ABSTRACT. Instructional media is a major element of the active learning process. Active learning emphasizes the activities of students in accessing information from various sources, to be discussed in the learning process in the classroom, experiences that not only increase knowledge, but also the ability of analysis and synthesis. Students are required to play a more active role in developing independent learning methods, starting from planning, implementing and evaluating the learning process. The use of statistical media must be equipped with a task sheet so that students remain active and critical learners. The well-designed web-based media development has the potential to become a virtual lab as a meaningful and interesting center for statistical learning. One of the subjects in D3 Informatics Engineering curriculum is statistical and probability. Hearing statistical words like specter must be learned. Statistics is a subject that studies descriptive statistics that focus more on describing data and inferential statistics that are more focused on testing statistical data so that they draw conclusions from questions that want to be followed. Modules as one of the teaching materials have one characteristic is the principle of independent learning. Based on the description, the researcher conducted a research on the development of a practical module testing hypotheses using SPSS 20 in the statistics and probability courses to achieve the planned learning goals, namely skilled in testing hypotheses using valid testing methods according to the characteristics of the research sample. Based on the results of the study, it can be concluded: (1) The online learning system that has been created can be utilized by lecturers and students to manage lectures on the use of SPSS online which can be accessed through the internet in general. The address to access the system is http://sinau-bareng-statistika.000webhostapp.com, (2) The implementation of lectures using the online learning system will provide benefits both directly and indirectly to lecturers and students.
- Mathematics is one of the compulsory subjects in basic education, because mathematics has an important role both in everyday life and in the development of science and technology. In the world of education, mastery of mathematical competencies is known as mathematical literacy skills. In order to help teachers to provide understanding to students, it is necessary to apply Realistic Mathematic Education (RME), In the implementation of RME, a web-based exercise book was developed so that students could use it in learning mathematics by solving problems in real life mathematically so that students' mathematical literacy skills could be improved. The result of this research is a web-based application using waterfall method that contains exercises in mathematics according to the RME approach which can be used as a medium for learning mathematics. Keywords – Mathematic, Realistic Mathematic, Exercise, Web Application Abstrak - Matematika merupakan pelajaran wajib dalam jenjang pendidikan dasar. Matematika mempunyai peran penting baik dalam kehidupan sehari-hari maupun dalam pengembangan ilmu pengetahuan dan teknologi. Dalam dunia pendidikan, penguasaan kompetensi matematika dikenal dengan istilah kemampuan literasi matematika. Dalam rangka membantu pengajar untuk memberi pemahaman kepada siswa maka perlu diterapkan pembelajaran dengan mendesain soal tipe Realistic Mathematics Education. Dalam implementasi RME dikembangkan suatu exercise yang berbasis web agar dapat digunakan siswa dalam mempelajari matematika dengan menyelesaikan masalah dalam kehidupan nyata secara matematis sehingga kemampuan literasi matematika siswa dapat ditingkatkan. Hasil dari penelitian ini adalah aplikasi berbasis web yang memuat latihan soal metematika tipe soal Realistic Mathematics yang dapat digunakan sebagai media pembelajaran matematika. Aplikasi dibangun dengan menggunakan teknologi berbasis web dengan metode penelitian pengembangan waterfall. Pengguna sistem adalah siswa dan guru sebagai admin. Kata Kunci – Matematika, Realistic Mathematic Education, Exercise Book, Aplikasi Web
Mata pelajaran matematika merupakan mata pelajaran yang dipelajari peserta didik sejak usia dini. Berkembangnya materi matematika yang dipelajari mengiringi perkembangan kemampuan berfikir yang dimiliki siswa. Masalah yang terjadi saat ini adalah motivasi belajar peserta didik di tingkat Sekolah Dasar (SD) masih rendah dikarenakan matematika yang abstrak membuat banyak peserta didik menganggap matematika adalah mata pelajaran yang sulit. Guna menyelesaikan permasalahan tersebut maka dibuatlah Game edukasi bernama “Kangaroo Jump” yang berfokus pada materi Kelipatan Persekutuan Terkecil (KPK). Penelitian ini dikembangkan menggunakan 3 tahapan yaitu tahap penelitian awal, tahap pengembangan, dan tahap penilaian. Uji coba dilakukan kepada siswa-siswa di SD Negeri Dermo 1 Kota Kediri. Eksperimen dilakukan untuk mengetahui nilai yang di dapat siswa ketika mengerjakan soal matematika menggunakan Game edukasi dan tanpa Game edukasi. Selain itu juga ada penilaian angket yang berisi pertanyaan terkait pengalaman penggunaan media pembelajaran. Uji coba terhadap Game edukasi yang berjudul “Kangaroo Jump” menunjukkan bahwa penggunaan Game edukasi dapat meningkatkan motivasi belajar siswa pada mata pelajaran matematika sebesar 72,88 %.AbstractMathematics is a subject that students learn from an early age. The development of the mathematics material being studied accompanies the development of students' thinking abilities. The problem that occurs at this time is the learning motivation of students at the elementary school level (SD) is still low because the abstract material in mathematics makes many students think mathematics is a difficult subject. In order to solve this problem, an educational Game called "Kangaroo Jump" was created which focused on the Least Common Multiple materials. This research was developed using 3 stages, namely the initial research stage, the development stage, and the assessment stage. The experiments will be carried out on students at SD Negeri Dermo 1 Kota Kediri. Experiments were carried out to determine the value that students get when working on math problems using educational Games and without educational Games. In addition, there is also a questionnaire assessment containing questions related to the experience of using learning media. The experiment of the educational Game entitled "Kangaroo Jump" shows that the use of educational games can increase student motivation in mathematics.
AbstrakPerguruan Tinggi merupakan salah satu institusi yang menyimpan data yang sangat informatif jika diolah secara baik. Prediksi kelulusan mahasiswa merupakan kasus di Perguruan Tinggi yang cukup banyak diteliti. Dengan mengetahui prediksi status kelulusan mahasiswa di tengah semester, dosen dapat mengantisipasi atau memberi perhatian khusus pada siswa yang diprediksi tidak lulus. Metode yang digunakan sangat bervariatif termasuk metode Fuzzy Inference System (FIS). Namun dalam implementasinya, proses pembangkitan rule fuzzy sering dilakukan secara random atau berdasarkan pemahaman pakar sehingga tidak merepresentasikan sebaran data. Oleh karena itu, dalam penelitian ini digunakan teknik Decision Tree (DT) untuk membangkitkan rule. Dari uraian tersebut, penelitian bertujuan untuk memprediksi kelulusan mata kuliah menggunakan hybrid FIS dan DT. Data yang digunakan dalam penelitian ini adalah data nilai Posttest, Tugas, Kuis, dan UTS dari 106 mahasiswa Politeknik Kediri pengikut mata kuliah Algoritma dan Struktur Data. Penelitian ini diawali dari membangkitkan 5 rule yang selanjutnya digunakan dalam inferensi. Tahap selanjutnya adalah implementasi FIS dengan tahapan fuzzifikasi, inferensi, dan defuzzifikasi. Hasil yang diperoleh adalah akurasi, sensitivitas, dan spesifisitas masing-masing adalah 94.33%, 96.55%, dan 84.21%.Kata kunci: Decision Tree, Educational Data Mining, Fuzzy Inference System, Prediksi. AbstractCollege is an institution that holds very informative data if it mined properly. Prediction about student’s graduation is a common case that many discussed. Having the predictions of student’s graduation in the middle semester, lecturer will anticipate or give some special attention to students who would be not passed. The method used to prediction is very varied including Fuzzy Inference System (FIS). However, fuzzy rule process is often generated randomly or based on knowledge experts that not represent the data distribution. Therefore, in this study, we used a Decision Tree (DT) technique for generate the rules. So, the research aims to predict courses graduation using hybrid FIS and DT. Dataset used is the posttest score, tasks score, quizzes score, and middle test score from 106 students of the Polytechnic Kediri who took Algorithms and Data Structures. The research started by generating 5 rules by decision tree. The next is implementation of FIS that consist of fuzzification, inference, and defuzzification. The results show that the classifier give a good result in an accuracy, sensitivity, and specificity respectively was 94.33%, 96.55% and 84.21%.Keywords: Decision Tree, Educational Data Mining, Fuzzy Inference System, Prediction.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.