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Strategy for the development of Arabica Coffee agribusiness in Cisantana Village, Cigugur District, Kuningan Regency Hidayat, Edi; Fahmi, Ziad; Faqih, Achmad; Hidayat, Yayat Rahmat
Indonesian Journal of Multidisciplinary Science Vol. 4 No. 5 (2025): Indonesian Journal of Multidisciplinary Science
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/ijoms.v4i5.1098

Abstract

The purpose of this research is to identify the external and internal factors influencing the development of Arabica coffee agribusiness in Cisantana Village, Cigugur District, Kuningan Regency, and to explore alternative strategies that can be implemented for the advancement of this agrobusiness in the village. This research focuses on the development strategies for the Arabica Coffee Agribusiness. In this research, the population consists of all farmers in the Village, numbering 80 individuals. The sample for internal respondents is based on the Slovin formula. The internal factor analysis matrix (IFAS) for the development strategy for Arabica agbusiness shows that the strength indicator is the volume of production for development activities. The external factor analysis summary (EFAS) strategy shows that there is a gap in the existing literature on the coffee sector by focusing on the unique socio-economic conditions specific to the village, which have not been thoroughly examined in broader studies like those by Summase et al.
HOW MINIMUM COMPETENCY–ORIENTED GEOMETRY INSTRUCTION SUPPORTS STUDENTS’ MATHEMATICAL LITERACY: INSIGHTS FROM A DESIGN-BASED STUDY Muzdalipah, Ipah; Hidayat, Edi; Rustina, Ratna; Kurniasih, Dwi
Journal of Authentic Research on Mathematics Education (JARME) Vol 8, No 1 (2026)
Publisher : Program Studi Magister Pendidikan Matematika, Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/jarme.v8i1.17868

Abstract

This study aimed to develop Minimum Competency Assessment (MCA)-based geometry instructional materials to support junior high school students’ mathematical literacy, particularly in the formulate–employ–interpret process. The research employed a Research and Development (RD) method using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The analysis stage revealed learning gaps, including the dominance of procedural approaches, limited use of visual and contextual media, and students’ difficulties in interpreting contextual geometry problems. The instructional materials were developed with contextual introductions, concept visualizations, AKM-based tasks, reflection activities, and geometric nets. Product validity was assessed by a content expert and a media expert, covering content and objective quality, instructional quality, and technical quality, with an average score of 74.3% (valid category). Practicality testing involving 25 eighth-grade students showed percentages ranging from 77% to 79%, indicating that the instructional materials are feasible and practical for classroom use. Further studies are recommended to examine effectiveness through experimental designs and to expand the development of interactive media. Copyright © 2021University of Siliwangi. All rights reserved.
PENGEMBANGAN PERANGKAT PEMBELAJARAN CASE BASED LEARNING DENGAN MEDIA KOMIK DIGITAL rustina, ratna; Muzdalipah, Ipah; Hidayat, Edi
JP3M (Jurnal Penelitian Pendidikan dan Pengajaran Matematika) Vol 10, No 1 (2024)
Publisher : Program Studi Pendidikan Matematika, FKIP, Universitas Siliwangi, Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/jp3m.v10i1.18029

Abstract

This study aims to develop a mathematics learning device based on Case Based Learning (CBL) integrated with digital comics media for the topic of Systems of Linear Equations in Two Variables (SPLDV) for junior high school students. The method used is Research and Development (RD) with the ADDIE model, encompassing analysis, design, development, implementation, and evaluation stages. Validation involved subject matter experts, media experts, and limited trials with students. The results show that the developed learning device is highly feasible, with an average validation score of 89.2%. The use of digital comics media based on CBL significantly increases students' motivation and conceptual understanding of mathematics, as evidenced by a 24.2% increase in the average SPLDV conceptual understanding score. In conclusion, the integration of the CBL model and digital comics is effective in supporting contextual, innovative, and adaptive mathematics learning in the digital eraKeywords:    Case Based Learning; digital comics; conceptual understanding; mathematics education; instructional innovation.