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Aplikasi Plasma Atmosfer pada pH dan TDS Air Limbah Domestik Putro, Triswantoro; Prastiwi, Afita Dewi
Jurnal Aplikasi Pelayaran dan Kepelabuhanan Vol 9, No 2 (2019): Bulan Maret
Publisher : Universitas Hang Tuah

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (674.677 KB) | DOI: 10.30649/jurapk.v9i2.63

Abstract

Sumber air bersih yang berasal dari sungai sudah tercemar dan tidak bisa digunakan untuk kebutuhan sehari - hari. Salah satu penyebab pencemaran air sungai adalah limbah kamar mandi. Sifat air limbah kamar mandi yang basa dan mengandung banyak deterjen mengakibatkan air tersebut susah diurai oleh mikroorganisme yang ada dalam air, agar air limbah tersebut dapat digunakan, maka perlu adanya proses daur ulang. Penelitian dilakukan menggunakan teknologi plasma untuk mengolah air limbah. Plasma dibangkitkan dengan menggunakan memodifikasi transformator flyback berfrekuensi 7 KHz, 8 KHz dan 10 KHz. Tegangan yang dihasilkan berupa tegangan tinggi (High Voltage) antara 5 ? 24 KV. Variabel yang diteliti dari air limbah kamar mandi adalah pH dan TDS (Total Dissolve Solid). Proses daur ulang dimulai dengan dipaparkannya plasma pada permukaan air selama 20 menit dan dijaga pada suhu konstan. Hasil penelitian menunjukkan terjadi penurunan pH air dari 10,0 menjadi 8,1 dengan menggunakan teknologi plasma (electron discharge). Sedangkan untuk pengukuran TDS mengalami kenaikan dari nilai 135 ppm menjadi 210 ppm.
EFEKTIVITAS GAME ANDROID SEBAGAI MEDIA PENGAJARAN UNTUK MENINGKATKAN KOSA KATA BAHASA INGGRIS DI KALANGAN MAHASISWA TEKNIK PERKAPALAN Afita Dewi Prastiwi; Kinanti Resmi Hayati
Tekmapro : Journal of Industrial Engineering and Management Vol 16 No 2 (2021): TEKMAPRO
Publisher : UPN Veteran Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/tekmapro.v16i2.208

Abstract

Bahasa Inggris memiliki peran penting saat ini terutama bagi mahasiswa teknik kelautan. Penelitian ini bertujuan untuk mengukur keefektifan game android sebagai media pembelajaran untuk meningkatkan kosakata bahasa Inggris mahasiswa teknik kelautan. Sampel penelitian ini adalah 50 mahasiswa teknik kelautan yang telah mengambil mata kuliah Bahasa Inggris. Data penelitian diperoleh dari hasil pre-test dan post-test. Semua kata dalam tes tersebut adalah kosakata permainan. Penelitian ini merupakan penelitian eksperimental semu dengan desain matching only pretest - posttest control group design. Hipotesis penelitian ini dianalisis menggunakan nilai t-test yang dihitung dengan SPSS 16. Nilai sig dari pre-test menunjukkan 0,659 yang berarti lebih besar dari 0,05 dan nilai sig post-test menunjukkan 0,003 yang berarti lebih rendah. dari 0,05. Dari hasil penelitian didapatkan bahwa game android dapat meningkatkan kosakata bahasa Inggris mahasiswa teknik kelautan Kata Kunci: Efektivitas, game android, media, kosa kata bahasa inggris. ABSTRACT English has an important role nowadays especially for marine engineering students. This study aims to measure the effectiveness of android game as a teaching media to improve English vocabulary among marine engineering students. The samples of the study are 50 students of marine engineering students who have taken English subject. The data of the study are gained from the result of pre-test and post-test. All the words in those tests are the vocabularies of the game. This study is quasi-experimental research with the matching only pretest – posttest control group design. The hypothesis of this study is analyzed using t-test value counted by SPSS 16. The sig value of pre-test shows 0,659 which means it is higher than 0,05 and the sig value of post-test shows 0,003 which means it is lower than 0,05. From the result of the study, it is found that android game improves the English vocabulary of marine engineering students. Keywords: Efektivity, android game, media, English vocabulary.
DEVELOPING SYSTEMATIC DESIGN OF INSTRUCTION USING TRADITIONAL GAMES INTO SPEAKING GAME AS AN INOVATION OF SUPPORTING ENGLISH TEACHING MATERIAL afita dewi prastiwi
IJET (Indonesian Journal of English Teaching) Vol. 7 No. 1 (2018): July
Publisher : Department of English Language Education, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (428.033 KB) | DOI: 10.15642/ijet2.2018.7.1.75-86

Abstract

Abstract:Speaking English was a problem for Junior High School students. Improving students’ speaking ability was a difficult thing for the teacher and integrating speaking with character education as stated in curriculum was an additional work for the teacher.This study was conducted to develop traditional games into speaking games as an inovation of supporting English teaching material which was integrated with character education in Junior High School. Research and Development design in developing the games was used to achieve the aim of the study. The sources of the data were the students and teachers’ need analysis and the teacher and students’ responses toward the games. The data was analyzed descriptively in terms of proposed teacher’s guideline for teaching speaking using traditional games integrated with character education. The development process of the product in this study was successful to motivate the students to speak and to build the students’ character.
ANALISIS DAN PERANCANGAN APLIKASI PEMBELAJARAN BAHASA INGGRIS COMMA BERBASIS ANDROID Kinanti Resmi Hayati; Tranggono Tranggono; Afita Dewi Prastiwi; Radityo Anggoro; Fitriatus Sholeha; Albertus A.S. Prakosa
Tekmapro : Journal of Industrial Engineering and Management Vol 18 No 1 (2023): TEKMAPRO
Publisher : UPN Veteran Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/tekmapro.v18i1.332

Abstract

Bahasa inggris merupakan salah satu bahasa internasional yang paling mendominasi komunikasi di seluruh dunia. Sebagaimana diatur dalam standar nasional pendidikan anak usia dini, bahasa merupakan salah satu kriteria pengukuran pada system pendidikan anak usia dini. Pengenalan dan pembelajaran bahasa inggris sejak usia dini dapat menanggulangi kesulitan dalam pemahaman dan peggunaan bahasa asing dalam keseharian. Aplikasi Comma sebagai media dalam Pembelajaran Bahasa Inggris dirasa sangat tepat dan efektif untuk digunakan dalam proses belajar mengajar di kelas terutama untuk jenjang pendidikan tingkat Pendidikan Anak Usia Dini (PAUD). Sebagaimana pada penelitian terdahulu bahwa Aplikasi Comma adalah aplikasi pembelajaan Bahasa Inggris untuk PAUD yang dikembangkan dengan metode pembelaaran TPR (Total Physical Rersponse). Kami dan mittra telah merancangan suatu Aplikasi program komputer berbasis android untuk pembelajaran bahasa inggris yakni Aplikasi Comma yang siap di terapkan pada proses belajar mengajar di kelas. Target dan luaran dari penelitian ini adalah produk dan KI, publikasi ilmiah di jurnal nasional terakreditasi atau internasional dan mengikuti seminar ISRM. Adapun luaran lainnya yakni peningkatan kualitas baik fasilitas maupun SDM dalam hal pengajaran bahasa inggris sehingga dapat menarik minat peserta didik
Developing OCEAN as a Game based on English Learning in teaching Vocabulary Afita Dewi Prastiwi; Maxima Ari Saktiono
IJET (Indonesian Journal of English Teaching) Vol. 12 No. 1 (2023): JULY
Publisher : Department of English Language Education, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/ijet2.2023.12.1.27-38

Abstract

Abstract This study applied Research and Development (R&D) study which developed game application based English learning. The purpose of this study is to improve the leaner’s vocabulary and reduce their anxiety in mastering English. Vocational maritime students had problem in memorizing vocabularies and based on the result of need analysis, they need a media that can ease them in learning English. This study followed some steps in developing the game application, those were; assessing need analysis, writing performance objective, instructional strategy’s development, instructional materials’ development and selection, implementation of formative and summative evaluation. The instrument of this study were questionnaire and interview to gain students response in need analysis process and in evaluation. OCEAN can catch the learner’s attention and decrease their anxiety in learning English. Most of students agree if the game improves their motivation and they can enjoy playing the game. The development of this game as an educational game has good impact and responses even though some improvements are needed.
Penyuluhan Dan Pelatihan Peningkatan Soft Skill Bagi Remaja Untuk Memasuki Dunia Kerja Listriyawati, Nyoman Ardiana; Rahmania, Andi Maulida; Wahyuni, Elli Setiyo; Prastiwi, Afita Dewi
Journal Of Human And Education (JAHE) Vol. 5 No. 2 (2025): Journal of Human And Education (JAHE)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jh.v5i2.2310

Abstract

Adolesencents aged 18 and above in Keputih Timur Baru Urban Village Surabaya face challenges in the form of negative environmental exposure, lack of motivation to study, and lack of soft skills to prepare for entering the world of work. These factors include peer influence, social pressure, lack of family support, as well as educational conditions and technological literacy. Based on the situation analysis, it is deemed necessary to design a counselling and training program to improve the environmental exposure and prepare youth to enter the working evironmental. This community service focuses on increasing learning motivation in a supportive atmosphere for learning motivation in a supportive atmosphere for learning and developing adolesencets’ soft skill. This activity is conducted in a holistic approach through lectures, pre- and post-test, and English speaking practice. The result of this activity show an increase in soft skills and technological literacy of the participants in using English in oral and written communication.
Aplikasi Plasma Atmosfer pada pH dan TDS Air Limbah Domestik Putro, Triswantoro; Prastiwi, Afita Dewi
JURNAL APLIKASI PELAYARAN DAN KEPELABUHANAN Vol 9 No 2 (2019): bulan Maret
Publisher : Universitas Hang Tuah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30649/japk.v9i2.33

Abstract

Clean water sources from rivers are polluted and cannot be used for daily needs. One of the causes of river water pollution is bathroom waste. The nature of bathroom waste water which is alkaline and contains a lot of detergent causes the water to be hard to decompose by microorganisms present in the water. so that the wastewater can be used, it is necessary to have a recycling process. The study was conducted using plasma technology to treat wastewater. Plasma is generated by modifying flyback transformers with a frequency 7 kHz, 8 KHz and 10 KHz. The resulting voltage is in the form of high voltage (High Voltage) between 5-24 KV. The variabels studied from bathroom wastewater were pH and TDS. The recycling process begins with the exposure of plasma to the water surface for 20 minutes and maintained at a constant temperature. The results showed a decrease in water pH from 10.0 to 8.1 using plasma (electron discharge) technology. As for the measurement of TDS, it has increased from 135 ppm to 210 ppm.
Development of Comma 2.0 as an English learning application for early childhood using the Quality Function Deployment (QFD) method Hayati, Kinanti Resmi; Utomo, Heru Prasetiyo; Anggoro, Radityo; Tranggono, Tranggono; Prastiwi, Afita Dewi; Prakosa, Albertus Adriyanto Sakti; Nugroho, Aldi Pramoedya
EduLite: Journal of English Education, Literature and Culture Vol 10, No 2 (2025): August 2025
Publisher : Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/e.10.2.471-487

Abstract

Comma 2.0 is an English learning application for early childhood that is specifically created for TK Roudlotul Muttaqin Mojokerto. . The purpose of this research was to process user feedback regarding the comparison of the development of Comma 2.0 with the previous version by using the Quality Function Deployment method in order to provide more optimal development in accordance with the users' expectations. One of the methods proven to be effective in language learning was Total Physical Response (TPR), which emphasized learning English by using three important aspects: commands, speaking, and actions. The research employed an experimental design with 15 children aged 4–6 years as participants. Data were collected through structured observations and user feedback assisted by teachers and parents, and analyzed using the Quality Function Deployment (QFD). The analysis focused on five attributes: material comprehension, application usability, attractiveness of animated characters, clarity of sound and visuals, and ease of imitating animations and sounds. From the results of the research, it could be concluded that the Comma 2.0 application was easy to use, contained easy-to-understand materials, and featured attractive animated characters with clear images and sounds that were easy to imitate by the application users.
Enhancing Students' Listening Skills: The Impact of the Innovative Ocean Application Prastiwi, Afita Dewi; Saktiono, Maxima ari; Wahyudi, Moh. Rifqi Bagus; Saputra, Handika Diki
IJET (Indonesian Journal of English Teaching) Vol. 14 No. 1 (2025): July
Publisher : Department of English Language Education, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/ijet2.2025.14.1.15-27

Abstract

This study investigates the effectiveness of the Ocean application in enhancing listening skills among maritime students, a crucial competency in the maritime industry where clear and accurate communication can significantly impact safety and efficiency. The primary purpose of this research is to evaluate how the integration of auditory and visual stimuli within the Ocean application can improve students' ability to comprehend and retain maritime communication protocols. A mixed-method approach was employed in this study to provide a comprehensive analysis of the application's impact. The quantitative aspect involved pre- and post-assessment tests administered to a sample group of maritime students, measuring their listening skills before and after using the Ocean application. The qualitative aspect included interviews and surveys to gather user feedback on their experiences with the application, focusing on its usability, engagement, and perceived learning outcomes. The results of the study demonstrated a marked improvement in the listening skills of students who utilized the Ocean application. Quantitative data showed a statistically significant increase in test scores, indicating enhanced comprehension and retention of the material. Additionally, qualitative feedback from students highlighted the application's interactive features, such as synchronized audio-visual content, as particularly beneficial for maintaining engagement and reinforcing learning. Students reported that the application made complex maritime communication scenarios easier to understand and practice. These findings suggest that the Ocean application is an effective tool for enhancing listening skills in a maritime education context. The study concludes by recommending the broader adoption of such technology-driven learning tools in maritime training programs, emphasizing their potential to improve essential communication skills and overall safety in the industry.
DEVELOPING SYSTEMATIC DESIGN OF INSTRUCTION USING TRADITIONAL GAMES INTO SPEAKING GAME AS AN INOVATION OF SUPPORTING ENGLISH TEACHING MATERIAL prastiwi, afita dewi
IJET (Indonesian Journal of English Teaching) Vol. 7 No. 1 (2018): July
Publisher : Department of English Language Education, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/ijet2.2018.7.1.75-86

Abstract

Abstract:Speaking English was a problem for Junior High School students. Improving students’ speaking ability was a difficult thing for the teacher and integrating speaking with character education as stated in curriculum was an additional work for the teacher.This study was conducted to develop traditional games into speaking games as an inovation of supporting English teaching material which was integrated with character education in Junior High School. Research and Development design in developing the games was used to achieve the aim of the study. The sources of the data were the students and teachers’ need analysis and the teacher and students’ responses toward the games. The data was analyzed descriptively in terms of proposed teacher’s guideline for teaching speaking using traditional games integrated with character education. The development process of the product in this study was successful to motivate the students to speak and to build the students’ character.