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Kriteria Green Infrastructure dalam Penentuan Luas Stasiun Kereta Api (Hal. 22-32) Ulfah, Nadia; Triana, Sofyan
RekaRacana: Jurnal Teknil Sipil Vol 4, No 1: Maret 2018
Publisher : Institut Teknologi Nasional, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (544.13 KB) | DOI: 10.26760/rekaracana.v4i1.22

Abstract

ABSTRAKPembangunan infrastruktur adalah salah satu penyebab kerusakan lingkungan saat ini. Salah satu infrastruktur yang mendukung moda transportasi kereta api adalah bangunan stasiun. Agar membangun suatu stasiun yang tidak merusak lingkungan dan memberikan ruang gerak yang nyaman kepada pengguna maka dilakukan analisis mengenai luas kebutuhan lahan menurut peraturan yang berlaku sesuai dengan salah satu kriteria bangunan hijau yaitu harus memenuhi Koefisien Dasar Bangunan (KDB) dan kebutuhan Ruang Terbuka Hijau (RTH). Data sekunder dibutuhkan dalam perhitungan luas berdasarkan ruang gerak manusia dan standar stasiun. Hasil perhitungan diperoleh luas stasiun sebesar 2.685,5 m2 yang merupakan KDB 60% sedangkan untuk luas RTH 40% sebesar 1.790,3  m2 sehingga diperoleh luas lahan stasiun sebesar 4.475,8 m2. Pada peraturan yang berlaku mengenai bangunan stasiun hanya membahas KDB atau luas terbangun dan tidak membahas mengenai kebutuhan RTH maka dapat diusulkan perhitungan baru untuk merancang stasiun ramah lingkungan yang membahas luas KDB dan RTH sehingga didapat luas tanah keseluruhan.Kata kunci: green infrastructure, stasiun, luas bangunan, ruang gerak manusia, Koefisien Dasar Bangunan (KDB), Ruang Terbuka Hijau (RTH). ABSTRACTInfrastructure development is one of the causes of current enviromental damage. One of the infastructure supporting the train transportation capital is station building. Build a station will not be damaging the environment and giving comfortable space if it has been done analysis about wide of land environment according to the prevailling regulations in accordance with the one of the criteria of green building that fulfills Coefficient of Bulding Base (KDB) and Green Open Space (RTH). The secondary data is needed in wide calculation based on space for human movement and station standard. The calculation results obtained area of the station is 2.685,5 m2 that is KDB 60% while the area of RTH 40% is 1.790,3 m2 so that obtained area of station land 4.475,8 m2. In the applicable regulations about station building only discuss KDB or wide awake not RTH needs. So it can be proposed the new calculation to design the environmentally friendly station that discusses area of KDB and RTH so obtained the total land area.Keywords: green infrastrucutre, station, building area, human movements space, Coefficient of Building Base (KDB), Green Open Spaces (RTH).
Does Money Supply and Oil Price Drive Inflation in ASEAN Ulfah, Nadia; Subardin, Muhammad; Igamo, Alghifari Mahdi; Gustriani, Gustriani
Moneter: Jurnal Keuangan dan Perbankan Vol. 12 No. 1 (2024): APRIL
Publisher : Universitas Ibn Khladun Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/moneter.v12i1.283

Abstract

Developing countries in Southeast Asia are countries that have economic problems such as inflation. This study aims to examine the effect of the money supply, exchange rates, and oil prices on inflation in ASEAN countries. Using panel data, this study consists of six countries in ASEAN namely Indonesia, Malaysia, Philippines, Singapore, Thailand, and Vietnam during the period 2001-2020. The analysis using Random Effect Model method shows that the money supply and world oil prices have a positive and significant effect on inflation in the six ASEAN countries. Meanwhile, the exchange rate variable has a positive but not significant effect on inflation in the six ASEAN countries. The central bank should control and reduce the growth rate of the money supply and the government should implement steps to reduce dependence on oil so as to help reduce the impact of rising oil prices on inflation.
DEVELOPMENT OF ANIMATED VIDEO LEARNING MEDIA USE APPLICATION CANVA STEAM BASED FOR IMPROVING LEARNING OUTCOMES STUDENTS Ulfah, Nadia; Feri Tiona Pasaribu; Yelli Ramalisa
EMTEKA: Jurnal Pendidikan Matematika Vol. 7 No. 1 (2026)
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/emteka.v7i1.9232

Abstract

This research is motivated by the lack of technology integration in learning which results in students having difficulty understanding the material, and leads to low learning outcomes. An innovation is needed to support the learning process which is expected to improve student learning outcomes. Therefore, the purpose of this study is to develop and assess the quality of learning media in the form of animated videos using the STEAM-based Canva application to improve student learning outcomes in the Enumeration Rules material. This research is a type of R&D development research with the ADDIE model, which consists of five stages: analysis, design, development, implementation, and evaluation. The research subjects included one mathematics teacher and 35 students of class XI F1 of SMA Negeri 8 Muaro Jambi. The results showed that the developed media met the criteria of validity, practicality, and effectiveness. In terms of validation, the percentage of material feasibility reached 91.7% and the design reached 87.5%, which is classified as very valid. Meanwhile, the practicality of implementation , the teacher gave an assessment of 92% and students 90.9% which is also included in the very practical category. Meanwhile, the implementation of media effectiveness is seen from the student response questionnaire , which obtained a score of 88.42% in the very effective category. The results of the average difference test of student learning outcomes showed that the posttest score was better than the pretest score . The comparison results of the average N-Gain score of 0.65 with a percentage of 65% which is included in the fairly effective category. Thus, the STEAM-based animated video learning media using Canva is declared suitable for use in the learning process on the Enumeration Rules material for grade XI SMA because it meets the criteria of validity, practicality, and effectiveness. Penelitian ini dilatarbelakangi oleh kurangnya integrasi teknologi dalam pembelajaran, yang menyebabkan siswa kesulitan memahami materi dan mengakibatkan prestasi belajar rendah. Diperlukan inovasi untuk mendukung proses pembelajaran yang diharapkan dapat meningkatkan hasil belajar siswa. Oleh karena itu, tujuan dari penelitian ini adalah untuk mengembangkan dan menilai kualitas media pembelajaran berupa video animasi menggunakan aplikasi Canva berbasis pendekatan STEAM untuk meningkatkan hasil belajar siswa dengan topik Aturan Penghitungan. Penelitian ini merupakan jenis studi Penelitian dan Pengembangan (R&D) menggunakan model ADDIE, yang terdiri dari lima tahap: analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian antara lain seorang guru matematika dan 35 siswa dari Kelas XI F1 SMA Negeri 8 Muaro Jambi. Hasil penelitian menunjukkan bahwa media yang dikembangkan memenuhi kriteria validitas, praktis, dan efektif. Dari segi validasi, persentase kelayakan material mencapai 91,7% dan desainnya mencapai 87,5%, keduanya tergolong sangat valid. Mengenai kepraktisan, guru memberikan peringkat 92% dan siswa memberikan 90,9%, keduanya termasuk dalam kategori sangat praktis. Sementara itu, efektivitas media, berdasarkan kuesioner respon siswa, memperoleh skor sebesar 88,42%, dikategorikan sangat efektif. Hasil uji coba sampel independen hasil belajar siswa menunjukkan bahwa nilai pasca tes lebih baik daripada nilai pra-tes. Perbandingan rata-rata skor N-Gain adalah 0,65, setara dengan 65%, yang dikategorikan sebagai cukup efektif. Dengan demikian, media pembelajaran video animasi berbasis STEAM yang dikembangkan menggunakan Canva dianggap layak untuk digunakan dalam pengajaran topik Aturan Penghitungan untuk siswa SMA Kelas XI karena memenuhi kriteria validitas, kepraktisan, dan efektivitas