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The Accumulation of NaCl in The Coastal Plant Leaves of Mangrove, Bariongtonia, and Pes-Caprae Formations Hasan, Rusdi; Setiawati, Tia; Lukitasari, Marheny; Nopriyeni, Nopriyeni
Florea : Jurnal Biologi dan Pembelajarannya Vol. 12 No. 1 (2025)
Publisher : UNIVERSITAS PGRI MADIUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/florea.v12i1.22210

Abstract

This study aims to compare the salt content (NaCl) in the leaves of several types of coastal plants that grow in different formations, namely Mangrove, Barringtonia, and Pres-Caprae. The study was conducted in the coastal area of Lais District, North Bengkulu Regency using direct survey methods in the field and laboratory analysis using a refractometer. The results showed that there were 10 species of coastal plants from three formations, namely Barringtonia, Mangrove, and Pes-Caprae. The highest salt content was found in the Acanthus species ilicifolius (2.75‰) from the Mangrove formation, while the lowest levels were found in Canavalia maritima (0.75‰) from the Pes-Caprae formation. The difference in salt content is thought to be influenced by the location of its habitat in the coastal area and its ability to adapt both structurally and physiologically so that it can survive in an environment with extreme salt content. The results of this study provide important information about the adaptation of coastal plants to salinity and can be the basis for further research on salt concentration in coastal plants.
The Influence of Game-Based Learning Using Assemblr Edu on Digital Skills and Critical Thinking of Elementary School Students in Mathematics: Toward Quality Education and Digital Literacy Winarti, Sri; Utomo, Supri Wahyudi; Lukitasari, Marheny
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.13768

Abstract

This research investigates the influence of Game-Based Learning (GBL) using Assemblr Edu on digital skills and critical thinking of fourth-grade students in mathematics. A quasi-experimental design with nonequivalent control groups compared 22 students from SDN Sidorejo 01 and 02, Wungu District, Madiun Regency. The experimental group received mathematics instruction using GBL with Assemblr Edu incorporating Augmented Reality technology, while the control group received conventional methods. Data collection utilized practical tests for digital skills, written tests measuring critical thinking based on Facione's framework (interpretation, analysis, explanation, evaluation, self-regulation, and inference), and observational methods. Purposive sampling ensured equivalent class sizes and comparable academic achievement. Data analysis employed normality testing, homogeneity testing, paired sample t-tests, and independent sample t-tests. Results revealed significant improvements in the experimental group's digital skills (mean increase=7.73, t=8.942, p<0.001) and critical thinking abilities (mean increase=6.37, t=7.865, p<0.001) compared to the control group (mean increases of 2.18 points each). Independent t-test confirmed significant differences between groups (digital skills: t=7.234, p<0.001; critical thinking: t=6.518, p<0.001). The study demonstrates that integrating game-based pedagogical approaches with augmented reality technology effectively enhances 21st-century competencies in elementary mathematics education, particularly in semi-rural contexts.