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PENINGKATAN PENGUASAAN KOSAKATA BAHASA ARAB MELALUI PENGGUNAAN MEDIA WORD WALL Azizah, Hanifah Nur
ALSUNIYAT: Jurnal Penelitian Bahasa, Sastra, dan Budaya Arab ALSUNIYAT: Jurnal Penelitian Bahasa, Sastra, dan Budaya Arab | Vol. 1 No. 1 (2018)
Publisher : Departemen Pendidikan Bahasa Arab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/alsuniyat.v1i1.24212

Abstract

Application of the word wall  method is one of alternative to improve students Arabic vocabulary. A problem for student of class III A in MI Al-Ba’ats is the low of Arabic vocabulary which has an impact on the students learning outcomes. The aim of this skills research are to improve of students Arabic vocabulary skills by using  word wall media. This research used the Classroom Action Research (CAR) with fourth cycles. Each cycles concisted of six phases, which: identification of problems, need assessment, idea, implication, and decision making. The subject of the research are 21 students of the class III A MI Al-Ba’ats. The data sources of the research are the research and students. Data collection techniques are used an observation, an interview, tests and documentation. If the individual completeness reaches ≥ 65 and if value of the whole completeness reaches 75% of the students more than ≥ 65, then it could he said as a complete learning outcomes. The average value of learning outcomes in the pre-action is 62 and the value of the whole completeness is 33.3%. The average value of learning outcomes in the first cycle 69 and the value of the whole completeness is 66.7%. The average value of learning outcomes in the second cycle is 73 and the value of the whole completeness is 85.7%. The average value of learning outcomes in the third cycle is 80 and the value of the whole completeness is 95.2%. The average value of learning outcomes in the fourth cycle is 80.1 and the value of the whole completeness is 95.2%. The conclution of this research is by using word wall media, it can improve students Arabic vocabulary skills at class III A of MI Al-Ba’ats.
Promoting Covid-19 vaccination with Instagram Fahmi, Ahmad Maulanal; Azizah, Hanifah Nur; Mahendra , I Putu Arda; Fatkhiatin , Irma; Hammad, Jehad A.H
Bulletin of Social Informatics Theory and Application Vol. 5 No. 1 (2021)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v5i1.408

Abstract

The COVID-19 Vaccination Program is essential information during this pandemic. Information about COVID-19 vaccination is disseminated through social media, one of which is Instagram. During the COVID-19 pandemic, the Ministry of Health's Instagram accounts in various countries provided much information about COVID-19, including vaccinations. This research was made to determine the role of Instagram as a media to promote the invitation to vaccinate for COVID-19 by using the calculation of engagement rates in each post category on the Instagram account of the Ministry of Health of Indonesia, Malaysia, the United States, and Australia. The results obtained in this study are that these accounts have implemented the right strategy in COVID-19 vaccination, and several strategic refinements need to be done.
Eksplorasi Parasit pada Ikan Nila (Oreochromis niloticus) dari Penjual Ikan Lokal di Dramaga, Bogor Azizah, Hanifah Nur; Nugraha, Arifin Budiman; Juniantito, Vetnizah; Cahyaningsih, Umi
JURNAL KAJIAN VETERINER Vol 10 No 2 (2022): Jurnal Kajian Veteriner
Publisher : FAKULTAS KEDOKTERAN HEWAN UNIVERSITAS NUSA CENDANA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jkv.v10i2.7973

Abstract

The demand for tilapia fishing goods has recently expanded on a national scale. One of the difficulties this fish farming operation encountered was the parasite-caused illness. The aims of this study were to explore parasites in tilapia (Oreochromis niloticus) from the local fish seller in Dramaga, Bogor, West Java. A total of 14 tilapia were sampled, with an average length of 22 cm and a body weight of 195 grams. Fish gills, pectoral fins, caudal fins, tail fins, dorsal fins, scales, and intestines were collected. The methods used in this study were wet mount examination, gut samples stained with Ziehl Neelsen, and blood samples from fish obtained and stained with Giemsa for analysis. The findings revealed that Trichodina sp. (85.71 percent) was present in several organs, with the gills being the most heavily affected organ. The intensity of this parasite was 27.83 individuals/head. The parasites detected by Ziehl Neelsen staining were Myxobolus sp. (57.14 %), Cryptosporidium spp. (35.71 %), and Cyclospora sp. (14.29%). The type of blood parasite found was identified as Hemogregarina sp (50%). Our findings are very important information for initiating the development of a treatment strategy to prevent parasite infection in tilapia fish farms.
Media Development of Runner Mathematics Educational Game Based on Website Using Unity on Simple Fraction Material 5th Grade Elementary School Azizah, Hanifah Nur; Abdullah, Kusmajid
Plusminus: Jurnal Pendidikan Matematika Vol. 5 No. 2 (2025): July
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/plusminus.v5i2.2916

Abstract

Rendahnya minat dan hasil belajar siswa pada materi pecahan sederhana di kelas 5 SD menjadi dasar pengembangan media pembelajaran yang inovatif. Penelitian ini bertujuan untuk mengembangkan game edukasi Runner Mathematics berbasis website menggunakan Unity dengan model ADDIE. Data dikumpulkan melalui observasi, angket validasi ahli, dan angket respon siswa, kemudian dianalisis secara deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa media ini layak digunakan dan mampu meningkatkan motivasi dan keterlibatan siswa. Game ini berpotensi menjadi media pembelajaran matematika yang interaktif dan mudah diakses. The low interest and learning outcomes of students in 5th-grade elementary school regarding simple fractions are the basis for the development of innovative learning media. This research aims to develop a website-based Runner Mathematics educational game using Unity with the ADDIE model. Data were collected through observation, an expert validation questionnaire, and a student response questionnaire, and then analysedanalysed both descriptively and quantitatively. The results show that this media is feasible to use and can increase student motivation and engagement. This game has the potential to be an engaging and accessible medium for learning math.