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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
Pectin extraction from banana pere peel at various extraction times Musafira, Musafira; Fardinah, Fardinah; Fatimah, Meryta Febrilian; Dzulkifli, Dzulkifli; Mulyani, Andi Siti
Anjoro: International Journal of Agriculture and Business Vol 5 No 1 (2024): Anjoro
Publisher : Agribusiness Department, Agriculture and Forestry Faculty, Universitas Sulawesi Barat, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31605/anjoro.v5i1.3592

Abstract

For many years, West Sulawesi's signature plant, banana pere, has only been eaten as fruit, while its peel is often discarded as waste or used as animal feed. This study provides information on the utilization of banana pere peel in order to increase its economic value through the utilization of pectin content contained in banana pere peel. This study aims to extract pectin from banana pere peel (Loka Pere) by using the citric acid solvent extraction method. The extraction process was carried out using 5 variations of time, namely 30, 60, 90, 120 and 150 minutes. The results showed that the use of extraction time for 90 minutes resulted in a yield value of 53.11%, moisture content of 1.15%, ash content of 1.56%, methoxyl content of 2.66% and galacturonic content of 30.88%.
PERMAINAN FUN MAZE: PENINGKATAN KEMAMPUAN MOTORIK PADA ANAK USIA DINI Dzulkifli, Dzulkifli; arumsari, andini dwi; Maulidiyah, Ummi Masrufah
MOTORIC Vol 8 No 2 (2024): Volume 8 No 2 2024
Publisher : Universitas Narotama

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Abstract

FUN MAZE is a learning media in the form of an educational game tool (APE) which aims to help early childhood to train fine motor skills in PAUD students. This study uses an experimental research type. This research was conducted at Puspa Indah PAUD, Pacar Kembang, Surabaya. The subjects in this study were 9 Puspa Indah PAUD students aged 5 years. The results of the study are that after the researchers conducted the trial for 2 times not in a row for 2 days at the same time on the first and second days using the FUN MAZE that the researchers made and the results of the trial showed that the subjects experienced an increase in coordination ability the subject's fine motor skills are improving. Keywords: Educational game tools, motor skills
PENANGGULANGAN KEMISKINAN DI KOTA SERANG DENGAN MENGGUNAKAN CAUSAL LOOP DIAGRAM weni puja ningrum; Dzulkifli, Dzulkifli; Azaria, Aldyth Kendra; sahrupi; shofa, mohamad jihan
Metode : Jurnal Teknik Industri Vol. 10 No. 2 (2024): Jurnal Metode
Publisher : Universitas Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33506/mt.v10i2.3124

Abstract

Poverty is defined as a state in which individuals or groups of people are unable to exercise their basic rights to lead a dignified life. One of the cities in Indonesia is Serang City, located in the province of Banten. Currently, the poverty rate in Serang City has reached as high as 46 thousand households, with 8,799 of them falling into the category of extreme poverty. Based on the data obtained, the poverty line in 2022 is higher than the poverty line in the period 2020-2021. This poverty is due to several main factors, including low education, low income, and a lack of job opportunities. Therefore, this research aims to understand the causes and effects of poverty in Serang City and how to address it. To model the poverty alleviation efforts in Serang City, researchers use the Causal Loop Diagram (CLD) method. Causal Loop Diagram (CLD) is a visual tool used to model and analyze the cause-and-effect relationships between various factors in a system. The data processing results reveal the causes and effects of poverty in Serang City, including unemployment, low education levels, increased mortality rates, crime, limited job opportunities, and restricted healthcare services.
EFEKTIFITAS APE “RUMAH EDUKASI” TERHADAP KEMAMPUAN KONSEP DASAR HITUNG DAN MENGENAL WAKTU PADA SISWA TAMAN KANAK-KANAK Resmadewi, Rinanti; Dzulkifli, Dzulkifli
PSIKOSAINS (Jurnal Penelitian dan Pemikiran Psikologi) Vol 20 No 1 (2025)
Publisher : Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30587/psikosains.v20i1.8978

Abstract

Background: The Education House is a learning media in the form of an Educational Game Tools (EGT) which aims to train children in the ability to think logically, increase creativity, and train children's fine motor skills. This game is divided into three kinds, namely games in counting, guessing pictures, and knowing the time by pointing the clock. Objective: to see whether APE is effective in improving the ability to count and recognize time in Aisyiyah Kindergarten students Method: This study used quantitative methods and the research design used was experimental research (one group pretest-posttest design). The research subjects were students of TK Aisyiyah Bustanul Athfal 58, TK Aisyiyah Bustanul Athfal 6, and TK Aisyiyah Bustanul Athfal 47 Surabaya. The data collection technique used in this study was by giving pre-test and post-test questions. Result: after the researchers gave the treatment twice using the EGT "Education House" that the researchers made, the results showed that the subjects experienced an increase in their basic ability to count and recognize time. Conclution: effective EGT can improve numeracy skills and know time in Aisyiyah Kindergarten students.
Kematian Akibat Kecelakaan Kereta Api: Laporan Kasus Sinai, Nadiva Kezia; Dzulkifli, Dzulkifli; Pertiwi, Shinta; Chentia, Rifani; Halimatussakdiyah, Halimatussakdiyah; Furqan, Muhammad; Alfaiz, Alif Budi; Nafyla, Allyscra; Arrafif, Caesar Rayhand; Zawira, Shafiqah; Windasari, Noverika
Jurnal Ilmu Kesehatan Indonesia Vol. 5 No. 3 (2024): September 2024
Publisher : Fakultas Kedokteran, Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/jikesi.v5i3.1246

Abstract

Abstrak Seorang laki laki berumur 19 tahun dibawa ke Instalasi Forensik salah satu Rumah Sakit tipe A di Sumatera Barat oleh petugas dengan kondisi tidak bernyawa setelah tertabrak kereta api, korban merupakan seorang mahasiswa salah satu universitas di Sumatera Barat. Dalam kejadian ini tim forensik melakukan berbagai pemeriksaan dasar terkait kematian tidak wajar yang dilaporkan. Kata kunci: Tertabrak kereta api, forensik patologi, forensik klinik, kematian tidak wajar
MODIFIKASI & PENGEMBANGAN PERMAINAN ULAR TANGGA DALAM PENGENALAN MATERI BELAJAR PADA SISWA PAUD DI TK-HANGTUAH 3 SURABAYA Dzulkifli, Dzulkifli; arumsari, andini dwi; Maulidiyah, Ummi Masrufah
MOTORIC Vol 9 No 1 (2025): Volume 9 No 1 Juni 2025
Publisher : Universitas Narotama

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Abstract

This study wants to determine the effectiveness of learning both in the introduction of material in early childhood by using educational game tools through modification and development of snake and ladder games. Methods: The research used the Experimental Method involving 25 students of class A2 TK Hangtuah 3 Surabaya. Results: Based on the results of the research obtained, namely: 1) Providing knowledge to children through the learning process of playing while learning. 2) Stimulating the development of thinking, creativity, and language in order to be able to foster good attitudes, mentalities, and morals. 3) Creating an engaging play environment, providing a sense of security, and fun. 4) Know how to lose and win. 5) Learn to work together in groups and wait for your turn. Conclusion: in the development and modification of educational game tools (APE), this snake and ladder is very satisfactory from the teaching teacher and this APE is considered very effective and practical Keywords: snake and ladder game, introduction to learning materials
PELAKSANAAN SISTEM MUDHARABAH PETERNAK SAPI DI DESA LEMBANG-LEMBANG KECAMATAN LIMBORO DITINJAU DARI KONSEP MUDHARABAH Dzulkifli, Dzulkifli; Ferdiansyah, Ferdiansyah; Ulfa, Ulfa
JPPI (Jurnal Pendidikan Islam Pendekatan Interdisipliner) Vol 6 No 2 (2022): JPPI Volume 6 Nomor 2 Desember 2022
Publisher : UI DDI AGH AD Polewali Mandar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36915/jppi.v6i2.123

Abstract

Penelitian ini untuk mengetahui konsep pelaksanaan sistem mudharabah dalam Islam dan tinjauan ekonomi Islam terhadap peternak sapi di desa Lembang-lembang kecamatan Limboro. Menggunakan mixed method research yang menggabungkan metode kuantitatif dan kualitatif model concurrent embedded, yaitu dari praktek-praktek pelaksanaan bagi hasil peternak sapi yang dilakukan oleh masyarakat desa Lembang-lembang. Informan penelitian adalah seluruh pemilik dan peternak sapi di dusun banua baru dengan jumlah sebanyak 20 orang. Penggunaan metode wawancara dan angket untuk mendapatkan data yang valid, selanjutnya menganalisis dengan metode reduksi data, penyajian dan penarikan simpulan. Hasil penelitian menunjukkan bahwa pelaksanaan sistem bagi hasil pada usaha ternak sapi menggunakan sistem revenue sharing. Dengan porsi nisbah dibagi dua atau 50: 50 setelah dikurangi modal awal milik pemilik dan tinjauan ekonomi Islam mengenai usaha ternak sapi di Desa Lembang-lembang masih belum sepenuhnya sesuai dengan prinsip syariah.