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Uji Toksisitas Subakut Ekstrak Etanol Daun Asam Jawa Dosis Efektif Sebagai Antihiperglikemia Terhadap Kadar AST, ALT, dan Kreatinin Tikus (Rattus norvegicus) Sitti Rahimah Rachman; Dzulkifli Dzulkifli; Suwahyuni Suwahyuni; Rahmad Aksa; Mirnawati Salampe; Akbar Awaluddin
Jurnal Farmasi Indonesia Vol 18 No 1 (2021): Jurnal Farmasi Indonesia
Publisher : Fakultas Farmasi Universitas Setia Budi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31001/jfi.v18i1.1096

Abstract

The toxicity test is one of the pharmacological testing stages that must be carried out to assess the use of a drug. Research on the activity test of the ethanol extract of Tamarind leaves (Tamrindus indica L) at a dose of 14 mg / 200 g BW as an antihyperglycemia in experimental animals gave results that were not significantly different from the standard drug activity of Glibenclamide as an antidiabetic mellitus, so this study was conducted with the aim of looking at the ethanol of tamarind leaves. (Tamrindus indica L) for 30 days on levels of the enzymes AST, ALT, and creatinine in rats (Rattus norvegicus). This sub-acute toxicity test used 14 test animals divided into 2 groups, each group consisting of 7 rats. Group I was given 0.5% Na CMC treatment as a control and group II was treated with the ethanol extract of tamarind leaves at a dose of 14 mg / 200 g BW for 30 days. On the 31st day, blood serum measurements were taken with AST, ALT and creatinine parameters using a humalyzer. The results of the subacute toxicity test showed that giving tamarind leaves ethanol extract as an antihyperglycemia did not cause an increase in the AST, ALT AND creatinine enzymes beyond normal limits.
EFEKTIVITAS PERMAINAN STICO TERHADAP KEMAMPUAN KONSEP DASAR HITUNG, MEMBEDAKAN WARNA DAN MELATIH MOTORIK HALUS PADA SISWA PAUD Dzulkifli Dzulkifli; andini dwi arumsari
MOTORIC Vol 6 No 1 (2022): Motoric Juni Vol 6 no 1 2022
Publisher : Universitas Narotama

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Abstract

STICO (Stick To Count Match And Color) is a learning media in the form of an educational game tool (APE) which aims to help early childhood in learning the basic concepts of counting, and knowing colors. This game is also designed to train fine motor skills in PAUD students. This study uses experimental research with a quantitative approach, the research design used is Pre-Experimental Design with One-Group Pretest-Posttest Design model. The data collection technique used in this study was observation with the checklist method. This research was conducted at the Kasih Bunda PAUD which is located in Ndono Hamlet, Temu Village, Kanor District, Bojonegoro. The subjects in this study were 5 PAUD Kasih Bunda students aged 4 years. The results of the study are that after the researchers carried out treatment for 6 times not in a row for 2 days in the morning, afternoon and evening at the same time on the first and second days using the STICO that the researchers made and the posttest results showed that the subjects experienced an increase in the basic skills of counting concepts, distinguishing colors and improving the subject's fine motor skills.Keywords: Educational game tools, basic arithmetic concept skills, ability to distinguish colors, fine motor skills
EFEKTIFITAS ALAT PERMAINAN BOARD GAME PADA PERKEMBANGAN ANAK TK Ummi Masrufah Maulidiyah; Dzulkifli Dzulkifli; andini dwi arumsari
MOTORIC Vol 6 No 1 (2022): Motoric Juni Vol 6 no 1 2022
Publisher : Universitas Narotama

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Abstract

Abstract APE (Educational Game Tool) is a game tool designed to be a learning resource for children to get a learning experience. This experience will help improve all aspects of a child's development, including physical/motor, emotional, social, language, cognitive and moral. This board game trial was in accordance with the learning objectives and developmental level of early childhood because it was needed to improve children's understanding of animals and their habitats. Educational game tools optimize children's development according to their age and level of development. as long as they meet the requirements of children's growth and development in all aspects, are interesting, can be played in various ways, are not easily damaged, can be used by all accepting cultures. This study uses a type of research with a qualitative approach and conducts trials on early childhood students. This research was conducted at TK Aisyiyah Bustanul Athfal 52 which is located on Jalan Keputih, Keputih sub-district, Surabaya. The subjects in this study were 10 PAUD TK Aisyiyah students. The result of the research is that after the researcher conducted the trial 2 times, the students already understood and were able to play it. But there are still 1-2 children who still play it wrong. Keywords: Educational game tools, Giftedness, Child development, Children's understanding
ALAT PERMAINAN EDUKATIF FLASHCARD ALFABET SEBAGAI MEDIA PEMBELAJARAN UNTUK ANAK USIA DINI Dzulkifli Dzulkifli; andini dwi arumsari; Ummi Masrufah Maulidiyah
MOTORIC Vol 6 No 1 (2022): Motoric Juni Vol 6 no 1 2022
Publisher : Universitas Narotama

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Abstract

FLASHCARD ALFABET is a learning medium in the form of an educational game tool (APE) that aims to help early childhood in learning to memorize letters A-Z, compose words and also be able to know colors. The game is designed to train fine motor skills in preschool students. This research uses a Descriptive type with a Qualitative approach, the data collection technique in this study is by observation and interview methods. This research was conducted at HANGTUAH 9 Kindergarten located on Jl.Mess Ampel Ujung, Semampir District, Surabaya City. The subjects in this study were all students of TK A Hangtuah 9 class aged 5 years. The results of the study, namely after the researchers conducted experiments for 3 consecutive times in 2 days during school class hours, with the same time on the first and second days using the ALPHABET FLASHCARD that the researcher made and obtained the results showed that the subjects experienced an improvement in the ability to memorize the letters A-Z, distinguish colors, Compose words, and the subject's fine k motori also improved. Keywords: Educational Game Tools, Ability to memorize letters A-Z, ability to Compose words, ability to distinguish colors, fine motor.
PERMAINAN PAPAN FLANNEL TERHADAP KEMAMPUAN MENCOCOKAN ANGKA, WARNA, DAN GAMBAR DAN MELATIH MOTORIK HALUS PADA SISWA PAUD Dzulkifli Dzulkifli; andini dwi arumsari
MOTORIC Vol 6 No 2 (2022): Volume 6 No 2 (2022)
Publisher : Universitas Narotama

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Abstract

FLANNEL BOARD is a learning media in the form of an educational game tool (APE) which aims to help early childhood in learning to recognize numbers, objects and know colors. This game is also designed to train fine motor skills in PAUD students. This research uses the type of experimental research. The data collection technique used in this research is observation with descriptive method. This research was conducted at PAUD Tunas Mulia which is located on Jl. Rangkah Buntu I No. 1, district. Tambaksari, Surabaya. The subjects in this study were 10 PAUD Tunas Mulia students aged 4 years. The results of the study are that after the researchers carried out treatment for 5 times in a row for 3 days in the morning at the same time on the first day to the third day using the Flannel Board that the researchers made and the results of observations showed that the subjects experienced an increase in basic recognition skills. numbers, objects and knowing colors – as well as improving the subject's fine motor skills. Keywords: Educational game tools, number recognition ability, ability to distinguish colors, fine motor skills.
Penggunaan Permainan Edukatif “Memancing Magnet Baca” Pada Pendidikan Anak Usia Dini Andini Dwi Arumsari; Dzulkifli Dzulkifli
Jurnal Ilmiah FONEMA : Jurnal Edukasi Bahasa dan Sastra Indonesia Vol 5 No 1 (2022)
Publisher : Program Studi Pendidikan Bahasa dan Sastra Indonesia FKIP Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (783.698 KB) | DOI: 10.25139/fn.v5i1.4553

Abstract

Salah satu materi pembelajaran yang diberikan di Taman kanak-kanak adalah pengenalan huruf, sebagai upaya mempersiapkan siswa dalam memasuki Sekolah Dasar. Selama masa pandemi, siswa mengalami kesulitan untuk memahami materi pembelajaran, karena pembelajaran dilakukan melalui daring. Oleh karena itu, alat permainan edukatif yang dipakai merupakan hal yang penting dalam mendukung materi pembelajaran yang diberikan, misalnya Alat Permainan Edukatif Memancing Magnet Baca. Tujuan dari penelitian ini adalah untuk mengetahui peningkatan kemampuan siswa dalam membaca siswa dengan menggunakan alat permainan edukatif (APE) “Memancing Magnet Baca”. Metode pengambilan data menggunakan pre-experiment dengan melakukan observasi dan wawancara dalam pengambilan datanya. Analisi data dilakukan dengan uji t, hasilnya nilai signifikansi (Sig) sebesar 0.000.Hasil dari penelitian ini adalah Alat permainan edukasi yang bernama “Memancing Magnet Baca” dapat meningkatkan kemampuan siswa dalam membaca di TK X Surabaya.
Perbandingan Waktu Tunggu Dan Waktu Pelayanan Sistem Pembayaran Cash Dan Cashless Di Parkiran Menggunakan Discrete Event Simulation Dzulkifli; Aldyth Kendra Azaria; Mohamad Jihan Shofa
Industrika : Jurnal Ilmiah Teknik Industri Vol. 7 No. 3 (2023): Industrika: Jurnal Ilmiah Teknik Industri
Publisher : Fakultas Teknik Universitas Tulang Bawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37090/indstrk.v7i3.1098

Abstract

Congestion can take a lot of time for people. Congestion does not only occur on roads but also occurs in public facilities such as parking facilities. where one of the causes is the queue in and out of parking in the business area, which has an impact on discomfort. The purpose of this study was to assess the effectiveness of the cash and non-cash payment service queuing system in terms of waiting time and service time. The stages of the research are observation, data collection on service time, data sampling, data processing and analysis using the discrete event simulation (DES) approach, validation, and suggestions for improvement. The results of the analysis show that the payment system with the cashless method is more effective than the cash payment method. Therefore, the cashless method can be used as a reference for parking service providers in the modern market to be implemented in a parking payment system, with an average service time of the Cashless method of 15.2365 seconds compared to an average service time of the cash method of 42.6812 seconds. seconds or an increase in server time from cash to cashless by 2.81% and a decrease in waiting time using cashless compared to cash by 9.31%. Keywords: Discrete Event Simulation, payment method cashless, Queue System
BOX GAME AND DISPLAY BANNER UNTUK MELATIH KONSENTRASI, MOTORIK, DAN MELATIH BAHASA DAN WAWASAN Maulidiyah, Ummi Masrufah; Dzulkifli, Dzulkifli; arumsari, andini dwi
MOTORIC Vol 7 No 2 (2023): Volume 7 No 2 Desember 2023
Publisher : Universitas Narotama

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Abstract

Educational games are games that have educational elements that are obtained from something that exists and is attached and becomes part of the game itself. Educational Game Tools (APE) are everything that can be used as a means or equipment to play that contains educational value and can stimulate the growth of the child's brain to develop all aspects of the child's ability (potential). The purpose of educational game tools in the learning process of early childhood is as a tool to help people parents and teachers or educators. Provide motivation and stimulate children to carry out various activities in order to find new experiences, Clarify the subject matter given to children, Provide fun for children in playing (learning). This game observation is also designed to train concentration , train motor skills, recognize the concept of cause and effect, train language and insight, recognize colors and shapes. Keywords: Educational games, child develompment
EFEKTIVITAS PERMAINAN ARRANGE ALPHA TERHADAP KEMAMPUAN KONSEP MENGENAL HURUF DAN MERANGKAI KATA DALAM BAHASA INGGRIS PADA SISWA TK AL-HIDAYAH KEBONSARI TENGAH Dzulkifli, Dzulkifli; arumsari, andini dwi
MOTORIC Vol 7 No 2 (2023): Volume 7 No 2 Desember 2023
Publisher : Universitas Narotama

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Abstract

Arrange Alpha is an educational game tool designed and created with the aim of simplifying and streamlining the learning process in recognizing letters and word arrangements in English so that it not only makes students understand pronunciation in English but also so that students can understand spelling and wording in English. In this study, the research method used is a Experimental method. With the learning method used is the experiential learning method. This research was conducted at Al-Hidayah Kebonsari Tengah Kindergarten for 2 meetings, with the subjects of group B kindergarten students with a total of 17 children. With the results in the first experiment conducted by researchers most of the children who came forward had difficulty in composing words and did not conform to spelling. After the learning and recognition in the second experiment, more students and students have succeeded perfectly in compiling the given words. Keywords: An educational game tool, recognizing letters and stringing words in English
ALAT PERMAINAN EDUKATIF “GUESS OUR GALAXY” UNTUK MELATIH KEMAMPUAN MOTORIK HALUS, DAYA INGAT, DAN KOGNITIF PADA SISWA PAUD Dzulkifli, Dzulkifli; arumsari, andini dwi; Maulidiyah, Ummi Masrufah
MOTORIC Vol 8 No 1 (2024): Volume 8 Number 1 Juni 2024
Publisher : Universitas Narotama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31090/m.v8i1.2798

Abstract

Guess Our galaxy is an Educational Game Tool that was created to help Early Childhood to train basic skills in cognitive, memory, and cognitive. This research uses an experimental research type with a qualitative descriptive approach. Data collection techniques used in this study were observation and interviews with educators. This research was conducted at TK Aisyiyah 20 Kreatif Surabaya which is located on JL. Baratajaya VII/17 Surabaya, Baratajaya, Kec. Gubeng, City of Surabaya Prov. East Java. The subjects in this study were 32 students who were divided into 2 classes, namely the Rabit class with 18 students and the Tiger class with 18 students. From 32 subjects we took 2 students for further observation. Guess Our Galaxy has several stages in learning that present materials, quizzes, and practices that are expected to help train students' cognitive, memory, and fine motor skills. Educational Game Tools that have been given to the subject can be said to have succeeded in making students more interested in learning and arousing students' curiosity. The results of research conducted by researchers show that the educational game Guess Our Galaxy can help train the subject's cognitive, memory, and motor skills. Keywords: Educational game tools, cognitive ability, memory, and fine motor skills