70 research outputs found

    Pengaruh Metode Aplikasi dan Dosis Vermikompos terhadap Pertumbuhan dan Hasil Tanaman Melon (Cucumis melo L.) Hidroganik

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    Melon cultivation can be planted either conventionally or hydroponically (without soil). Along with the narrowing of productive agricultural land and decreasing soil quality,it encourages farmers to cultivate melons with a hydroponic system. There are various kinds of hydroponic media using inorganic fertilizers for melon cultivation, but it is still rarely found using organic fertilizers for hydroponic melon cultivation. This study developed a soilless cultivation system using vermicompost organic fertilizer. The aim of this study is to examine the effect of vermicompost application method and dosage on the growth and yield of melon plants which are planted hydraulically. This experiment used a factorial randomized block design with controls. Factor 1 of the vermicompost application method consists of two levels, namely M1 = 100% solid vermicompost immersed, M2 = 50% solid vermicompost immersed and 50% vermicompost thawed. Factor 2 doses of vermicompost consist of four levels, namely V1 = 200 grams, V2 = 400 grams, V3 = 600 grams, and V4 = 800 grams per polybag, plus control treatment using inorganic fertilizers. The results showed that the interaction between the application method and vermicompost dose significantly affected the growth and yield of melons. The best treatment combination is the application of 100% solid vermicompost at a dose of 800 g / polybag with plant height growth of 173.94 cm, number of leaves 25.33, and leaf area 2445.51 cm2. The results were achieved for fruit weights 601.11 g / plant and fruit diameter 10.19 cm / plant. The results of this study suggest that the application of 100% solid vermicompost can be used as a nutrient source in the cultivation of hydro-organic melon plants

    Penggunaan Whatsapp Group Sebagai Media Pembelajaran Khat Kufi Murabba' Foks Indonesia

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    Whatsapp yang semula populer sebagai media komunikasi, laju era digital membuatnya dapat diimplementasikan sebagai media pembelajaran di dunia pendidikan/ pembelajaran. Penelitian ini bertujuan untuk mengidentifikasi sejauh mana penggunaan aplikasi Whatsapp group dalam pembelajaran khat kufi murabba’ FOKS Indonesia, serta persepsi para member mengenai hal tersebut. Peneliti berfokus pada sebuah komunitas pegiat kufi murabba’ FOKSI. Penelitian ini merupakan penelitian kualitatif deskriptif. Pengumpulan data menggunakan teknik triangulasi melalui observasi, wawancara dan dokumentasi. Peneliti juga menggunakan instrumen berupa angket skala likert dan terbuka yang disebar pada member FOKSI sejumlah 30 responden. Sementara analisis data penelitian merujuk pada model Miles dan Huberman, yaitu melalui tahap reduksi data, penyajian data dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa penggunaan whatsapp group berfungsi sebagai wadah diskusi dan penugasan pembelajaran khat kufi murabba’ FOKSI. Para member FOKSI memberikan respons yang positif dengan prosentase hasil angket 89,3% “Sangat Setuju” bahwa penggunaan whatsapp group mampu meningkatkan motivasi belajar member dan menjadikan pembelajaran lebih intensif dan mudah dipahami. Namun tak lepas dari ketidaksempurnaan sebuah media, whatsapp dirasa belum memiliki fitur yang memadai dalam pertemuan kelas dengan jumlah peserta yang banyak. Secara keseluruhan, whatsapp group ‘recomended’ untuk diimplementasikan sebagai media pembelajaran khat kufi murabba’

    Evaluation of impact of fiber type and dosage rate on volumetrics and laboratory performance of asphalt mixtures

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    The purpose of this study is to evaluate the impact of fiber types, binder content, and dosage rates on the volumetric properties and laboratory performance of asphalt mixtures. One asphalt mixture (control) and four fiber types (Fiberglass, Basalt, Carbon, and Polyolefin/Aramid) were used to evaluate the impact of fiber types and dosage rates. Two mixing procedures for introducing fibers into asphalt mixtures were also evaluated: dry and proportional dispersion methods. To evaluate the impact of fiber types, 0.16% by total mix weight was used. Rutting, cracking, and durability performance tests were evaluated. Furthermore, using 0.15% and 0.3% fiber dosage rates, a novel experimental methodology was developed and implemented consisting of a volumetric mixture design and performance testing -(IDEAL-CT) and (APA)- to isolate the effects of fiber types and dosage rates from the effect of binder content. Results showed that 0.16% and 0.15% dosage rate had little to no impact on optimum binder content; whereas 0.3% dosage rate required an increase in binder content to meet volumetric requirements. Performance testing showed that 0.16% and 0.15% (regardless of fiber type) had little to no impact on cracking and rutting performance. All fiber types at 0.16% fiber dosage improved mixtures\u27 durability. Using 0.3% dosage rate, only carbon fiber improved cracking performance without the use of additional binder

    Augmented Reality-Based English Language Learning: Importance And State Of The Art

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    Augmented reality is increasingly used in the educational domain. However, little is known concerning the actual importance of AR for learning English skills. The weakness of the English language among English as a foreign Language (EFL) students is widespread in different educational institutions. Accordingly, this paper aims at exploring the importance of AR for learning English skills from the perspectives of English language teachers and educators. Mixed qualitative methods were used. To achieve the objective of this study, 12 interviews were conducted with English teachers concerning the topic under investigation. Second, a systematic literature review (SLR) that demonstrates the advantages, the limitation, and the approach of AR for learning English was performed. This study is different from other studies in using two methods and conducting comprehensive research on the importance of AR in improving English language skills in general. Thus, the study concluded that AR improves language skills and academic achievements. It also reduces students\u27 anxiety levels, improves students\u27 creativity, and increases students\u27 collaboration and engagement. Moreover, the students have positive attitudes towards using AR for learning the English language. The findings present important implications for the integration and development of AR for learning

    “MedChemVR”: A Virtual Reality Game to Enhance Medicinal Chemistry Education

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    Medicinal chemistry (MC) is an indispensable component of the pharmacy curriculum. The pharmacists’ unique knowledge of a medicine’s chemistry enhances their understanding of the pharmacological activity, manufacturing, storage, use, supply, and handling of drugs. However, chemistry is a challenging subject for both teaching and learning. These challenges are typically caused by the inability of students to construct a mental image of the three-dimensional (3D) structure of a drug molecule from its two-dimensional presentations. This study explores a prototype virtual reality (VR) gamification option, as an educational tool developed to aid the learning process and to improve the delivery of the MC subject to students. The developed system is evaluated by a cohort of 41 students. The analysis of the results was encouraging and provided invaluable feedback for the future development of the proposed system

    “MedChemVR”: A Virtual Reality Game to Enhance Medicinal Chemistry Education

    Get PDF
    Medicinal chemistry (MC) is an indispensable component of the pharmacy curriculum. The pharmacists’ unique knowledge of a medicine’s chemistry enhances their understanding of the pharmacological activity, manufacturing, storage, use, supply, and handling of drugs. However, chemistry is a challenging subject for both teaching and learning. These challenges are typically caused by the inability of students to construct a mental image of the three-dimensional (3D) structure of a drug molecule from its two-dimensional presentations. This study explores a prototype virtual reality (VR) gamification option, as an educational tool developed to aid the learning process and to improve the delivery of the MC subject to students. The developed system is evaluated by a cohort of 41 students. The analysis of the results was encouraging and provided invaluable feedback for the future development of the proposed system

    Improving User Experience and Communication of Digitally Enhanced Advanced Services (DEAS) Offers in Manufacturing Sector

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    Digitally enhanced advanced services (DEAS), offered currently by various industries, could be a challenging concept to comprehend for potential clients. This could result in limited interest in adopting (DEAS) or even understanding its true value with significant financial implications for the providers. Innovative ways to present and simplify complex information are provided by serious games and gamification, which simplify and engage users with intricate information in an enjoyable manner. Despite the use of serious games and gamification in other areas, only a few examples have been documented to convey servitization offers. This research explores the design and development of a serious game for the Howden Group, a real-world industry partner aiming to simplify and convey existing service agreement packages. The system was developed under the consultation of a focus group comprising five members of the industrial partner. The final system was evaluated by 30 participants from engineering and servitization disciplines who volunteered to test online the proposed system and discuss their user experience (UX) and future application requirements. The analysis of users’ feedback presented encouraging results, with 90% confirming that they understood the DEAS concept and offers. To conclude, the paper presents a tentative plan for future work which will address the issues highlighted by users’ feedback and enhance the positive aspects of similar applications

    Improving User Experience and Communication of Digitally Enhanced Advanced Services (DEAS) Offers in Manufacturing Sector

    Get PDF
    Digitally enhanced advanced services (DEAS), offered currently by various industries, could be a challenging concept to comprehend for potential clients. This could result in limited interest in adopting (DEAS) or even understanding its true value with significant financial implications for the providers. Innovative ways to present and simplify complex information are provided by serious games and gamification, which simplify and engage users with intricate information in an enjoyable manner. Despite the use of serious games and gamification in other areas, only a few examples have been documented to convey servitization offers. This research explores the design and development of a serious game for the Howden Group, a real-world industry partner aiming to simplify and convey existing service agreement packages. The system was developed under the consultation of a focus group comprising five members of the industrial partner. The final system was evaluated by 30 participants from engineering and servitization disciplines who volunteered to test online the proposed system and discuss their user experience (UX) and future application requirements. The analysis of users’ feedback presented encouraging results, with 90% confirming that they understood the DEAS concept and offers. To conclude, the paper presents a tentative plan for future work which will address the issues highlighted by users’ feedback and enhance the positive aspects of similar applications

    Employing Emerging Technologies to Develop and Evaluate In-Vehicle Intelligent Systems for Driver Support: Infotainment AR HUD Case Study

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    The plurality of current infotainment devices within the in-vehicle space produces an unprecedented volume of incoming data that overwhelm the typical driver, leading to higher collision probability. This work presents an investigation to an alternative option which aims to manage the incoming information while offering an uncluttered and timely manner of presenting and interacting with the incoming data safely. The latter is achieved through the use of an augmented reality (AR) head-up display (HUD) system, which projects the information within the driver’s field of view. An uncluttered gesture recognition interface provides the interaction with the AR visuals. For the assessment of the system’s effectiveness, we developed a full-scale virtual reality driving simulator which immerses the drivers in challenging, collision-prone, scenarios. The scenarios unfold within a digital twin model of the surrounding motorways of the city of Glasgow. The proposed system was evaluated in contrast to a typical head-down display (HDD) interface system by 30 users, showing promising results that are discussed in detail

    Identifying the Characteristics of Virtual Reality Gamification for Complex Educational Topics

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    Multidisciplinary topics in education pose a major challenge for traditional learning and teaching methods. Such topics can deter students from selecting particular courses or hinder their study progress. This study focused on the subject of medicinal chemistry, which is a discipline combining medicine and chemistry. This combination of applied and basic science creates a complex field of education that is challenging to both teach and learn. Chemical and pharmacological principles are typically presented in 2D molecular structures and, recently, 3D molecular models have been utilized to improve the visualization of chemical compounds and their chemical interactions. Contemporary studies have presented Virtual Reality (VR) as an alternative method for improving the learning and teaching of multidisciplinary specialties such as this. However, current educational efforts employing VR offer limited interactivity and a traditional teaching method previously presented in 2D. This reduces students’ interest and concentration in the taught subjects. This paper presents the development rationale of a novel VR educational application based on the evaluation of the user requirements by 405 pharmacy undergraduate students. The results informed the development and preliminary evaluation of a proposed VR serious game application, which was deployed in a real-life class environment and evaluated in contrast to traditional teaching methods by 15 students. The derived results confirmed the advantages of VR technology as a learning and teaching tool, in addition to the end-users’ willingness to adopt VR systems as a learning aid
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