini adalah design research type validation studies yang melibatkan siswa kelas III SD Negeri 32 Palembang. Aktivitas dilakukan mulai dari kegiatan penggunaan kain motif kotak-kotak dalam memahami unit pengukuran dan ukuran unit sehingga penggunaan kain motif kotak-kotak memiliki peranan penting dalam membantu siswa memahami konsep pembelajaran luas di kelas III, selanjutnya menuju tahap formal yaitu melalui penggunaan kertas berpetak dalam membantu mengestimasi luas bentuk bangun datar tidak beraturan. Hasil dari percobaan pembelajaran menunjukkan bahwa melalui serangkaian aktivitas yang berbasis pengalaman telah membantu meningkatkan pemahaman siswa tentang konsep luas.The purpose of this research was to determine the role of the use of plaid fabric that can help students understand the concept of learning area in class III. The method used in this research is design research type validation studies involving students in grade 3 in elementary school (SDN 32) in Palembang. Activities carried out starting from the activity using plaid fabric in understanding the measurement unit and the size of the unit so that the use of plaid fabric has an important role in helping students understand the concept of area learning in class III, subsequently for the area to get to the formal stage is through the use of the paper's puzzle in helping to estimate area flat wake irregular shape. Results of experiments show that learning through a series of activities based on the experience has helped improve students' understanding of area concepts. 
Meningkatkan Kemampuan Berpikir Kreatif Siswa Melalui Pembelajaran Model Taba Berbantuan Geometer’s Sketchpad
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 5, No 1 (2014): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v5i1.3279

Abstract

AbstrakPenelitian ini bertujuan untuk mengetahui peningkatan kemampuan berpikir kreatif siswa melalui pembelajaran model Taba berbantuan Geometer’s Sketchpad (GSP) pada materi segiempat. Desain penelitian yang digunakan adalah the non-equivalent control group de-sign yang merupakan bagian dari kuasi eksperimen. Populasi dalam penelitian ini adalah siswa kelas VII SMP N 1 Jepara tahun pelajaran 2012/2013. Hasil penelitian menunjuk-kan: (1) kemampuan berpikir kreatif siswa pada kelas eksperimen 1 dan kelas eksperimen 2 mencapai ketuntasan belajar klasikal; (2) terdapat perbedaan kemampuan berpikir kreatif siswa pada kelas eksperimen 1, kelas eksperimen 2, dan kelas kontrol; dan (3) pada kelas eksperi-men 1 terdapat peningkatan kemampuan berpikir kreatif siswa pada materi segiempat de-ngan kategori sedang. Dari penelitian yang telah dilakukan dapat disimpulkan bahwa pem-belajaran model Taba berbantuan GSP dapat meningkatkan kemampuan berpikir kreatif siswa pada materi segiempat. Kata kunci:      Geometer’s Sketchpad (GSP); Kemampuan Berpikir Kreatif; Model Pembelajaran Taba  AbstractThis research aimed to increase students' creative thinking ability through the Taba learning model assisted by Geometer's Sketchpad (GSP) in quadrilateral material. Research design that used is the non-equivalent control group design, part of a quasi-experiment. The population in this research were students of grade VII SMP N 1 Jepara 2012/2013 academic year. The results showed: (1) the creative thinking ability of students in the 1st experimental class and the 2nd experimental class could achieve classical minimum mastery criteria; (2) there is a difference in the students' creative thinking ability among the 1st experimental class, the 2nd experimental class, and the control class; and (3) in the 1st experimental class there is an increase in students' creative thinking ability with medium category. The conclusion of this experiment is the Taba learning model assisted by GSP can increase students’ creative thinking ability. Keywords: Creative Thinking Ability; Geometer’s Sketchpad (GSP); The Taba Learning Model 
Profil Berpikir Geometri Siswa Tunagrahita Berdasarkan Tingkatan Van Hiele Di SMPLB Negeri Salatiga
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 8, No 1 (2017): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v8i1.8068

Abstract

Jenis penelitian ini adalah deskriptif kualitatif yang bertujuan untuk mengetahui bagaimana profil berpikir geometri siswa tunagrahita berdasarkan tingkatan berpikir van Hiele. Subjek dalam penelitian ini adalah tiga orang siswa yang terdiri masing-masing satu siswa dari kelas VII, VIII dan IX SMPLB C Negeri Salatiga. Penelitian ini dilakukan melalui wawancara semi terstrukur. Hasil dari penelitian yang dilakukan, ketiga siswa cenderung memiliki kemampuan yang sama dalam berpikir geometri. Ketiga siswa dapat mencapai tingkat 1 (visualisasi) berdasarkan tingkat berpikir geometri van Hiele, namun terbatas pada bentuk-bentuk bangun geometri yang dipahami atau dikenalnya. Siswa belum dapat melakukan analisis pada tingkat 2 dan hanya sebatas mengetahui sebagian komponen pada bangun segiempat serta menamainya menggunakan bahasanya sendiri yang tidak baku. Selain itu siswa mengetahui beberapa istilah yang ada pada bangun segiempat, namun tidak mengetahui maksud dari istilah-istilah tersebut. Kendala dan masalah yang dihadapi ketiga siswa yaitu lebih cenderung memperhatikan pada bangun-bangun yang dikenalnya, kurang cermat dan teliti dalam menggambar, kesulitan dalam menjelaskan atau mendeskripsikan secara lisan suatu bangun segiempat dan hanya terbatas pada bangun yang diketahuinya, hal tesebut karena siswa tidak banyak mengenal macam-macam bangun.This research is a qualitative descriptive which aims to determine how the profile geometry students think retarded by van Hiele levels of thinking. Subjects in this study were three students who comprised each of the students of class VII, VIII and IX SMPLB C State Salatiga. This research was conducted through semi-structured interviews. The results of the research conducted, the three students tend to have the same ability to think geometry. All three students can reach level 1 (visualization) based on the geometry of the van Hiele levels of thinking, but limited to the forms of geometry understood or known. Students have not been able to perform the analysis at 2 and merely knowing some components in the wake of the quadrilateral and named him use his own language is not standardized. In addition, students know some of the terms that exist in the wake of the quadrilateral, but do not know the purpose of these terms. Constraints and problems faced by the three students are more likely to pay attention in the wake familiar, less meticulous in drawing, difficulty in explaining or describing verbally a wake quadrilateral and confined to the waking knew, tesebut because students do not know a lot of Miscellaneous wake.
Penerapan Pembelajaran TGT Berbantuan Game Edukasi Terhadap Kemampuan Pemecahan Masalah Siswa
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 4, No 1 (2013): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v4i1.2892

Abstract

Penelitian ini bertujuan untuk mengetahui (1) hasil penerapan pembelajaran TGT berbantuan game edukasi dalam membantu siswa mencapai ketuntasan belajar, (2) kemampuan pemecahan masalah siswa dengan menggunakan pembelajaran TGT berbantuan game edukasi lebih baik daripada kemampuan pemecahan masalah siswa dengan menggunakan pembelajaran kooperatif. Penelitian ini merupakan penelitian kuantitatif. Pada uji t diperoleh . Dari hasil uji proporsi diperoleh . Sehingga dapat disimpulkan bahwa (1) penerapan pembelajaran TGT berbantuan game edukasi dapat membantu siswa dalam mencapai ketuntasan belajar, (2) kemampuan pemecahan masalah siswa dengan pembelajaran TGT berbantuan game edukasi lebih baik daripada kemampuan pemecahan masalah siswa dengan menggunakan pembelajaran kooperatif.The purpose of this research is to determine (1) the result of the application of TGT assisted educational game application to help the student achieve mastery learning class, (2) student problem solving skills that use TGT learning assisted educational game better than student problem solving skills that use cooperative learning. This is a quantitatif research. The result of independent samples t-test was . The result of proportion test was . So it could be concluded that TGT learning implementation assisted educational game can help students to achieve mastery learning class, (2) student problem solving skills that use TGT learning assisted educational game better than student problem solving skills that use cooperative learning.
Kesulitan Belajar Mahasiswa pada Materi Aplikasi Integral untuk Luas Daerah dalam Perspektif Disposisi Matematis
Kreano, Jurnal Matematika Kreatif-Inovatif Vol 10, No 1 (2019): Kreano, Jurnal Matematika Kreatif-Inovatif
Publisher : Mathematics Dept, Math. and Science Faculty, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/kreano.v10i1.19373

Abstract

Penelitian ini bertujuan untuk mendeskripsikan kesulitan belajar yang dialami mahasiswa pada materi aplikasi integral untuk luas daerah dalam perspektif disposisi matematis. Penelitian ini menggunakan metode deskriptif eksploratif dengan instrumen skala, tes, dokumentasi, dan catatan lapangan. Data diambil dari 80 mahasiswa dari program studi S1 pendidikan matematika di sebuah universitas di Jawa Tengah. Hasil penelitian menunjukkan bahwa mahasiswa dengan disposisi matematis positif sedang dan tinggi memiliki jenis kesulitan yang sama yaitu (1) kesulitan dalam menggambar grafik, (2) kesulitan dalam menentukan daerah yang dicari luasnya, (3) kesulitan dalam menentukan batas integral, (4) kesulitan dalam menggunakan rumus integral, dan (5) kesulitan dalam memahami integral. Mahasiswa dengan disposisi matematis positif rendah selain mengalami kelima kesulitan tersebut, juga mengalami kesulitan dalam menghitung integral. Terdapat tren atau kecenderungan peningkatan persentase pada 2 jenis kesulitan, dan penurunan persentase pada 1 jenis kesulitan, sedangkan pada 3 jenis kesulitan yang lain bersifat fluktuatif.The purpose of this research was to described the learning difficulties experienced by students in integral application material for the area in the perspective of mathematical dispositions. This research used descriptive exploratory methods with scale, tests, documentation, and field notes instruments. Data was taken from 80 undergraduate students from the mathematics education study program at a university in Central Java. The results showed that students with moderate and high positive mathematical dispositions had the same types of difficulties, namely (1) difficulties in drawing graphics, (2) difficulties in determining the area to be searched for, (3) difficulties in determining integral boundaries, (4) difficulties in using integral formulas, and (5) difficulties in understanding integrals. Students with low positive mathematical dispositions in addition to experienced these five difficulties, also experienced difficulties in calculating integrals. There is a trend or tendency to increase percentage in 2 types of difficulties, and a decrease in percentage in 1 type of difficulty, while in 3 other types fluctuating.

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