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Ketahanan Bakteri Asam Laktat Asal Dangke Terhadap Garam Empedu Sebagai Kandidat Probiotik Siti Rabiatul Adawiyah; Hafsan Hafsan; Fatmawati Nur; Muhammad Khalifah Mustami
Prosiding Seminar Biologi Vol 1 No 1 (2015): Prosiding Seminar Nasional Mikrobiologi Kesehatan dan Lingkungan
Publisher : Jurusan Biologi, Fakultas Sains dan Teknologi, Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/psb.v1i1.2134

Abstract

Bakteri asam laktat (BAL) merupakan kelompok bakteri yang menghasilkan asam laktat sebagaiproduk  utama  dalam  metabolisme  karbohidrat.  BAL  sebagai  kandidat  probiotik  harus  memenuhi salah satu syarat yang memiliki ketahanan garam empedu. Penelitian ini bertujuan untuk mengetahui ketahanan bakteri asam laktat berasal dari dangke susu sapi terhadap garam empedu dengan berbagai konsentrasi yaitu 0,1% , 0,3%, dan 0,5% dan tanpa garam empedu sebagai kontrol. Hasil penelitian menunjukkan bahwa bakteri asam laktat isolat susu sapi asli dangke L. fermentum dan L. acidophillus memiliki  ketahanan  garam  empedu. Lactobacillus  acidophilus isolat  memiliki  ketahanan  garam empedu lebih baik dari Lactobacillus fermentum. Perbedaan antara jumlah BAL koloni pada media + oxgall terhadap kontrol (A0 dan B0) untuk masing-masing konsentrasi Oxgall  0,1%, 0,3%, dan 0,5% masing-masing dari L. fermentum: 1,4 x 106, 1,7 x 106, 4 x 106, sedangkan L. acidophillus: 0,7 x 106, 0,9 x 106 dan 1,4 x 106. Ketahanan L. acidophillus pada berbagai konsentrasi garam empedu menunjukkan tidak ada perbedaan yang signifikan dengan nilai P = 0,445 sama seperti ketahanan L. fermentum pada  variasi  empedu  konsentrasi  garam  juga  menunjukkan  tidak  ada  perbedaan  yang signifikan  dengan  nilai  P  =  0,133. L.  fermentum dan L.  acidophillus memiliki  kemampuan  untuk bertahan terhadap garam empedu yang menunjukkan potensi sebagai probiotik kandidat.
IMPLEMENTATION OF EMOTIONAL AND SPIRITUAL QUOTIENT IN ISLAMIC RELIGIOUS EDUCATION IN SMA NEGERI 20 PANGKEP Ruhul Yusuf; Muhammad Yaumi; Muhammad Khalifah Mustami
JICSA : Journal of Islamic Civilization in Southeast Asian Vol 10 No 1 (2021)
Publisher : Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/jicsa.v10i1.19504

Abstract

Abstrack: The purpose of this study is to determine the implementation of emotional and spiritual quotient in learning Islamic religious education at SMA Negeri 20 Pangkep. This type of research is descriptive qualitative with a phenomenological and pedagogical-psychological approach. The location of this research is SMA Negeri 20 Pangkep in class X. The data source is the primary data of all Islamic religious education teachers, while the secondary data is RPP documents related to the object under study. Data obtained through observation, interviews and documentation, then data processing using the Milles and Huberman model (data reduction, data presentation and conclusion) with analysis using triangulation to ensure data validity against the focus under study. The results of this study indicate that the implementation of emotional and spiritual quotient in Islamic religious education learning at SMA Negeri 20 Pangkep is an Islamic religious education learning activity in which several emotional and spiritual quotient indicators are integrated, including; managing self-emotion, empathy, building relationships (relations), meaning and high self-awareness. This concept is combined by the Islamic religious education teacher at SMA Negeri 20 Pangkep in implementing Emotional and Spiritual quotient.
PENGEMBANGAN LEMBAR KERJA PESERTA DIDIK BERBASIS MODEL PEMBELAJARAN DISKURSUS MULTI REPRESENTASI MATERI SISTEM REPRODUKSI MANUSIA Sri Putri Dinar; Muhammad Khalifah Mustami; Hamansah Hamansah
Jurnal Biotek Vol 9 No 2 (2021): DESEMBER
Publisher : Department of Biology Education of Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/jb.v9i2.24925

Abstract

This research and development (R & D) aimed 1) to find out how to develop LKPD based on the Diskursus Multi Representasi (DMR) learning model on the human reproductive system material, and 2) to determine the validity level of LKPD based on the Diskurus Multi Representasi (DMR) learning model on the material of the human reproductive system. This research produced a student worksheet (LKPD) based on the Diskursus Multi Representasi learning model (DMR). The research model referred to the 4-D Thiagarajan development model. The model consists of four stages, namely: define, design, develop, and disseminate. The research instrument used was a validation sheet to obtain product validity data. Based on the results of the validator's assessment, the validity level of LKPD based on the Diskurus Multi Representasi (DMR) learning model on the human reproductive system is in the very valid category with an average value of 3.93 (3,5 ≤ V≤ 4). This indicates that LKPD based on the learning model is feasible to use. 
PENGEMBANGAN LKPD BERBASIS STRATEGI MOTIVASI ARCSMATERI SISTEM IMUNITAS PADA KELAS XI MIAMAMADANIALAUDDIN PAOPAO Fitriani A; Muhammad Khalifah Mustami; Hamansah Hamansah
Al-AHYA: Jurnal Pendidikan Biologi Vol 1 No 2 (2019): AL-AHYA
Publisher : Department of Biology Education of Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (928.038 KB) | DOI: 10.24252/al-ahya.v1i2.8081

Abstract

The purpose of this study was to develop learning devices namely LKPD based on ARCS motivation strategies (Attention, Relevance, Confidence, Satisfaction) and to determine the level of validity, practicality and effectiveness of the developed LKPD. This research is a development research (Research and Development) to produce products in the form of LKPD based on ARCS motivational strategies for immune system material. This research and development refers to the 4-D development model, which includes four stages, namely defining, designing, developing, and disseminating. The research subjects were students of class XI MIA MA Madani Alauddin Paopao 2018/2019 academic year totaling 35 people. The research instrument was a validation sheet to obtain product validity data, questionnaire responses for students to obtain product practicality data, and test items to obtain data on the effectiveness of the products developed. Based on the results of the expert validator's assessment, the validity level of the LKPD-based strategy for the motivation of the ARCS immunity system material is in a very valid category with an average value of 3.54 (3.5 ≤ X ≤ 4.0). Based on the results of the assessment of students' responses the practicality level of the LKPD is in the practical category with an average total score of 3.32 (2.5 ≤ Xi <3.5). Based on the results of student learning tests the level of effectiveness of LKPD is in the high category, namely 82.86% with the number of students completing in the learning process is 29 people, while the incomplete ones are 6 people. This indicates that the LKPD was developed effectively for use in immunity system material.
PENGEMBANGAN MEDIA PEMBELAJARAN MONOPOLI PADA MATERI SISTEM SARAF DI KELAS XI SMAN 1 WONOMULYO KABUPATEN POLEWALI MANDAR Salmawati Salmawati; Muhammad Khalifah Mustami; Ainul Uyuni Taufiq Taufiq
Al-AHYA: Jurnal Pendidikan Biologi Vol 1 No 3 (2019): Al-AHYA
Publisher : Department of Biology Education of Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1114.941 KB) | DOI: 10.24252/al-ahya.v1i3.10746

Abstract

Penelitian  ini  merupakan  jenis  penelitian  pengembangan  atau  dikenal  dengan istilah Research and Development (R&D). Tujuan dari penelitian ini yaitu mengembangkan media pembelajaran permainan monopoli pada materi sistem saraf serta mengetahui tingkat kevalidan, kepraktisan dan keefektifan. Proses pengembangan   media   mengacu  pada   model  pengembangan  ADDIE,   yang meliputi lima tahap kegiatan yakni analisis, desain, pengembangan, implementasi dan evaluasi. Penelitian ini dilaksanakan di SMAN 1 Wonomulyo dengan subjek penelitian yaitu siswa kelas XI MIPA 4. Instrumen penelitian yang digunakan berupa lembar validasi media, angket respon guru dan siswa serta butir-butir tes. Berdasarkan hasil analisis data media pembelajaran permainan monopoli yang dikembangkan berada pada kategori sangat valid dengan nilai rata-rata 3,77. Hasil angket respon guru dan respon siswa berada pada kategori tinggi dengan rata-rata nilai  total  3,62.  Sedangkan  persentase  kelulusan  siswa  dikategorikan  efektif karena mencapai ketuntasan belajar 93,33%. Sehingga dapat disimpulkan bahwa media pembelajaran permainan monopoli yang dikembangkan menggunakan model ADDIE memenuhi kategori valid, praktis dan efektif.
PENGEMBANGAN MEDIA GAME LUDO MATERI ANIMALIA PADA SISWA KELAS X SMA ISLAM DARUSSALAM PANNYANGKALANG GOWA A. Surianti Ningsi; Muhammad Khalifah Mustami; Ainul Uyuni Taufiq
Al-AHYA: Jurnal Pendidikan Biologi Vol 2 No 3 (2020): AL-AHYA
Publisher : Department of Biology Education of Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (634.076 KB) | DOI: 10.24252/al-ahya.v2i3.17653

Abstract

Penelitian ini merupakan penelitian pengembangan atau Research and Development. Tujuan penelitian ini untuk mengembangkan media Game Ludo yang valid, praktis dan efektif meningkatkan hasil belajar peserta didik. Prosedur pengembangan diadaptasi dari model pengembangan  Four-D yang terdiri dari 4 tahap yaitu Define (defenisi), Design (rancangan), Develop (pengembangan), Disseminat (sebaran). Produk hasil pengembangan diujicobakan di SMA Islam Darussalam Pannyangkalang Gowa dengan subjek uji coba peserta didik kelas X. Instrumen penelitian ini berupa lembar validasi, angket respon guru, angket respon peserta didik, dan tes hasil belajar. Hasil penelitian penunjukkan Game Ludo berada pada kategori sangat valid  dengan nilai rata-rata  penilaian validator 3,87. Kepraktisan media Game Ludo pada kategori sangat positif dengan rata-rata 3,53. media Game Ludo efektif meningkatkan hasil belajar peserta didik dengan persentase ketuntasan belajar mencapai 87,5%. Media Game Ludo layak digunakan dalam pembelajaran karena telah memenuhi kriteria valid, praktis dan efektif.