1,229 research outputs found
THE DEVELOPMENT OF EDUCATION GAME LADDER SNAKE AS A TIK LEARNING MEDIA FOR GRADE OF 3 STUDENTS AT SD NEGERI PUJOKUSUMAN 2 YOGYAKARTA
The research was purpose to develop education game ladder snakes as a TIK
learning media, testing the media task and to know the feasibility of media when tested to
the field. The learning media expected to increase motivation and enthusiasm of the
students in the study of ICT in theory learning.
The research was using Research and Development Method according to the
implementation step of development, as follows : 1) Analysis of needs, 2) Design of
program, 3) Implementation of program, 4) Testing of program, 5) Validity of expert, 6)
Revisions and improvements, 7) Feasibility test user, (8) Fixes the media . The testing
was using Black Box method to find out the error of navigation, and then the media is
validated by the expert of material and the expert of media before tested to the field. The
research of user testing was held at SD Negeri Pujokusuman 2 Yogyakarta, grade of 3,
with 26 students. The data collection method was using Questionnaire, the data were
collected then analyze by researcher with Descriptive Analysis technique with convert
the average result of evaluation into the feasibility interval score.
The result of the research was show that the level of education game ladder snakes
development from the expert of material validator the score was 3.39 in feasible category,
and then from the expert of media validator the score was 3.06 in feasible category and to
the user testing of students the score was 3.52 in very feasible category. Based on the
data, conclude that the education game ladder snakes as a TIK learning media which
made by the researcher was feasible to used by vocational elementary school students.
Keyword : Development, Education Game, Learning Media, Feasibility
Isolasi dan Karakterisasi Amilase dari Kulit Singkong (Manihot utilissima Pohl)
Amilase merupakan enzim golongan hidrolase yang mampu menghidrolisis ikatan glikosidik dalam molekul pati menjadi dekstrin, maltosa dan glukosa. Amilase dapat diperoleh dari tanaman, hewan dan mikroorganisme, serta manusia. Pada penelitian ini, sumber amilase yang digunakan adalah kulit singkong karena memiliki kandungan karbohidrat yang cukup tinggi. Penggunaan kulit singkong sebagai sumber amilase juga merupakan salah satu pemanfaatan limbah di Indonesia. Amilase diekstraksi dengan buffer fosfat 50 mM pH 7,5. Amilase dimurnikan dengan metode salting out menggunakan (NH4)2SO4 dan didialisis menggunakan membran selofan. Aktivitas amilase dari kulit singkong (Manihot utilissima Pohl) diukur dengan metode Fuwa dan kadar protein total diukur menggunakan metode Bradford. Aktivitas spesifik yang paling tinggi diperoleh pada tingkat kejenuhan 50% sebesar 5,43Ă—10-4 U/mg. Amilase bekerja optimum pada pH 7 dan suhu 50 oC
Book Review : Digital Bodies: Creativity and Technology in the Arts and Humanities
"Digital Bodies: Creativity and Technology in the Arts and Humanities" by Susan Broadhurst and Sara Price explores the relationship between technology and creativity in the arts and humanities. The book argues that the integration of digital technologies has had a profound impact on the way we create, produce, and consume artistic and cultural artifacts. Throughout the book, Broadhurst and Price draw on a wide range of examples from the arts and humanities, including dance, theatre, film, music, and visual art. They also engage with a range of theoretical frameworks, drawing on post-humanism, cyborg theory, and feminist theory, among others. Overall, "Digital Bodies" offers a compelling and insightful analysis of the impact of digital technologies on the arts and humanities, and the ways in which they are shaping new forms of creativity and cultural production. The book is suitable for scholars, students, and anyone interested in the intersection of technology, creativity, and culture.
 
REMAINING MOTIVATED DESPITE THE LIMITATIONS: SCIENCE TEACHER'S LEARNING PROPENSITY DURING THE COVID-19 PANDEMIC IN THE DEVELOPING COUNTRY
The COVID-19 pandemic has affected human life at multilevel and is still a tremendous challenge for all sectors of life without exception to education. To cope COVID-19 effects in education, online teaching and learning was adopted. This study explored how science teachers’ learning remained motivated to teach, despite all the limitations they encountered and endured during the COVID-19 pandemic. This work was carried out in developing county such as Indonesia, Rwanda, Cambodia and Paraguay. The study examines how science teachers’ in developing country have faced obstacle, and meanwhile, despite this, they are still trying their hardest to stay focused on achieving their personal goals during the pandemic. This research is geared by descriptive qualitative approach. Data were collected in series of online survey with thirty nine teachers cross the developing country. The results showed that the science teachers’ learning with e-learning was less effective because not all teachers and parents of students understood the internet. During the COVID-19 pandemic, teachers are highly required to develop e-learning science learning that can help achieve learning goals, so that e-learning can satisfy all parties, and can reduce its negative impact. Science learning with e-learning can foster educators in mastering digital technology
PENGEMBANGAN GAME EDUKASI ULAR TANGGA SEBAGAI MEDIA PEMBELAJARAN TIK UNTUK SISWA KELAS 3 SD NEGERI PUJOKUSUMAN 2 YOGYAKARTA
Penelitian ini bertujuan untuk mengembangkan game edukasi ular tangga sebagai media pembelajaran pada mata pelajaran TIK, menguji kinerja media serta mengetahui tingkat kelayakan game edukasi ini diujikan ke lapangan. Diharapkan game edukasi ini mampu membantu meningkatkan motivasi dan antusiasme siswa dalam belajar TIK secara teori.
Penelitian ini menggunakan metode Research and Development yang mana tahap-tahap pelaksanaan pengembangannya adalah sebagai berikut: (1) analisis kebutuhan, (2) desain program, (3) implemetasi program, (4) pengujian, (5) validitas ahli, (6) revisi dan perbaikan, (7) uji kelayakan user, (8) perbaikan media. Pengujian dilakukan dengan metode black box untuk mengetahui kesalahan pada navigasi, selanjutnya game edukasi divalidasi oleh ahli materi dan ahli media sebelu diujikan ke lapangan. Setelah hasil validasi memenuhi syarat sebuah game edukasi layak baru dilakukan penelitian untuk mengetahui kelayakan yang ada di lapangan. Penelitian ini dilaksanakan di SD Negeri Pujokusuman 2 Yogyakarta kelas 3, dengan melibatkan 26 siswa, yang digunakan dalam pengumpulan data adalah angket, data yang diperoleh kemudian dianalisis dengan teknik analisis deskriptif dengan mengubah data hasil rata-rata penilaian kedalam interval skor kelayakan.
Hasil penelitian ini menunjukkan bahwa tingkat validasi pengembangan game edukasi ular tangga dari validator ahli materi sebesar 3,39 yaitu pada kategori layak, kemudian dari validator ahli media mendapat skor 3,06 yaitu pada kategori layak, dan penilaian dari siswa mendapat skor 3,52 yaitu pada kategori sangat layak. Berdasarkan data tersebut dapat disimpulkan bahwa game edukasi ular tangga sebagai media pembelajaran TIK yang telah dibuat layak digunakan untuk siswa Sekolah Dasar
THE EFFECT OF PRICE CONSCIOUSNESS ON PURCHASE INTENTION OF COUNTERFEIT WATCHES THROUGH CONSUMER’S ATTITUDE AS MEDIATING IN PADANG CITY. STUDY OF : MEMBERS OF UDA UNI SUMATERA BARAT
This study aimed to anayze the effect of price consciousness on purchase intention of counterfeit watches through consumer’s attitude as mediating in Padang city. The study of members of Uda Uni Sumatera Barat in Padang. The data obtained through questionnaire. The samples were drawn from 110 Uda Uni Sumatera Barat who ever purchase counterfeit watches. The data analyzed by using SPSS 16.0 and SmartPLS 3.0. in this research, there are 3 variables : those are independent variable which is price consciousness, dependent variable which is purchase intention, and mediating variable which is consumer’s attitude. The finding indicated that price consciousness has positively effect toward attitude and purchase intention, the consumer’s attitude has positively affect toward purchase intention. And attitude is partial mediating price consciousness toward purchase intention.
Keywords: price consciousness, consumer’s attitude, purchase intention, counterfeit watche
PENGEMBANGAN MEDIA INTERAKTIF BERBASIS QUIZIZZ PADA PEMBELAJARAN BENDA DAN KEGUNAANNYA MATA PELAJARAN IPA KELAS III SEKOLAH DASAR
Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa kelas III A SDN Rungkut Menanggal 1/582. Media pembelajaran berbasis Quizizz dikembangkan dengan menggunakan model pengembangan ADDIE yaitu analysis, design, development, implementation, serta evaluation (Sugiyono, 2011). Dengan penilaian melalui skala Likert modifikasi 4 level. Kelayakan media pembelajaran berbasis Quizizz ini dilihat dari hasil validasi media dan efektifitas. Media pembelajaran berbasis Quizizz ini mendapatkan nilai validasi media sebesar 90% dan validasi materi sebesar 85,71% keduanya termasuk dalam kategori sangat layak sehingga dapat dikatakan bahwa media ini layak. Kemudian untuk hasil pengisian angket yang dibagikan saat melakukan uji coba terbatas adalah 95,8% sedangkan untuk uji coba luas mendapat persentase nilai sebesar 96%. Peneliti juga memberikan angket pada guru dan mendapatkan nilai dengan persentase sebesar 88% ketiga nilai tersebut termasuk dalam kategori sangat praktis sehingga media yang dikembangkan praktis untuk digunakan. Untuk hasil pretest dan posttest yang telah dikerjakan oleh siswa mendapatkan nilai sebesar 96,66% dengan kategori sangat efektif. Untuk mengetahui peningkatan hasil dari pengerjaan pretest dan posttest dihitung menggunakan rumus n-gain dan memperoleh hasil sebesar 0,69 maka dapat dikatakan bahwa peningkatan hasil belajar pada siswa termasuk dalam kategori sedang
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