99 research outputs found

    Tectonostratigraphy and Structures of Eastern Seram

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    DOI: 10.17014/ijog.v6i2.118The eastern Seram is part of the Outer Banda Arc consisting of para-autochthonous and allochthonous units which are unconformably overlain by the autochthonous units. The para-autochthonous units are derived from the outer margin of the Australian NW Shelf. This sequence comprises Permian metamorphic rocks of the Kobipoto Complex and its cover of Triassic - Jurassic to Cretaceous - Tertiary age. The allochthonous unit, or the pre-collisional Banda fore-arc sequence was overthrusted onto the NW Shelf sequence. The sediments overlying unconformably the allochthonous and para-autochthonous units are referred to as autochthonous units. These autochthonous units comprise sediments deposited post-Neogen collisional event between the Australian Continent and the Banda subduction zone. Structures develop in the eastern Seram are thrust, normal faults, folds, and cleavages. The thrusts are verging to the northeast suggesting that the deformation occurred before Seram was rotated in an E-W direction

    Pengaruh Air Rebusan Akar Aru (Caesalpinia Bonduc) Terhadap Kualitas Sperma Epididimis Mencit (Mus Musculus) : Dasar Pengembangan Obat K0ntrasepsi Tradisional Bagi Laki-laki

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    Indonesia has many species of plants that have potent of medicine, one of them cold be as antraditional contraception medicine ussually used to limit child or sterilizatiom such as root boiledwater of Caesalpinia bonduc. The aims of this study is to know the effect of root boiled water ofCaesalpinia bonduc as traditional contraception medicine on quality of sperm maturation ofepididymis of mice (Mus musculus). Mice were choosed radomly and doses gouped: 0,0 (K0 ), 16,0(K1) 24,0 (K2) and 32,0 (K3) μl/gram body weight/day. Each of group was replicated 5 times.Treatment were given by oral with using gavage needle for ten days. Surgery was carried out on firstday after completing treatments. Examination of epidymis sperm by counting number of spermproduction, percentage of motil, live, abnormal sperm, and rank of sperm motility. In order to knowthe deferences between control and treated group, was used one way anava analysis and analysedvalue for comparing between teratment group. The treatments of root boiled water of Caesalpiniabonduc have effect significantly on percentage of abnormal sperm between dose of 0,0 μl with 24,0and 32,0 μl, also between 16,0 μl with 24,0 and 32,0 μl. Percentage of live sperem is different betweendose of 0,0 μl with 16,0 , 24,0 and 32,0 μl. Percentage of motile sperm is defferent significantlybetween dose of 0,0 μl with 24,0 and 32,0 μl. Meanwhile percentage of motile rank has differencebetween dose of 0,0 μl with 24,0 and 32,0 μl. The treatment of root boiled water of Caesalpiniabonduc has effect signifiantly on increasing percentange of sperm abnormality, decreasingpercentage of life sperm, motile and rank of motile of mice sperm

    Evaluasi Program Praktek Kerja Lapangan Dengan Model Countenance Stake di SMKN 1 Suruh

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    The development of solving skills that are trained comprehensively from an early age in the learning process is expected to be able to produce competency standards required in national education. A number of studies on the impact of developing problem solving skills show that students are able to be successful in learning inside and outside the classroom. The implementation of street vendors at SMKN 1 Suruh in 2022 which was evaluated using the Countenance Stake model showed results in the very good category with an achievement score of 88.71%. The three components that are the focus of research are in the very good category, but have not yet reached a maximum score of 100% so that they require follow-up in efforts to improve the quality of the street vendors' implementation process as well as following up on the results obtained after participating in street vendors and continuing the implementation of knowledge and skills post street vendors in accordance with the substance of the material received

    PENGEMBANGAN APLIKASI MOBILE LEARNING BERBASIS ANDROID MATERI PENGADAAN SARANA DAN PRASARANA PADA MATA PELAJARAN ADMINISTRASI SARANA PRASARANA UNTUK KELAS XII OTP SMK NEGERI 1 JOMBANG

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    AbstrakProduk aplikasi mobile learning berbasis android merupakan hasil dari pengembangan media pembelajaran materi pengadaan sarana dan prasarana khususnya untuk kelas XII OTP SMK Negeri 1 Jombang. Kelayakan media menjadi tujuan agar aplikasi dapat digunakan maksimal dalam pembelajaran. Rancangan aplikasi dalam penelitian ini sesuai dengan kompetensi dasar tentang pengadaan sarana dan prasarana. Model pengembangan yang digunakan yakni ADDIE (Analyze, Design, Development, Implementation, Evaluation) namun dalam pelaksanaannya menggunakan tiga tahapan yaitu analyze, design, dan development. Teknik analisis data menggunakan analisis deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa validasi materi ditinjau dari aspek isi sangat baik dengan persentase 100 %. Uji kelayakan media mendapatkan hasil persentase 100 % dan validasi bahan penyerta media mendapatkan hasil persentase 100 % sehingga dapat disimpulkan media aplikasi mobile learning layak digunakan siswa kelas XII OTP SMK Negeri 1 Jombang dalam pembelajaran.Kata Kunci: Pengembangan, Aplikasi Mobile Learning, Pengadaan Sarana dan Prasarana. AbstractAndroid-based mobile learning application products are the result of the development of learning media materials procurement facilities and infrastructure, especially for class XII OTP SMK Negeri 1 Jombang. Media eligibility becomes the goal so that applications can be used optimally in learning. The design of applications in this research is in accordance with basic competencies on the procurement of facilities and infrastructure. The development model used is ADDIE (Analyze, Design, Development, Implementation, Evaluation) but in its implementation uses three stages, namely analyze, design, and development. Data analysis techniques use quantitative descriptive analysis. The results of this study show that the validation of material reviewed from the aspect of content is very good with percentage 100 %. Media feasibility tests get a 100% percentage result and validation of media participation materials get a 100% percentage result so that it can be concluded that mobile learning application media is suitable for students of class XII OTP SMK Negeri 1 Jombang in learning.Keywords: Development, Mobile Learning Application, Procurement of Facilities and Infrastructur

    PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS WEB MATERI DAMPAK PENCEMARAN TERHADAP EKOSISTEM PADA MATA PELAJARAN IPA KELAS X SMK NEGERI 1 JOMBANG

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    ABSTRAKPenelitian ini dilakukan bertujuan untuk mengetahui kelayakan multimedia interaktif berbasis WEB yang sudah dikembangkan sesuai karakteristik peserta didik, karakteristik dan tujuan materi dampak pencemaran terhadap ekosistem pada mata pelajaran IPA Kelas X SMK Negeri 1 Jombang. Jenis penelitian yang digunakan adalah penelitian pengembangan dengan menggunakan model ADDIE, pada model ini terdapat 5 tahap yaitu, Analyze (analisis), Design (perencanaan), Development (pengembangan), Implementation (penerapan), Evaluation (evaluasi). Pada penelitian pengembangan ini, peneliti mengumpulkan data menggunakan teknik wawancara, dokumentasi, dan angket untuk mengetahui kelayakan materi, media, dan bahan penyerta. Untuk analisis data angket menggunakan pengukuran skala Guttman. Hasil dari pengukuran tersebut menunjukkan presentase dari validasi para ahli, dari validasi materi mendapatkan presentase 100% yang masuk dalam kategori sangat baik, dari validasi media mendapatkan presentase 100% yang masuk dalam kategori sangat baik, dan dari validasi bahan penyerta mendapatkan presentase 100% yang masuk dalam kategori sangat baik. Sehingga dapat disimpulkan multimedia interaktif berbasis WEB materi dampak pencemaran terhadap ekosistem pada mata pelajaran IPA kelas X SMK Negeri 1 Jombang dikatakan layak digunakan sebagai media pembelajaran.Kata Kunci: Pengembangan, Multimedia Interaktif, Dampak Pencemaran Terhadap EkosistemABSTRACTThis study was conducted to determine the feasibility of WEB-based interactive multimedia that has been developed according to the characteristics of students, the characteristics and objectives of the material on the impact of pollution on the ecosystem in science subjects Class X SMK Negeri 1 Jombang. The type of research used is development research using the ADDIE model, in this model there are 5 stages, namely, Analyze (analysis), Design (planning), Development (development), Implementation (application), Evaluation (evaluation). In this development research, researchers collected data using interview, documentation, and questionnaire techniques to determine the feasibility of the materials, media, and accompanying materials. For the analysis of the questionnaire data using the Guttman scale measurement. The results of these measurements show the percentage of expert validation, from the validation of the material getting a percentage of 100% which falls into the very good category, from media validation it gets a percentage of 100% which is in the very good category, and from the validation of accompanying materials it gets a 100% percentage that goes in the very good category. So it can be concluded that WEB-based interactive multimedia material on the impact of pollution on the ecosystem in class X science subjects at SMK Negeri 1 Jombang is said to be suitable for use as a learning medium.Keywords: Development, Interactive Multimedia, Impact of Pollution on Ecosystems

    PENGEMBANGAN MULTIMEDIA INTERAKTIF PADA MATERI PERSAMAAN NILAI MUTLAK MATA PELAJARAN MATEMATIKA UNTUK SISWA KELAS X DI SMAN 19 SURABAYA

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    AbstrakBersumber pada permasalahan yang terdapat pada SMA Negeri 19 Surabaya, kelas X mata pelajaran Matematika materi Persamaan Nilai Mutlak, siswa mengalami kesulitan dalam memahami materi dan tidak memiliki motivasi untuk belajar. Permasalahan tersebut menyebabkan hasil belajar siswa belum mencapai tujuan nilai ketuntasan belajar minimal. Maka, diperlukan multimedia interaktif untuk mengatasi permasalahan tersebut. Tujuan penelitian ini yaitu 1) untuk mengembangkan produk berupa multimedia interaktif, dan 2) untuk mengetahui kelayakan multimedia interaktif materi Persamaan Nilai Mutlak mata pelajaran Matematika kelas X di SMA Negeri 19 Surabaya. Pengembangan ini menerapkan model Analyze, Design, Development, Implementation, Evaluation (ADDIE). Guna mengetahui kelayakan multimedia interaktif, peneliti meggunakan teknik pengumpulan data berupa wawancara terstruktur dan angket kelayakan. Hasil uji kelayakan yang dilakukan oleh ahli materi dan ahli media masuk ke dalam kriteria layak digunakan dalam proses pembelajaran. Keunggulan multimedia interaktif yang dikembangkan adalah pembelajaran menjadi inovatif dan lebih interaktif, memberi kemudahan bagi guru dalam memvisualisasikan materi, efisiensi waktu dan mensuasanakan siswa untuk mampu belajar mandiri karena penyajian materi secara menarik dan mudah dalam merawat sekaligusmenggunakannya.Kata Kunci: Persamaan Nilai Mutlak, Multimedia Interaktif, Pengembangan AbstractBased on the problems found in SMA Negeri 19 Surabaya, class X Mathematics subject matter Equation of Absolute Value, students have difficulty understanding the material and do not have the motivation to learn. These problems cause student learning outcomes to have not reached the goal of the minimum learning completeness value. So, interactive multimedia is needed to solve these problems. The objectives of this study were 1) to develop a product in the form of interactive multimedia, and 2) to determine the feasibility of interactive multimedia on the Absolute Value Equation of Mathematics in class X at SMA Negeri 19 Surabaya. This development applies the Analyze, Design, Development, Implementation, Evaluation (ADDIE) model. In order to determine the feasibility of interactive multimedia, researchers used data collection techniques in the form of structured interviews and feasibility questionnaires. The results of the feasibility test conducted by material experts and media experts fall into the criteria suitable for use in the learning process.The advantages of interactive multimedia that are developed are learning to be innovative and more interactive, making it easier for teachers to visualize material, time efficiency and enabling students to be able to learn independently because the presentation of material is attractive and easy to care for as well as use it.Keywords: Absolute Value Equation, Interactive Multimedia, Developmen

    Upaya Meningkatkan Hasil Belajar Ilmu Pengetahuan Alam (IPA) dengan Metode Pembelajaran Two Stay Two Stray (TSTS)

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    The purpose of this research is to improve the result of studying science using two stays two strays (TSTS) learning method by controlling the students\u27 ability in the beginning. This research used the experimental method with ANAKOVA analysis. The sample used is the students of class VIII SMP Negeri 242 Jakarta with 60 students\u27 divided into control and experimental class with each totaling 30 samples. The results of this research are: First, controlling influence the students\u27 ability, in the beginning, there is difference result of studying science which is significant between the students who study by using two stays two stray and using conventional method (Fhitung = 15,05 > Ftabel = 4,01). Second, controlling influence the students\u27 ability, in the beginning, the result of study science, the students who study by using stay two stray is better than using conventional model (thitung = 3,892 > ttabel = 1,672)

    PENGEMBANGAN MULTIMEDIA INTERAKTIF PADA PLATFORM PERSONAL COMPUTER & ANDROID MATERI SALES PROMOTION MATA PELAJARAN PENGELOLAAN BISNIS RETAIL KELAS XI SMK NEGERI 1 JOMBANG

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    ABSTRAKPenelitian ini bertujuan untuk pengembangan media pembelajaran berupa multimedia interaktif bagi peserta didik kelas XI materi Sales Promotion pada mata pelajaran kewirausahaan di SMKN 1 Jombang. Metode penelitian yang digunakan adalah metode penelitian kuantitatif, yang mana teknik analisis data menggunakan statistik deskriptif. Melalui hasil uji kelayakan yang sudah dilakukan, adapun hasil yang diperoleh pertama dari uji ahli materi mendapatkan persentase sebesar 93.3% untuk materi Pengelolaan Bisnis Retail. Kedua, dari uji ahli desain pembelajaran mendapatkan persentase sebesar 80.7% untuk Rencana Pelaksanaan Pembelajaran(RPP), Dari uji ahli media mendapatkan persentase kelayakan sebesar 85.7% untuk multimedia interaktif, Uji coba perseorangan yang dilakukan kepada 2 orang peserta didik mendapatkan presentase yakni sebesar 84.2%, dan Uji coba kelompok kecil yang dilakukan kepada 7 orang peserta didik mendapatkan presentase yakni sebesar 85.1%. Melalui uji keseluruhan validitas yang telah dilakukan mendapatkan hasil persentase perantara 80.7%-93.3% maka dapat disimpulkan bahwa Multimedia Interaktif materi Pengelolaan Bisnis Retail untuk kelas XI di SMK Negeri 1 Jombang ini dapat dinyatakan layak untuk digunakan dalam menunjang tujuan pembelajaran dalam kegiatan belajar mengajar.Kata Kunci : Pengembangan, Multimedia Interaktif, Materi Sales Promotion.ABSTRACTThis research is the basis for developing learning media in the form of interactive multimedia for class XI students of Sales Promotion material on entrepreneurship subjects at SMKN 1 Jombang. The research method used is a quantitative research method, in which the data analysis technique uses descriptive statistics. Through the results of the feasibility test that has been carried out, the first results obtained from the material expert test get a percentage of 93.3% for the Retail Business Management material. Second, the learning design expert test got a percentage of 80.7% for the Learning Implementation Plan (RPP), From the media expert test it got a feasibility percentage of 85.7% for interactive multimedia, individual trials conducted on 2 students got a percentage of 84.2%, and Small group trials conducted on 7 students got a percentage of 85.1%. Through the overall validity test that has been carried out, it can be concluded that the Interactive Multimedia Retail Business Management material for class XI at SMK Negeri 1 Jombang is declared feasible to be used in supporting learning objectives in teaching and learning activities.Keywords : Development, Interactive Multimedia, Sales Promotion Teachings

    PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS ANDROID MATERI ZAT ADITIF DAN ZAT ADIKTIF PADA MATA PELAJARAN ILMU PENGETAHUAN ALAM KELAS VIII SMP NEGERI 50 SURABAYA

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    AbstrakPada penelitian ini bertujuan untuk mengembangkan sebuah produk untuk pembelajaran berupa Multimedia Interaktif Berbasis Android Materi Zat Aditif Dan Zat Adiktif Pada Mata Pelajaran Ilmu Pengetahuan Alam. Penelitian ini menggunakan model pengembangan yaitu ADDIE. Model ini menerapkan beberapa tahap yakni Analyze, Design, Development, Implementation, Evaluation. Dalam pengembangan memperoleh data melalui teknik wawancara dan angket. Tujuan dari wawancara dan angket yaitu untuk mengetahui kelayakan dari media, materi dan bahan penyerta. Instrument angket yang digunakan untuk uji kelayakan pengembangan ini yaitu menggunakan skala likert. Kelayakan materi, dilakukan melalui uji coba ahli materi dengan mendapatkan persentase sebesar 76%, yang termasuk dalam kategori baik. Kelayakan media yakni dengan melakukan uji coba kepada ahli media, mendapatkan persentase sebesar 91,8% yang termasuk dalam kategori sangat baik. Selanjutnya, uji coba kepada ahli media untuk kelayakan bahan penyerta mendapatkan persentase sebesar 96% yang termasuk dalam kategori sangat baik. Dapat disimpulkan bahwa Multimedia Interaktif Berbasis Android ini layak digunakan untuk proses kegiatan pembelajaran materi zat aditif dan zat adiktif pada mata pelajaran ilmu pengetahuan alam kelas VIII di SMPN 50 Surabaya.Kata Kunci : Pengembangan Multimedia Interaktif, Zat Aditif dan Zat Adiktif, Ilmu Pengetahuan AlamAbstractThis study aims to develop a product for learning in the form of Android-Based Interactive Multimedia Material Additives and Addictive Substances in Natural Science Subjects. This studyuses a development model, namely ADDIE. This model applies several stages, namely Analyze, Design, Development, Implementation, Evaluation. In the development of obtaining data through interview techniques and questionnaires. The purpose of interviews and questionnaires is to determine the feasibility of the media, materials and accompanying materials. The questionnaire instrument used for the feasibility test of this development is using a Likert scale. The feasibility of the material was carried out through a material expert trial by getting a percentage of 76%, which was included in the good category. The feasibility of the media, namely by conducting trials with media experts, got a percentage of 91.8% which was included in the very good category. Furthermore, the trial to media experts for the feasibility of accompanying materials got a percentage of 96% which was included in the very good category. It can be concluded that this Android-Based Interactive Multimedia is suitable for use in the learning process of additives and addictive substances in natural science subjects for class VIII at SMPN 50 Surabaya.Keywords : Development of Interactive Multimedia, Additives and Addictive Substances, Natural Scienc
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