60 research outputs found

    PENGEMBANGAN PROGRAM PEMBELAJARAN MELALUI PERMAINAN TRADISIONAL

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    Penelitian ini dilatarbelakangi oleh asumsi peneliti mengenai pola permainan anak yang telah mengalami pergeseran. Sehingga adanya kecenderungan perubahan minat anak dalam melakukan permainan tradisional ke arah digital. Sementara, permainan digital lebih banyak memiliki efek negatif daripada efek positif. Untuk itu, perlunya suatu upaya dalam memperkecil efek negatif tersebut. Salah satunya dengan memasukan program pembelajaran melalui permainan tradisional kedalam kurikulum-kurikulum sekolah. Salah satu sekolah yang telah menerapkannya adalah TK Al-akhyar Purwakarta. Sehingga peneliti tertarik melakukan Case Study untuk memperoleh informasi empiris terkait perencanan, dimana adanya proses penseleksian jenis permainan tradisional dari segi usia anak serta tingkat bahaya dan kesulitan permainan yang dimainkan. Terdapat sepuluh jenis permainan tradisional yang dipilih dan dimainkan yaitu gagandongan, hayam jeung careuh, ngala hui, galah panto/cabrek panto, egrang batok, anjang-anjangan,ucing sumput, tam-tam buku/tam-tam lukut, cing ciripit. Dari sepuluh jenis permainan tersebut tiga diantaranya tergolong pada jenis permainan yang bersifat kompetitif, dua tergolong pada rekreatif dan empat tergolong kooperatif. Selanjutnya sikap atau nilai yang terkandung dalam permainan tradisional adalah sikap mau berinteraksi dan bermain bersama, sikap suka membantu teman dan orang lain, berempati atau peduli terhadap teman dan orang lain, menghargai orang lain serta sikap mau bekerjasama. Selain itu adanya kesamaan visi dan misi program yang dirancang oleh TK Al-Akhyar dengan pemerintah Purwakarta terkait dengan program “Maneuh Sunda” yang diusung oleh pemerintah Purwakarta. Artinya adanya sinkronisasi program pembelajaran oleh pemerintah purwakarta dengan TK Al-akhyar. --- This research is motivated by the assumption of researchers on the pattern of the game has shifted. So that the tendency changes a child's interest in doing the traditional game towards digital. Meanwhile, digital games have more negative effects than positive effects. To that end, the need for an effort to minimize the negative effects. One of them by entering a program of learning through traditional games into school curriculum. One of the schools that have applied is TK Al-Akhyar Purwakarta. So that researchers interested in conducting Case Study to obtain empirical information related to planning, where the process choosing traditional games in terms of child's age and level of danger and difficulty of the game being played. There are ten types of traditional games are selected and played that gagandongan, hayam Jeung careuh, Ngala hui, galah panto / cabrek panto, egrang batok, anjang-anjangan, ucing Sumput, tam-tam buku / tam-tam Lukut, cing ciripit. Of the ten types of games are three of them belong to the kind of game that is competitive, two belong to the recreational and four classified as cooperative. Furthermore, attitudes or values contained in the traditional game is the attitude of want to interact and play together, the attitude of love to help friends and others, empathize or care about friends and other people, respect for others and cooperative attitude. Besides their common vision and mission program designed by TK Al-akhyar with Purwakarta government associated with the program “ maneuh sunda” promoted by the Purwakarta government. This means that synchronization of the learning program by TK Al-akhyar with Purwakarta government

    Pengaruh Penambahan Al2(SO4)3 Terhadap Derajat Keasaman Air Baku pada Perusahaan Daerah Air Minum (PDAM) Tirta Keumueneng Langsa

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    Tawas (AL2SO4)3 merupakan koagulan yang umum digunakan pada proses pengolahan penjernihan air. Jenis koagulan tersebut mempunyai sifat yang dapat menarik partikel-partikel lain dalam media air, sehingga berat, ukuran dan bentuknya menjadi semakin besar dan lebih mudah mengendap. Telah dilakukan pengujian pengaruh derajat keasaman dengan penambahan Al2(SO4)3 pada air baku PDAM Tirta Keumueneng Langsa dengan menggunakan metode jar test dengan tujuan untuk mengetahui pengaruh penambahan Al2(SO4)3 terhadap kualitas derajat keasaman air baku. Hasil analisa yang diperoleh bahwa pengaruh derajat keasaman dan dosis pada Al2(SO4)3 sangat signifikan dan diperoleh pH 7 dengan dosis yang diberikan sebanyak 32 mg/L. Hasil analisis dari Jar Test telah memenuhi nilai standar Permenkes RI No 492/Menkes/PER/IV/2010 dan layak untuk digunakan dalam memenuhui kebutuhan sehari – hari. Berdasarkan data hasil analisa ini, semakin besar dosis koagulan yang diberikan, maka semakin kecil pH air sungai tersebut dan menyebabkan air bersifat asam

    TEACHING AND LEARNING PERFORMANCE: THE PERCEPTION OF LECTURERS OF ENGLISH AT MEDICAL COLLEGES IN JAMBI

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    This study was aimed at investigating the perception of the lecturers of English toward their teaching and learning performance by finding out the most dominant indicators of performance in terms of planning and preparing, conducting learning process, and learning evaluation. The design of the study was survey study involved sixteen lecturers of English at ten different medical colleges in Jambi as participants. The data were obtained through a set of questionnaire. The percentage analysis was used as technique to find out the most dominant indicators of teaching and learning performance implemented by lecturers of English at medical colleges in Jambi in terms of the three sections (planning and preparing, conducting learning process, learning evaluation)

    Teaching and Learning Performance: the Perception of Lecturers of English at Medical Colleges in Jambi

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    This study was aimed at investigating the perception of the lecturers of English toward their teaching and learning performance by finding out the most dominant indicators of performance in terms of planning and preparing, conducting learning process, and learning evaluation. The design of the study was survey study involved sixteen lecturers of English at ten different medical colleges in Jambi as participants. The data were obtained through a set of questionnaire. The percentage analysis was used as technique to find out the most dominant indicators of teaching and learning performance implemented by lecturers of English at medical colleges in Jambi in terms of the three sections (planning and preparing, conducting learning process, learning evaluation)

    Proses Komunikasi Interpersonal Terapis dan Anak Berkebutuhan Khusus untuk Meningkatkan Kemampuan Berkomunikasi

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    Komunikasi interpersonal merupakan proses komunikasi yang berlangsung di antara dua orang atau lebih yang mempunyai hubungan kedekatan satu sama lain. Teori yang digunakan dalam penelitian ini adalah teori interaksi simbolik. Penelitian ini bertujuan untuk menganalisis proses komunikasi interpersonal antara terapis dan anak berkebutuhan khusus. Penelitian ini menggunakan metode kualitatif dengan pendekatan deskriptif dan paradigma konstruktivis. Teknik pengumpulan data yang digunakan yaitu wawancara, observasi, dokumentasi dan studi pustaka. Dalam penelitian ini terdapat tiga terapis yang menjadi informan untuk diwawancarai dan enam sampel anak berkebutuhan khusus dengan berbagai jenis gangguan. Hasil penelitian ini menunjukkan bahwa proses komunikasi yang dilakukan terapis kepada anak berkebutuhan khusus di Sahabat Kecil Therapy & Learning Center perlu dilakukan pendekatan secara interpersonal. Pada saat terapi pun, terapis akan melakukan bonding kepada anak yaitu proses komunikasi melalui ikatan emosional. Hambatan dalam proses komunikasi interpersonal terapis dengan anak berkebutuhan khusus yaitu anak berkebutuhan khusus terkadang mengalami naik turun mood sehingga mengalami tantrum dan bisa dari orang tua anak tersebut yang kurang dapat diajak kerja sama untuk melakukan kegiatannya kembali dirumah

    Optimization of PVA-Arabic Gum–Honey-based Electrospun Nanofibers as Candidate Carrier for Peptide and Protein Delivery

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    Nanofibers dressing exhibit several advantageous characteristics for accelerating wound healing, such as its similar structure to the extracellular matrix (ECM), high surface area/volume ratio, high porosity and high loading capacity of drug. The nanofibers dressing which were prepared by the electrospinning technique using combination of synthetic and natural polymer excipients capable of fulfilling the ideal wound dressing criteria. This study aimed to develop nanofibers dressing prepared from polyvinyl alcohol (PVA), Arabic gum (GA) and honey by electrospinning method. This study focused on the effect of electrospinning parameters and the morphology of electrospun nanofibers of the blended solutions made from PVA (9% w/v) – GA (1% w/v) and honey (at varied concentrations of 0;1;3% w/v) with or without Triton X-100 (0.05% v/v). The effect of varied process parameters such as voltage and flow rate in electrospinning was also investigated. The blended solutions with the various concentration of honey at 0;1;3% w/v and Triton X-100 were named as FAt, FBt, and FCt, respectively, while the blended solutions without Triton X-100, were named as FA, FB, and FC. The optimum electrospining parameter were 18 KV and 5 µl/minute for FAt, FBt, and FCt; and 20 KV and 10 µl/minute for FA, FB, and FC. Electrospun nanofibers of FAt, FBt, FCt showed smoother and more uniform fibers in comparison to the nanofibers FA, FB, and FC. The average nanofibers diameter of FAt, FBt, FCt were 244±45; 266±45; 283±57 nm, respectively, while the average nanofibers diameter of FA, FB, FC was 406±140, 457±168, 594±204 nm, respectively. Higher concentration of honey increased the diameters of nanofibers. The average nanofibers diameter of FAt, FBt, and FCt were within nanoscale in range of the ECM (50-500 nm), which were suitable for accelerating wound healing. Therefore, this study indicated that PVA-GA-honey nanofibers dressing is suitable to be further developed as carrier for growth factors

    SISTEM PAKAR DIAGNOSA GANGGUAN OBSESIF-KOMPULSIF PADA MAHASISWA MENGGUNAKAN METODE TEOREMA BAYES

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    Gangguan mental adalah gangguan yang berasal dari diri seseorang mengakibatkan terganggunya proses berfikir, tindakan, hubungan sosial, serta emosi. OCD (Obsesif-Kompulsif) merupakan gangguan mental yang mengakibatkan penderitanya memiliki keharusan melakukan tindakan secara berulang-ulang jika tidak dilakukan maka penderita akan diliputi kecemasan atau ketakutan. Penderita ocd rata-rata mengembangkan ocd diantara usia 15-29 tahun. Angka penderita yang bertambah terjadi karena kurangnya pemahaman mahasiswa mengenai penyakit Obsesif-Kompulsif, bahkan banyak penderita yang tidak menyadari bahwa mereka mengidap OCD. Oleh karena itu, dibutuhkan sistem pakar yang mampu membantu psikolog klinis dalam hal pendiagnosaan ocd. Metode yang digunakan untuk pendiagnosaan adalah metode Teorema Bayes. Tujuan penelitian ini yaitu menghasilkan sistem pakar untuk mendiagnosa tipe penyakit Obsesif-Kompulsif serta memberikan solusi penanganan pada user(mahasiswa). Sistem pakar diuji dengan pengujian Blackbox test, membandingkan diagnosa pakar dan sistem, UAT serta akurasi menggunakan Confusion Matrix dan menghasilka nilai akurasi 87%. pengujian validasi oleh pakar berhasil menghasilkan kemungkinan tipe atau jenis OCD yang diderita oleh Mahasiswa. Hasil pengujian telah sesuai dengan pengetahuan pakar

    DESAIN PERMAINAN ULAR TANGGA DALAM PEMBELAJARAN KIMIA

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    The limitations of media variants and the infrequent use of learning media in the chemistry learning process in one of the public schools in Palembang City are the main problems behind the research. This research was an R&D (research and development) research that aimed to develop snakes and ladders game on acid-base topic, determine validity based on expert judgment, determine the practicality of media based on student response questionnaire assessments, and determine the effectiveness of the learning media. The development of the snake and ladder game learning media followed the ADDIE development framework. The validators in this study were content experts, media experts, and education practitioners. The subjects were students in one of the public schools in the Palembang City. Data collection instruments used validation sheets, student response questionnaires, and test questions. The results of the validity test got an average score of 4,07 meaning that it was feasible. The practicality assessment in small-scale trials got 94,86% which was included in the very practical category, the medium-scale trials of 90,75% and also included in the very practical category. The results of test showed an increase in student learning outcomes. It could be proved by the average post-test score of the experimental group students was 85,12 while the average post-test score of the control group was 78,12 and the Sig. (2-tailed) of the t-test (independent sample t-test) had 0,000 < 0,05, which means the snake and ladder game learning media developed is effective to improve student learning outcomes

    ANALISIS KETERSEDIAAN SARANA PRASARANA DAN KERUSAKAN BANGUNAN GEDUNG SMP DI KABUPATEN ACEH TAMIANG

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