Sari Rahayu Rahman
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Effect of Game-Based Learning on Grade 11 Senior High School Science Students' Learning Interest Irfan, M; Sari Rahayu Rahman; Agus
Indonesian Journal of Educational Science (IJES) Vol 7 No 1 (2024): Indonesian Journal of Educational Science (IJES)
Publisher : Universitas Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31605/ijes.v7i1.4248

Abstract

This study aimed to determine the effect of game-based learning on the learning interest of 11th-grade science students at a senior high school. This quantitative research employed a quasi-experimental design with a nonequivalent control group design. The sample consisted of 48 students divided into one control group and one experimental group, selected using cluster random sampling. The research was conducted at a senior high school in West Sulawesi with 11th-grade science students. Data was collected using a questionnaire. The results showed that there was a significant effect of game-based learning on students' learning interest in the reproductive system material for 11th-grade science students at a senior high school in West Sulawesi. This can be seen from the results of the hypothesis test using the Chi-Square Test, which obtained a significance value of 0.000. Since 0.000 < 0.05, it can be concluded that the game-based learning method has a significant effect on students' learning interest. This is consistent with the fact that the majority of students in the experimental class had a high category of learning interest, with a percentage of 70.8%. In learning using the game-based learning method, students were more enthusiastic about the learning process because in game-based learning, students competed to get the highest score or points, so they felt challenged to participate in every game. The game-based learning method is very suitable for application in classes where students like kinesthetic learning styles because it can influence learning interest which can impact student achievement.
Utilization of Coconut Dregs as Processed Food to Improve the Economy of the Lapeo Village Community: Pemanfaatan Ampas Kelapa sebagai Pangan Olahan Guna Meningkatkan Ekonomi Masyarakat Desa Lapeo Isdaryanti, Isdaryanti; Nursyamsi SY; Sariyanto Putera, Alexander Kurniawan; Sari Rahayu Rahman; Phika Ainnadya Hasan; Muhammad Rizaldi Triaz Jaya Putra Nurdin
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 8 No. 2 (2024): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v8i2.17443

Abstract

The increase in coconut production in Lapeo Village has resulted in a rise in coconut husk waste. Regrettably, the local community tends to dispose of this waste rather than processing it. However, coconut husks, rich in nutritional content, especially fiber and protein, have the potential to be processed into various products with health benefits. Therefore, this community engagement initiative aims to provide knowledge about the nutritional content of coconut husks, followed by training sessions to process coconut husks into flour and create food products, namely semprit and banana sponge cake. Based on data analysis, this initiative has successfully increased community awareness regarding the nutritional content of coconut husks, proficiency in processing techniques, and enthusiasm for creating processed products. Furthermore, overall, this engagement contributes to opening new opportunities in utilizing coconut husk waste as a valuable high-economic-value raw material, with the hope of addressing local economic challenges and supporting environmental sustainability.