Prosiding Seminar Nasional Matematika dan Pendidikan Matematika
Seminar Nasional Matematika dan Pendidikan Matematika diselenggarakan oleh Program Studi Pendidikan Matematika Universitas PGRI Semarang. Mulai tahun 2021, Prosiding Seminar Nasional Matematika dan Pendidikan Matematika terbit menggunakan ISSN 2807-324X (online).
THE IMPACT OF INTEGRATED MICROLEARNING MEDIA IN STUDENT WORKSHEET IN PROBABILITY ON STUDENTS’ REASONING ABILITIES
This research aims to design a student worksheet based on microlearning media in probability for 10th-grade students. The worksheet was developed using microlearning-based Indonesia Realistic Mathematics Educaion approach using the culinary tourism context of Prabumulih City to help students learn the probability in 10th grade students and train their reasoning abilities. This research used the research and development method, which consists of two stages, namely, preliminary research and formative evaluation. The subjects of this research were 35 students of grade 10th SMAN 6 Prabumulih. Data were collected through observation, tests, and interviews. Data analysis shows that with the worksheet, students’ reasoning ability is sufficiently good. Therefore, it is included that students' worksheets in probability based on microlearning media support students' reasoning abilities.
Copyright (c) 2025 Prosiding Seminar Nasional Matematika dan Pendidikan Matematika http://creativecommons.org/licenses/by-sa/4.0
PEMANFAATAN GOOGLE SITES DALAM PEMBELAJARAN MATEMATIKA GUNA MENINGKATKAN MINAT BELAJAR SISWA
In the current digital era, technological developments are very rapid, especially in the form of digital media that are widely used by the community, especially in the field of education. The purpose of this article is to analyze the effectiveness of using Google Sites in increasing students' interest in learning mathematics. Google Sites is an interactive and innovative website platform which can be used as an interesting learning medium in mathematics subjects. By combining various media such as text, video, audio, and games. Google Sites can display content that helps students understand the material. In addition, easy access through various devices such as smartphones and Windows computers makes this platform flexible to use. Data analysis in this study uses a literature study method based on several previous journals. Previous studies have shown that the application of Google Sites in mathematics learning can have a positive impact, especially in increasing students' interest in learning. Thus, the use of learning media using Google Sites is expected to be able to support the implementation of the mathematics learning process and can be used as a source of independent learning by students.
PROSES BERPIKIR INDUKTIF-DEDUKTIF SISWA DALAM PEMECAHAN MASALAH BANGUN DATAR MELALUI ETHNOMATHEMATICS TANAM JAJAR LEGOWO
This study aims to describe the Inductive-Deductive thinking process of students through Ethnomathematics Tanam Jajar Legowo in improving students' mathematical problem-solving abilities. Data collection techniques through in-depth interviews, pretests and posttests and triangulation data. The results of the study showed that students' inductive thinking processes through the context of planting Jajar Legowo are that students first understand the problems in the context of planting Jajar Legowo. Students solve mathematics based on context, students solve mathematical models based on context, and fourth students create solutions to context problems. Finally, students make mathematical conclusions. Furthermore, students link general concepts to create a solution to a single-point problem using a deductive thinking model. In conclusion, there are five stages of students' inductive thinking in finding the principle of the area of ​​flat shapes plus deductive thinking to solve problems. The research method is mixed. The subjects of the study were students of SMP N 4 Percut Sei Tuan Deli Serdang. Significant results were obtained, students' mathematical problem-solving abilities and learning motivation also increased through Ethnomathematics Planting Jajar Legowo.
Copyright (c) 2025 http://creativecommons.org/licenses/by-sa/4.0
PERAN LINTAS BELAJAR PADA MATERI POLA BILANGAN MENGGUNAKAN KONTEKS TARIAN KHAS PALEMBANG
This research aims to produce a learning activity trajectory that can assist students in learning number sequences. This research is related to the 2013 curriculum and PMRI. The method used is Design Research, which consists of three stages: Preliminary Design, Design Experiment, and Retrospective Analysis. This research was conducted on eighth-grade students at SMP IT Miftahul Khoirot Pangkalpinang. Subsequently, students worked on individual tasks, namely pretest questions before working on LKPD and posttest questions after working on LKPD. The media used is LKPD. The results of this study indicate that students' learning activities using the context of traditional Palembang dance can help students understand the role of number sequences and solve problems related to number sequences in contextual problems.
ETNOMATEMATIKA PADA LAYANGAN SENDAREN DI MASYARAKAT KECAMATAN LAKBOK
This study examines ethnomathematics in the context of the traditional kite game Layangan Sendaren in Lakbok District, Ciamis Regency, West Java. Using a qualitative ethnographic approach, the research identifies mathematical activities involved in the process of making Layangan Sendaren, such as counting, locating, measuring, designing, playing, and explaining. These activities align with the theory of mathematical activities proposed by Bishop and encompass various aspects of informal mathematics practised by artisans. Additionally, the study reveals the philosophical values embedded in the Layangan Sendaren game, including solidarity, innovation, and cooperation, which serve as symbols of community unity and a cultural educational medium for younger generations. Layangan Sendaren is not merely a game but also a form of cultural heritage that reflects the collective efforts of the community in protecting agricultural fields through the sounds it generates to repel pests. The findings of this study are expected to contribute to the development of culturally based teaching materials and to enhance the understanding of ethnomathematics concepts in everyday practices.
PEMBELAJARAN ETHNOMATEMATIKA GEOMETRI DENGAN MEMODELKAN KERAJINAN TRADISIONAL KIPAS BAMBU
Ethnomathematics is a field of study that combines mathematics with aspects of the culture and traditions of a particular society. In this context, bamboo fan crafts are one object that can be used as a mathematics learning medium, especially in geometry. This approach studies geometric concepts such as angles, symmetry, patterns, and proportion, while respecting local cultural heritage and traditions. Students can identify angles in fan designs, compare proportions between fan parts, and look for repeating angle patterns and try to describe the relationship between these angles. It is hoped that the results of this research will provide a deeper understanding of the relationship between mathematics and culture in the context of traditional bamboo fan crafts. Apart from that, this research can also provide new insights into the use of ethnomathematics in mathematics education.
EKSPERIMEN MODEL PROBLEM BASED LEARNING BERBANTUAN MEDIA DIGITAL NEARPOD BERBASIS CULTURALLY RESPONSIVE TEACHING TERHADAP KEMAMPUAN LITERASI MATEMATIS SISWA SMK KELAS XI TAHUN AJARAN 2024/2025
The big challenge faced by our education system, especially in mathematics learning, is the weak learning process. Students are less active in the learning process because the learning strategies applied by teachers in class are still conventional. This study aims to determine the effect of the Problem-Based Learning model assisted by Nearpod digital media based on Culturally Responsive Teaching on students' mathematical literacy skills in the composition function material. The study used a quantitative method with a Quasi-experimental design and a sampling technique, namely cluster random sampling. The research sample was obtained as many as 35 students of XI AKL 1 as the control class and 35 students of XI AKL 3 as the experimental class. The data collection technique used a test method to collect data on students' mathematical literacy skills. This study used a test instrument (pretest-posttest) to measure students' mathematical literacy skills. Data analysis used a normality test and a non-parametric statistical test, namely the Mann-Whitney test. Data processing using Microsoft Office Excel 2019 application and SPSS Statistics 23 Software. Based on the results of the study, it can be concluded that there is a significant difference between classes with the application of the Problem-Based Learning model assisted by Nearpod digital media based on culturally responsive teaching students with the Problem-Based Learning model alone on students' mathematical literacy skills with a significance value of 0.005 <0.05.
EKSPLORASI KEMBAR MAYANG JANUR PENGANTIN ADAT JAWA PADA PEMBELAJARAN MATERI BANGUN DATAR
Ethnomathematics is a form of mathematics influenced by culture as a contextual form. Kembar Mayang is one of the ethnomathematical elements that can provide visual images in real life. The method used in this study is a descriptive qualitative method with an ethnographic approach. Observation and documentation were used to identify ethnomathematics in the Kembar Mayang ornaments. In comparison, literature is used to discover the cultural values in Mayang ornaments more deeply. The result of this study is that there are mathematical elements (ethnomathematics) in the ornaments of Kembar Mayang. Through observing Kembar Mayang ornaments in mathematics learning with an ethnomathematical approach, it is explained that cultural elements can be used in mathematics learning.
ANALISIS KEMAMPUAN NUMERASI DITINJAU DARI KEBIASAAN BERPIKIR KRITIS DAN MATEMATIKA PADA PRESTASI SISWA
The purpose of this article is to examine students' numeracy skills through critical and mathematical thinking habits, as well as find out the impact on students' learning achievement. And to get a better understanding of how students' numeracy skills, critical thinking habits and mathematical abilities correlate with each other. Based on the results of the literature review of journals, books and scientific articles analyzed, it was found that one of the important elements in mathematics education is numeracy, which requires critical and mathematical thinking skills to solve problems effectively. The results of this research will later show that students who have strong critical and mathematical thinking habits tend to have better numeracy skills and better academic achievement and provide implications for teachers and educators to design learning strategies that integrate the development of critical thinking. Apart from that, learning that emphasizes critical thinking habits also shows good results.
DESAIN GAME PELUANGKU BERBASIS CONSTRUCT 2 UNTUK MENINGKATKAN PEMAHAMAN KONSEP MATEMATIKA DAN LITERASI DIGITAL SISWA
This study aims to develop an educational game-based learning media called "PeluangKu," utilizing Construct 2 to enhance students' understanding of mathematical concepts and digital literacy, particularly in probability topics. The research applied the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation) with participants from eighth-grade students at SMP Negeri 7 Yogyakarta. The game incorporates interactive features such as probability materials, level-based challenges, and automated evaluations, integrated with engaging visuals and narratives to boost students' learning motivation. The findings indicate that "PeluangKu" effectively improves students' comprehension of probability concepts, with a feasibility score of 3.8 out of 5. This media also strengthens students' digital literacy by integrating technology into the learning process. The study concludes that the "PeluangKu" educational game is an innovative alternative learning media that can be applied to support interactive mathematics education.
THE IMPACT OF STEAM EDUCATION ON 21ST CENTURY SKILLS (6C)
A transformation of higher education in Indonesia with a change in curriculum to MBKM presents new challenges in producing quality graduates. The Indonesian government recommends the PjBL model, and it has been studied with various integrations to improve the quality of learning in Indonesia. The quality of learning is influenced by the learning and teaching styles of students through specific learning techniques. This study aims to analyze the impact of STEAM Education on 21st-century skills (6C). First, the synergy between PjBL, Ethnoscience, STEAM, Multiple Intelligences, and Multiple Representations will be determined by analyzing articles from 2014 to 2024 using the systematic literature review method. The Systematic Literature Review method is a research stage to process 966 articles with 4,562 relevant words in Publish or Perrish 8 Software, and the data results are selected in Bibliometric VosViewers Software. The findings are PjBL integration research (2014-2024) in the form of the synergy of PjBL-Ethno-STEAM-MIR aspects in quantum synergy modelling—conclusion, classified against 6C skills as the impact of STEAM education in 21st-century skills. Further research is expected to develop the PjBL-Ethno-STEAM-MIR model and its teaching materials.
KEMAMPUAN COMPUTATIONAL THINKING SISWA SD MELALUI PRAKTEK ALGORITMA PADA KEHIDUPAN SEHARI-HARI
Computational Thinking (CT) ability is increasingly recognized as an essential skill in the digital era, even since the elementary school level. This study aims to explore the effectiveness of an algorithm practice-based approach in everyday life to train the CT abilities of elementary school students. The research method used involves a qualitative descriptive approach by observing groups of students who are given contextual algorithmic activities, such as compiling step-by-step instructions in daily activities. The results of the study indicate that this method is able to significantly improve students' logical thinking, problem-solving, and information organization skills. In addition, this approach also provides a more enjoyable and relevant learning experience for students. Thus, this paper contributes to the development of CT learning strategies at the elementary school level and emphasizes the importance of integrating algorithm concepts into the elementary education curriculum.
MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH SISWA MELALUI BAHAN AJAR BERNUANSA STEM DENGAN MODEL PBL
Problem solving ability is an important aspect of mathematical abilities that students must have. The ability to solve problems is important for students to achieve the main goals in learning mathematics. In reality, problem solving skills have not been mastered well by most students at school. One effort that can be made to help students improve problem solving abilities is to improve the learning tools used, such as teaching materials. This article aims to develop STEM themed teaching materials with a PBL model to help students improve their problem-solving abilities. This research uses the Research and Development method with a 4D model, but the researcher will only carry out the 2D stage, namely definition and design. Applying the STEM approach can help students practice problem solving skills in dealing with problems that occur in everyday life by combining four disciplines, namely science, technology, engineering and mathematics. Problem Based Learning encourages students to be able to find solutions to the problems they face in everyday life, so that it can help them to develop problem-solving abilities. Furthermore, research can be carried out by continuing the stages that have not been carried out, namely developing and disseminating, so that appropriate and effective teaching materials can be produced to help students improve their problem-solving abilities.
KELAYAKAN MODUL MATERI PELUANG DENGAN METODE JOYMATH COGNITIVE BEHAVIORAL UNTUK MENURUNKAN KECEMASAN MATEMATIKA DAN MENINGKATKAN SELF-EFFICACY SISWA
The purpose of this research is to develop a module to reduce math anxiety and increase students' self-efficacy in opportunity materials. The type of research used in this study is R&D (Research and Development) using the ADDIE model. The ADDIE development model is a development model that has five stages of development, namely analysis, design, development, implementation, and evaluation). The data sources and subjects in this study are material experts, media experts, teachers, and 1328 students from 24 junior high schools in Yogyakarta City. The data collection techniques used in this study are interviews, observations, Focus Group Discussions (FGD), and questionnaires. The results that have been implemented show that the product developed, namely the opportunity material module to reduce mathematical anxiety and increase students' self-efficacy, is suitable for use in mathematics learning. The development of the opportunity material module is based on the results of the analysis, which shows that students need learning media that can help them reduce mathematical anxiety and increase self-efficacy. The decision-making on product feasibility is based on the results of assessment analysis from validators, material experts, and media experts who show that the material module is an opportunity to reduce mathematical anxiety and increase students' self-efficacy, which is declared to be very valid. The suggestion for previous research is that research needs to be continued at the implementation stage and the evaluation stage.
STUDI LITERATUR: MODEL GAME BASED LEARNING UNTUK MENINGKATKAN KEMAMPUAN PEMAHAMAN KONSEP MATEMATIS DITINJAU DARI KONSEP DIRI SISWA
Students' ability to understand mathematical concepts in Indonesia still tends to be low. Students' ability to understand mathematical concepts is used as a basis for students to understand subsequent materials that are related to each other. There is a need for innovation that can help improve these abilities, one of which is the game-based learning model. This research aims to describe a game-based learning model to improve the ability to understand concepts in terms of self-concept. The research method used is a literature study that analyzes various sources related to the topic. The data analysis technique consists of four stages, namely data collection, data reduction, data display, and conclusion drawing/verification. The study results show that the game-based learning model positively affects students' ability to understand mathematical concepts, so it can be an interactive learning innovation to improve this ability. Apart from that, self-concept also has a positive influence on students' ability to understand mathematical concepts. Further research needs to be carried out to determine students' ability to understand mathematical concepts, which are reviewed using self-concept and a game-based learning model directly implemented with students.
DESAIN APLIKASI PEMBELAJARAN MATEMATIKA ENVEMATH UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS DAN MINAT BELAJAR SISWA
The purpose of this study is to develop and evaluate the validity of the mathematics learning application "EnveMath" to improve students' critical thinking ability and learning interest. The type of research is research and development with the ADDIE model (Analyze, Design, Development, Implementation, Evaluation) with a focus on the initial three stages, namely analysis, design, and development. Data collection techniques used interviews, observations, questionnaires, material expert validation questionnaires, and media expert validation questionnaires. The data sources in this study are students of grade VIII C SMP Negeri 11 Yogyakarta, two material expert validators, and two media expert validators. Meanwhile, the object of this research is the curriculum, learning model, learning resources, and student characteristics. Based on the results of the research that has been carried out, it shows that (1) students' critical thinking skills and learning interest still tend to be low, so it is necessary to analyze the need for the development of mathematics learning media to improve students' critical thinking skills and learning interests, (2) the researcher developed an android-based EnveMath mathematics learning application on the Opportunity material which contains a set menu of learning activities, instructions for use, and application information, (3) the validation results show that the EnveMath application obtained an average score of 53.5 with very valid criteria from material experts and an average score of 47.5 with valid criteria from media experts. Thus, this learning application meets the criteria of good validity and is suitable for use so that research can be continued to the implementation and evaluation stage.
PENERAPAN GAME THEORY PADA RELASI AMERIKA SERIKAT DAN CINA (GAME DOLLAR AMERIKA DAN YUAN CINA)
The economic and political relationship between the United States and China has been characterized by growing tensions, particularly under the Trump and Biden administrations. This paper applies game theory to model the complex dynamics of the US-China trade war, focusing on protectionism, currency devaluation, and negotiations as key strategies in the ongoing dispute. With both countries engaging in tariff imposition, currency manipulation accusations, and retaliatory measures, the paper examines the implications of these strategies through a currency war and trade war game model. The findings suggest that while protectionism may escalate into a trade war, it is a less catastrophic outcome compared to currency devaluation, which can lead to a global currency war with far-reaching economic consequences. This study underscores the importance of strategic decisions in international trade, highlighting the risks associated with both protectionist measures and competitive currency devaluation. Ultimately, it proposes that effective negotiation and strategic protectionism can prevent further economic destabilization, providing a way out of the escalating tensions between the US and China.
MODELISASI BOOTH STAND PORTABLE MENGGUNAKAN HASIL DEFORMASI BENDA GEOMETRI DENGAN KURVA BEZIER DAN KURVA HERMIT
A portable booth stand is a versatile tool for selling goods or services. It serves various purposes in trade activities and exhibitions. The portable booth stand consists of four parts: the top part, the support part, the body part, and the wheel part. In the research results, variations are obtained using interpolation and deformation techniques applied to cylinders, rectangular prisms, and spheres, utilizing Bezier and Hermite curves. The portable booth stand is created in two different models, namely model 1 and model 2. The top section is formed by deforming cylinders and rectangular prisms through dilation, translation, and cutting operations. The support section is constructed by deforming cylinders using Bezier curves of degrees n = 7, 8, dan 9, and Hermite curves of degrees m = 2, 3, dan 4. Specifically, for model 1, deformation is achieved using Bezier curves, while for model 2, deformation employs Hermite curves. The body section is built by deforming rectangular prisms using Bezier curves of degrees n = 2, 3, and 4. The wheel section is created by deforming spheres through vertical cutting and translation. Combining these sections results in 36 variations for model 1 and 189 variations for model 2.
ANALISIS KESULITAN BELAJAR PESERTA DIDIK DALAM MENYELESAIKAN SOAL CERITA OPERASI PEMBAGIAN KELAS IV SEKOLAH DASAR
Learning difficulties are a common problem in elementary school teaching and learning activities, especially in mathematics. The results of a preliminary study that has been conducted indicate that there are learning difficulties that occur in the division material when solving story problems by grade IV students at an elementary school in Tersono District. The objectives of this study were (1) to analyze the difficulties experienced by students in solving story problems on division material for grade IV elementary schools and (2) to identify factors that influence learning difficulties experienced by students in solving story problems on division for grade IV elementary schools. The research approach used was qualitative with a phenomenological method. The data source was 9 grade IV students at an elementary school in Tersono District. Data collection techniques were carried out through tests and interviews. Data analysis techniques were done through data reduction, presentation, and conclusion. The validity of the data was determined through the triangulation of techniques and sources. The results of the study showed: (1) The difficulties experienced by students in solving story problems in the steps of understanding and exploring the problem (understand) were 24.4%, finding a strategy (strategy) was 26.7%, using a strategy to solve the problem (solve) was 37.8%, and looking back and reflecting on the solution obtained (look back) was 37.8%. (2) Internal and external factors influence factors that influence learning difficulties. Internal factors influencing learning difficulties amounted to 51.8%, namely physical and psychological factors. In comparison, external factors that influence learning difficulties amounted to 37.03%, namely family environment, community environment, and school environment factors.
PREDIKSI JUMLAH PRODUKSI GULA DENGAN METODE ADAPTIVE NEURO FUZZY INFERENCE SYSTEM
Sugar is a staple food consumed by Indonesians, making it essential to optimize sugar production to meet the population's needs. This research will design a prediction system for the amount of sugar production at PTPN XI PG Prajekan using the Adaptive Neuro-Fuzzy Inference System (ANFIS) method. ANFIS is an integrated approach that combines the fuzzy logic system with the artificial neural network system. This research involves several steps: data collection, designing the ANFIS system, training and testing the ANFIS model, calculating accuracy, and analyzing the results. The prediction system for the amount of sugar production is designed to predict the variable y_(t+1) which is the amount of sugar production in the year (t+1) using the input variables x_(1,t) (sugarcane harvested area in year t), x_(2,t) (amount of sugarcane in year t), x_(3,t) (average of yield in year t), and x_(4,t) (number of milling days in year t). The experiments in this study utilized variations in both the types and the quantities of membership functions. The best model obtained in this research is a model with a difference between two sigmoidal membership functions, and a product of two sigmoidal membership functions with a total of 2 membership functions for each input variable. Both models yield identical Mean Absolute Percentage Error (MAPE) values, with 1.79% during training and 4.82% during testing.
PREDIKSI HARGA SAHAM BERBASIS ANALISIS SENTIMEN MEDIA SOSIAL DAN BIDIRECTIONAL LSTM
Perbedaan Kemampuan Pemecahan Masalah Dan Komunikasi Matematis Siswa Yang Diajarkan Dengan Menggunakan Model Pembelajaran Talking Stick Dan Two Stay Two Stray Pada Materi SPLDV Di SMP Negeri 21 Medan
This study aims to determine the differences in the learning models of the Talking Stick and Two Stay Two Stray types on problem-solving skills and mathematical communication skills. This research is quantitative research, with an experimental type of research. The population is all class VIII students of SMP Negeri 21 Medan, 2019-2020 School Year which amounts to 210 students. Data analysis was performed with Variance Analysis (ANAVA). The results of these findings show: 1) There are differences in the mathematical problem solving ability of students taught with the Talking Stick Learning model and the Two Stay Two Stray learning model, with an average score of > (52.57) (66.83). 2) There is a difference between the mathematical communication skills of students taught with the Talking Stick learning model and the Two Stay Two Stray learning model, with an average score of (64.53) > (71.13). 3) There is a difference between the problem-solving ability and mathematical communication ability of students taught with the Talking Stick learning model and students taught with the Two Stay Two Stray learning model, with Qhit (6,867) > Qtabel (2,814). Likewise on both capabilities with Qhit (5,353) > Qtabel (2,814). 4) There is a significant interaction between the learning model used on students' problem-solving ability and mathematical communication ability on the material of two-variable linear equations, with Fhitung (707.77) > FTabel (4.17). The conclusion of this study explains that students' problem-solving and mathematical communication skills are more appropriately taught with the Two Stay Two Stray model.
Copyright (c) 2022 Prosiding Seminar Nasional Matematika dan Pendidikan Matematika http://creativecommons.org/licenses/by-sa/4.0
Analisis Kemampuan Mahasiswa dalam Mengkonstruksi Bukti Matematis pada Mata Kuliah Struktur Aljabar
This study aims to determine and analyze the ability of Primagraha University students in the 5th semester of Mathematics Study Program in proving mathematically problems in algebraic structure material. This study uses a qualitative research type of case study. The case study itself is a method of knowing and understanding someone using inclusive and comprehensive or comprehensive practices. Through the practice carried out, researchers will collect individuals who are used as research subjects. In-depth information digging will be carried out by researchers for a detailed understanding. In this study, it included students who lacked an understanding of algebraic structure material. The results of the initial observations showed that students who had difficulty understanding algebraic structure material tended to not be confident in asking for repetition of material from the lecturer when they did not understand, were not comfortable with the learning model provided and did not want to discuss with their friends. The research results show that; 1) students who are lacking in understanding algebraic structure material need a learning model that is able to make students comfortable in learning, 2) students need regular discussion rooms when studying algebraic structure material and 3) students need a continuous offline learning pattern for algebraic structure material.
Analisis Kesalahan Siswa dalam Menyelesaikan Soal Sistem Persamaan Linier Dua Variabel (SPLDV) Ditinjau Dari Gaya Belajar Siswa SMP
The purpose of this study is to find out the error done by junior level students in solving two-variable linear equations system in terms of their learning styles. This type of research is a qualitative descriptive research. The data collection technique used was a questionnaire, written tests, interviews and documentation. The subjects of this study were 3 students of SMP Negeri 2 Karangtengah. Each of them has with a visual learning style, auditory learning style, or kinesthetic learning style. The validity of the data is done by technical triangulation. Data analysis were done using the data reduction, data presentation, and drawing conclusions. The results of the research are (1) students with a visual learning style make mistakes at the stages of making plans, implementing plans and re-examining solutions; (2) students with an auditory learning style make mistakes at the planning stage; (3) students with a kinesthetic style make mistakes at the stage of carrying out the plan and re-examining the solution.
Eksplorasi Etnomatematika pada Alat Musik Kecapi Siter
Culture, especially musical instruments, is what students are most interested in because it is easy to understand and understand, in contrast to mathematics, which is less attractive to students because the knowledge is abstract. This makes students have difficulty understanding the material in school. Ethnomatematics is a solution that can be presented to deal with this problem. This study aims to combine elements of culture and mathematics which are expected to facilitate the student learning process. The research data were obtained by means of interviews and documentation from the owner of the Kecapi Siter musical instrument. The results of Kecapi Siter's research show that there are geometric concepts, arithmetic sequences and trigonometry. Existing research results can be used as a reference for educators for learning in the classroom.
Filsafat Matematika dan Ragam Teka Teki Klasiknya
This study aims to describe classical puzzles in the philosophy of mathematics. This research is a type of Systematic Literature Research (SLR) that uses several reference sources, especially on the philosophy of mathematics. Philosophy is one of the things that underlies a science, there is no development of mathematics. There are so many philosophers who have developed mathematics for a long time, such as Plato, Frage and Pythagoras. Philosophy and mathematics itself is an important part that can not be separated. In general, the philosophy of mathematics is basically an experiment in compiling a collection of mathematical knowledge that is disorganized over centuries and is given certain symbols and symbols. Meanwhile, there are classic puzzles in the philosophy of mathematics that discuss mathematics from several points of view. Among them are: 1) is mathematics created or discovered, 2) is mathematics finite or infinite, and 3) is mathematics process or object. Based on the results of a review of several references, it is described that each of these puzzles has its own role in the development of mathematics.
Filsafat Analitik: Kajian Tokoh dan Pemikirannya
The discussion of Analytic Philosophy that is often raised is very close to the philosophy of language. There are those who equate the study of analytic philosophy with a language philosophy. Analytical philosophy does pay attention to the use of language and the meaning conveyed. Of course, the characteristic of analytic philosophy which prioritizes links with language analysis should reveal the diversity of analytic philosophies. In this article, we will examine 4 philosophers who are in analytic philosophy, namely Edmund Husserl, Rudolf Carnap, Rudolf Quine, and Hillary Putnam. This research resulted in studies namely (1) philosophical studies showing the existence of logical analysis in a scientific concept and statement; (2) The thought used, the language used by humans must be tested as language as long as the thought is conveyed with or through language that allows it to achieve universal or logical power in the order of science or the language of science; (3) regarding all metaphysics based on non-empirical existence or perhaps belief in internal relations that are external. The observable world of plurality with external relations or is a logical entity.
Bagaimana Matematika Tumbuh Berdasarkan Pandangan Filsafat
Abstract. Some mathematicians say that the questions that arise from what we know predicts what progress we will make and what we will know in the future. In predicting the growth of mathematics, it is necessary to know what experiments have been carried out by mathematicians with the goals that can be achieved so that they can determine a prediction. This study aims to determine the development of mathematics based on a philosophical view. This research method is a literature study. The results of the study show that based on a philosophical view, the growth of mathematics begins when a problem arises regarding the limited existence of mathematical objects, so that there is a need for an expansion of the number system. The growth of mathematics is also based on the existence of mathematicians who find many of the same things and many of the same sequences. Therefore, mathematicians claim that they do not make a mathematics but they are as instruments for the discovery of mathematics itself.
Pengembangan LKPD Berbasis Filsafat Materi Trigonometri untuk Mengetahui Kemampuan Berpikir Kritis
Learning trigonometry always become one thing that uninterested for some senior high school student. In fact, trigonometry is an important to learn because it is one of support material for math in university. In learning proses we need a learning module that able to show student critical thinking process. The right module that fit to our purpose is Student’s Worksheet.Method that used is in preliminary prototype (self-review, expert review, one to one, small group, and field test). Three important aspects in philosophy used as main component to every activity there is ontology, epistemology, and axiology. The types of data taken is qualitative data and quantitative data. The result of this research is a philosophybased Student’s Worksheet that valid and practical for student critical thinking process.
Kajian Studi Literatur: Empat Mitos Umum Matematika Menurut Reuben Hersh
This study aims to re-describe the Four General Myths of Mathematics according to Reuben Hersh. The method to be used for this study is the study of literature. While the literature sources used are first, the main source consists of the philosophy of science book by Reuben Hers. Second, supporting sources are obtained from journal articles related to the discussion. Furthermore, the data obtained will be compiled, analyzed, and concluded so as to get conclusions. The results of the study show that mathematics has four common errors, namely 1) Unity; 2) Universality; 3) Certainty; 4) Objectivity.