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Anti-inflammatory Activity of Temulawak Nanocurcuminoid Coated with Palmitic Acid in The Sprague Dawley Rat Rini Novita; Laksmi Ambarsari; Syamsul Falah; Popi Asri Kurniatin; Waras Nurcholis; Latifah K Darusman
Current Biochemistry Vol. 2 No. 2 (2015)
Publisher : IPB University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Temulawak or Curcuma xanthorrhiza Roxb, is usually used as traditional medicine (herbal medicine) that has antioxidant, anticancer, antihyperglycemic, anti-inflammatory, hepatoprotective and gastroprotective properties. The main components contained in temulawak responsible for its efficacy as a medicine are xantorhizol and curcuminoid. Curcuminoid has drawbacks, which are difficult to absorb and very quickly metabolized by the body, so that limit its bioavailability. The use of solid lipid nanoparticle carrier system (SLN) in form of palmitic acid, is known to improve the bioavailability of curcuminoid. This study aims to find the effective dose of nanocurcuminoid coated with palmitic acid that can be used as an anti-inflammatory agent. The methods used in this study, include the production of nanocurcuminoid with homogenization and ultrasonication methods, determination of particle size, polydispersity index, entrapment efficiency and anti-inflammatory activity test through rat feet edema. Nanocurcuminoid obtained in this study was 561.53 nm in size, with polydispersity index 0.309 and concentrations of curcuminoid absorbed and entrapment efficiency were 0.61±0.031 mg/mL, 58.93±3.021%, respectively. Anti-inflammatory activity of nanocurcuminoid through treated Sprague Dawley rats, showed that there were no significant difference compared with the positive control, curcuminoid extracts and empty nanoparticle. These results indicate that nanocurcuminoid with 175, 200 and 250 mg/kg.bw in doses, has greater anti-inflammatory activity (31.70%) compared to the other treatments.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATA PELAJARAN DASAR-DASAR DESAIN KOMUNIKASI VISUAL KELAS X DKV DI SMK NEGERI 1 PASAMAN Silwi Uswatun Hasanah; Irsyadunas; Rini Novita
JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI Vol. 2 No. 2 (2024): April
Publisher : CV. ALIM'SPUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/jiti.v2i2.704

Abstract

The aim of this research is to develop valid and practical learning media for the basics of visual communication design. The process of learning the basics of visual communication design at SMKN 1 Pasaman is not optimal, this is caused by several problems, namely the availability of learning media only in the form of printed books that students borrow from the school library. This causes students to not understand the learning material and be less motivated to study and cause low student grades. Based on the data obtained, the students' KKM completion score was only 53%. This research uses the Research and Development (R&D) research and development method with the ADDIE model which consists of 5 stages, namely Analysis, Design, Development, Implementation and Evaluation at each stage. This research involved 36 class X DKV students who took part in learning the basics of visual communication design. The results of this research are Android-based learning software that can be used as a complement to the learning process, especially in the basics of visual communication design subjects. Data collection techniques are in the form of observations and questionnaires, while data collection instruments are in the form of validity questionnaires and practicality questionnaires. The data analysis technique uses a Likert scale with the Aiken formula. The results of this research show that the validity value of the media is an average of 81.53% in the "Very Valid" category, while the validity of the material is an average of 93.85% in the "Very Practical" category and the teacher's practicality assessment is an average of 81.77% in the "Practical" category. " while students' practicality assessment averaged 83.3% in the "Practical" category.
KAJIAN HUKUM MENGENAI PENGELOLAAN LIMBAH RUMAH TANGGA B3 BERDASARKAN PERMEN LHK NOMOR 9 TAHUN 2024 Ade Yuliany Siahaan; Lestari V. Sinaga; Rini Novita
Iqtishaduna: Jurnal Ilmiah Mahasiswa Hukum Ekonomi Syariah Vol 6 No 4 (2025): Juli
Publisher : Jurusan Hukum Ekonomi Syariah Fakultas Syariah dan Hukum Uin Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/iqtishaduna.v6i4.61696

Abstract

Abstrak Limbah rumah tangga yang mengandung Bahan Berbahaya dan Beracun (B3) dapat menimbulkan risiko besar terhadap kesehatan manusia serta kelestarian lingkungan. Sebagai langkah antisipatif, pemerintah mengeluarkan Permen LHK Nomor 9 Tahun 2024 yang mengatur tata kelola limbah B3 rumah tangga. Penelitian ini bertujuan menelaah aspek hukum, tingkat efektivitas, serta kendala penerapan peraturan tersebut. Metode penelitian yang dipakai adalah penelitian hukum normatif dengan pendekatan perundang-undangan dan konseptual. Bahan hukum dihimpun dari regulasi, literatur akademik, serta penelitian sebelumnya, kemudian dianalisis secara kualitatif. Hasil kajian menunjukkan bahwa Permen LHK No. 9/2024 telah menyediakan landasan yuridis yang cukup jelas mengenai kewajiban pemerintah, masyarakat, dan pelaku usaha dalam pengelolaan limbah B3 rumah tangga. Akan tetapi, penerapannya masih menghadapi hambatan berupa rendahnya partisipasi masyarakat, kurangnya fasilitas pendukung, dan lemahnya mekanisme pengawasan. Oleh karena itu, diperlukan peningkatan edukasi publik, penyediaan sarana yang memadai, serta penguatan sinergi antar-pemangku kepentingan agar regulasi ini dapat berjalan efektif. Kata Kunci: Hukum lingkungan, pengelolaan limbah B3, Permen LHK No. 9/2024.   Abstract Household waste containing hazardous and toxic materials (B3) poses significant risks to human health and environmental sustainability. To address this issue, the government enacted Minister of Environment and Forestry Regulation (Permen LHK) No. 9 of 2024, which governs the management of household B3 waste. This study aims to examine the legal framework, assess the effectiveness, and identify the challenges in implementing the regulation. The research employs a normative legal method using a statutory and conceptual approach. Legal materials were collected from legislation, academic literature, and previous studies, and then analyzed qualitatively. The findings indicate that Permen LHK No. 9/2024 provides a clear legal foundation regarding the obligations of government, society, and businesses in managing household B3 waste. However, its implementation still encounters obstacles, such as low public participation, limited supporting facilities, and weak enforcement mechanisms. Therefore, enhanced public education, adequate infrastructure provision, and stronger stakeholder collaboration are required to ensure the effective application of the regulation. Keywords: environmental law, household hazardous waste, Permen LHK No. 9/2024.
Pengembangan Learning Management System dengan Fitur Gamifikasi untuk Pembelajaran Informatika di SMK Negeri 1 Koto Baru Maideshinta, Tri Kurnia; Faiza Rini; Rini Novita
Jurnal Informatika Polinema Vol. 12 No. 2 (2026): Vol. 12 No. 2 (2026)
Publisher : UPT P2M State Polytechnic of Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/jip.v12i2.8491

Abstract

Pendidikan berperan penting dalam membentuk sumber daya manusia berkualitas, dan pemanfaatan teknologi informasi menjadi kebutuhan mendesak untuk meningkatkan mutu pembelajaran. Di SMK Negeri 1 Koto Baru, keterbatasan waktu, rendahnya motivasi belajar, serta metode penyampaian materi yang kurang interaktif menjadi kendala dalam mencapai hasil optimal pada mata pelajaran informatika. Integrasi fitur gamifikasi seperti leaderboard, badge, dan tugas dalam bentuk quest atau tantangan diharapkan meningkatkan keterlibatan siswa, menciptakan suasana belajar interaktif, serta membantu guru mengelola pembelajaran secara efektif meski waktu terbatas. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Analisis dilakukan untuk mengidentifikasi kebutuhan, dilanjutkan perancangan modul konten, evaluasi, dan integrasi fitur gamifikasi. Produk diuji melalui validasi ahli dan uji praktikalitas melibatkan guru dan siswa kelas X. Hasil penelitian menunjukkan LMS dengan gamifikasi mendapatkan kategori sangat valid (91%) untuk uji validasi media dan kategori valid (89%) untuk uji validasi materi. Untuk uji praktikalitas guru dan siswa memperoleh nilai rata-rata 92% dengan kategori sangat praktis. Dengan demikian, pengembangan LMS berbasis Moodle dengan fitur gamifikasi menjadi solusi inovatif untuk pembelajaran informatika yang lebih menarik, efektif, dan efisien, terutama pada keterbatasan waktu di SMK Negeri 1 Koto Baru.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY (AR) PADA MATERI CAMERA MOVEMENT KELAS XI DKV DI SMK NEGERI 2 PADANG PANJANG Aulia Janatun Nissa; Heri Mulyono; Rini Novita
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.41359

Abstract

The rapid development of digital technology has driven the need for innovative, interactive, and contextual learning media, particularly in vocational education. Observations conducted in Grade XI Visual Communication Design (DKV) at SMK Negeri 2 Padang Panjang revealed that students experienced difficulties in understanding camera movement material due to the dominant use of lecture-based methods and limited learning media. This condition resulted in low learning motivation and insufficient conceptual understanding. This study aims to develop Augmented Reality (AR)-based learning media for camera movement material and to determine the validity and practicality of the developed media. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects included two media experts, two subject-matter experts, two teachers, and 25 Grade XI DKV students. Data were collected through observation, interviews, and validity and practicality questionnaires, while data analysis used a quantitative descriptive approach. The results indicated that the AR-based learning media achieved a very high level of validity, with percentages of 92.82% from media experts and 92.29% from material experts. Furthermore, the practicality level was categorized as very practical based on teacher assessments (94.27%) and student assessments (87.67%). Therefore, AR-based learning media are feasible to be used as an interactive learning alternative to enhance students’ conceptual understanding and learning motivation in camera movement material.