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Studi Komparasi Metode Pembelajaran Kooperatif STAD dan Ekspositori dalam Meningkatkan Learning Outcome pada Computer for Communication Waris, Abdul; Rochman, Fatkhur
Jurnal Pendidikan Ekonomi Undiksha Vol. 13 No. 1 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpe.v13i1.34070

Abstract

The problem often experienced in learning computer for communication to achieve maximum learning outcomes is the accuracy in presenting the materials, so the method used matches the characteristics of the learning material. In this case, the selection of teaching methods must be adjusted to the current situation and condition to obtain innovative and effective method because the students’ ability is heterogeneous. This study aims to determine students’ learning outcomes using cooperative learning STAD, to determine students’ learning outcomes using expository, as well as to find out the difference students’ learning outcomes between cooperative learning STAD and expository methods. Therefore, this study was designed using quasy-experimental with pre-test and post-test non-equivalent control group design. The population was students of D3 Business Administration Program of Politeknik Negeri Malang consisting of two groups, control and experimental class as a sample. Quantitative statistical analysis was used as a tool in this study. Through t-test, it is found the results of obtained t-count is 3.803 and higher than t table = 1.99. It means that there was a significant difference between the learning outcome of the control and the experimental group on computer for communication subject.
Effect of Storage Duration and Seed Type on the Viability and Growth of Agave (Agave sisalana L. Perrine) from In Vitro Culture Murianingrum, Mala; Parnidi, Parnidi; Machfud, Moch.; Rochman, Fatkhur; Marjani, Marjani; Heliyanto, Bambang; Purwati, Rully Dyah
Jurnal Teknik Pertanian Lampung (Journal of Agricultural Engineering) Vol. 14 No. 5 (2025): October 2025
Publisher : The University of Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jtepl.v14i5.1726-1737

Abstract

Agave seeds have a relatively short lifespan, thus require appropriate storage methods to maintain their viability and germination capacity. This study aimed to identify the optimal combination of storage duration and seedling treatments to preserve seedling quality and growth performance of agave. The experiment was conducted in a factorial randomized complete design with three replications. Each experimental unit consisted of 10 plants. The first factor was storage duration (0, 21, and 35 days). The second factor was seedling treatments involving seeds with: (1) complete leaves and roots, (2) complete leaves and half roots, (3) top leaves and half roots, (4) complete leaves without roots, and (5) top leaves and no roots. The seedlings were stored in a greenhouse with average temperature 25.67 °C and relative humidity 82.92%. The observed parameters included weight loss, germination percentage, seedling height, number of leaves, leaf length and width, number and length of roots, and fresh weight after 45 days of planting. The results showed that storage duration and root or leaf trimming significantly affected seed viability and seedling growth. Storage for 21 days combined with full leaves and half roots produced the highest germination percentage, growth performance, and fresh weight. Agave seeds can be stored for up to 35 days while maintaining high viability, and different seed types stored for 35 days still exhibited 100% germination.
Mengoptimalkan Pemeliharaan Infrastruktur melalui Analisis Genangan Banjir di Graha Artha Residence Menggunakan Storm Water Management Model (SWMM) Nanda, Mahdika Putra; Rochman, Fatkhur; Abdulgani, Hamdani
Jurnal Teknik Sipil dan Lingkungan Vol. 9 No. 1: April 2024
Publisher : Departemen Teknik Sipil dan Lingkungan IPB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29244/jsil.9.1.71-82

Abstract

Kecamatan Sindang yang terletak di Kabupaten Indramayu, secara berulang mengalami genangan saat hujan terjadi, terutama di sepanjang saluran drainase di Perumahan Graha Artha Residence. Faktor utama pemicunya adalah perubahan lingkungan yang awalnya pada tahun 2015 merupakan lahan rawa yang berfungsi sebagai resapan air, mengakibatkan sistem drainase yang ada saat ini tidak dapat mengatasi secara efisien aliran air hujan yang tinggi dan sering mengakibatkan genangan, berdasarkan hal itu tujuan dari penelitian ini yaitu untuk menganalisi saluran yang terdampak untuk periode 5 tahun dan 10 tahun kedepan mengunakan software SWMM. Berdasarkan hasil analisis data periode 5 tahun pada saluran di perumahan Graha Artha, terlihat bahwa genangan air mengalami variasi yang signifikan di berbagai lokasi, dengan durasi dan volume genangan yang berbeda-beda. Langkah-langkah pencegahan dan perbaikan dapat diambil, seperti perbaikan pada sistem drainase dan penerapan sistem retensi air. Selain itu, data periode ulang 5 dan 10 tahun menunjukkan temuan menonjol, seperti tinggi genangan yang signifikan di Blok E3, Blok E6, dan JL. Cendrawasih, serta potensi risiko banjir lebih besar di lokasi tersebut selama periode ulang 10 tahun. Meskipun Blok B1 memiliki total runoff yang lebih rendah, lama genangan yang cukup lama menunjukkan potensi masalah drainase. Oleh karena itu, penanganan yang terfokus dan adaptasi solusi yang sesuai dengan kondisi setiap lokasi sangat penting untuk mengurangi dampak banjir di wilayah Graha Artha Residence.
DEVELOPMENT OF INTERACTIVE MULTIMEDIA IN IMPROVING THE DIGITAL LITERACY SKILLS OF CLASS 4 STUDENTS OF sdn SDN KARANG TENGAH 3 Rochman, Fatkhur; Hunaifi, Abdul Aziz; Santi, Novi Nitya
JURNAL EDUSCIENCE Vol 10, No 3 (2023): Jurnal Eduscience (JES), (Authors from Nigeria and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v10i3.4783

Abstract

The background of this research was carried out by means of classroom observations and interviews with teachers and students. Based on the results of interviews and observations obtained data that the use of teaching materials such as learning media is still lacking. Teaching materials that are often used are textbooks and blackboards. The solution to overcome the problem is to develop learning media, namely smart apps Creator. The aims of the study were: (1) to determine the validity of interactive multimedia, (2) to determine the practicality of interactive multimedia, (3) to determine the effectiveness of interactive multimedia. This research is a type of development research (R&D) using the Borg and Gall development model through 10 stages (1) research and data collection, (2) planning, (3) product draft development, (4) initial field trials, (5) revision design, (6) field trials, (7) product improvement, (8) trial use, (9) final product improvement, (10) dissemination and implementation.The Borg and Gall stage is used to analyze and find out the needs at school. This stage is to determine and design the product to be developed. The Development stage of the final product is different from other products. The disseminate stage is used for the product dissemination process through validation. The conclusion of this study: Interactive multimedia is said to be very valid with a percentage of 85%. The results of the response of the learning media teacher are said to be very practical with a percentage of 86%. Interactive Multimedia. said to be very effective because after a limited trial it got a percentage of 86% and an extensive trial got 85%.Keywords: Smartbook Learning Media; fictional stories; East Javanese folklore.Abstrak  Penelitian ini dilatarbelakangi oleh  dilakukan dengan cara observasi kelas dan wawancara dengan guru dan siswa. Berdasarkan hasil wawancara dan observasi yang diperoleh data bahwa penggunaan bahan ajar seperti media pembelajaran masih kurang. Bahan ajar yang sering dipakai lebih ke buku teks dan papan tulis. Adapun solusi untuk mengatasi permasalahan ialah mengembangkan media pembelajaran yaitu smart apps Creator. Tujuan dari penelitian ialah: (1) untuk mengetahui kevalidan multimedia Interaktif, (2) untuk mengetahui kepraktisan multimedia Interaktifk, (3) untuk mengetahui keefektifan multimedia Interaktif. Penelitian ini termasuk jenis penelitian pengembangan (R&D) menggunakan model pengembangan Borg and Gall melalui 10 tahapan (1) penelitian dan pengumpulan data, (2) perencanaan, (3) pengembangan draf produk, (4) uji coba lapangan awal, (5) revisi desain, (6) uji coba lapangan, (7) penyempurnaan produk, (8) uji coba pemakaian, (9) penyempurnaan produk akhir, (10) desiminasi dan implementasi.Tahap Borg and Gall digunakan menganalisis dan mencari tahu kebutuhan di sekolah. Tahap tersebut guna menentukan dan merancang produk yang dikembangkan. Tahap Development hasil final produk berbeda dengan produk lain. Tahap disseminate digunakan guna proses penyebaran produk melalui validasi. Kesimpulan penelitian ini: multimedia Interaktif  dikatakan sangat valid dengan presentase sebesar 85 %. Hasil dari respon guru media pembelajaran dikatakan sangat praktis dengan presentase sebesar 86%. Multimedia Interaktif. dikatakan sangat efektif sebab setelah uji coba terbatas mendapatkan presentase sebesar 86% dan suji coba luas mendapatkan 85%.kata Kunci: Multimedia Interaktif,  Literasi Digital, Media Social .
DEVELOPMENT OF INTERACTIVE MULTIMEDIA IN IMPROVING STUDENTS' DIGITAL LITERACY SKILLS Rochman, Fatkhur; Hunaifi,, Abdul Aziz; Santi, Novi Nitya
JURNAL EDUSCIENCE Vol 11, No 1 (2024): Jurnal Eduscience (JES), (Authors from Nigeria, India, and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v11i1.5359

Abstract

The background of this research was carried out by means of classroom observations and interviews with teachers and students. Based on the results of interviews and observations obtained data that the use of teaching materials such as learning media is still lacking. Teaching materials that are often used are textbooks and blackboards. The solution to overcome the problem is to develop learning media, namely smart apps Creator. The aims of the study were: (1) to determine the validity of interactive multimedia, (2) to determine the practicality of interactive multimedia, (3) to determine the effectiveness of interactive multimedia. This research is a type of development research (R&D) using the Borg and Gall development model through 10 stages (1) research and data collection, (2) planning, (3) product draft development, (4) initial field trials, (5) revision design, (6) field trials, (7) product improvement, (8) trial use, (9) final product improvement, (10) dissemination and implementation.The Borg and Gall stage is used to analyze and find out the needs at school. This stage is to determine and design the product to be developed. The Development stage of the final product is different from other products. The disseminate stage is used for the product dissemination process through validation. The conclusion of this study: Interactive multimedia is said to be very valid with a percentage of 85%. The results of the response of the learning media teacher are said to be very practical with a percentage of 86%. Interactive Multimedia. said to be very effective because after a limited trial it got a percentage of 86% and an extensive trial got 85%.
PROMOTION STRATEGY THROUGH TIKTOK CONTENT DEVELOPMENT USING THE ADOBE PREMIERE PRO APPLICATION TO INCREASE BRAND AWARENESS IN MSME SILVIA SALON PUSPASARI BOGOR REGENCY Pramudita, Audry Novia; Wardani, Tri Istining; Rochman, Fatkhur
Jurnal Ekonomi Kreatif dan Manajemen Bisnis Digital Vol 3 No 1 (2024): AGUSTUS
Publisher : Transpublika Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55047/jekombital.v3i1.807

Abstract

The promotional strategy used by Silvia Salon Puspasari via Tiktok social media did not work optimally because the results of the uploaded videos were not optimum enough because the video quality is still not clear and unstable, which affects the upload results on Tiktok. As a result, the insight into Silvia Salon Puspasari's Tiktok account was unstable. The aim of this research was to create Tiktok content using the Adobe Premiere Pro application as promotional media. This research used the action research method. Measurement effectiveness of packaging design as promotional media using the EPIC Model method. There were 15 respondents, namely 2 marketing experts, 2 computer experts, 1 owner, and 10 consumers or potential consumers. This analysis went through 2 cycles. Based on the results of the analysis of questionnaire distribution, the first cycle still showed quite effective content. In cycle II, an EPIC Rate score of 4.6 was obtained, which means it was very effective. From this research it can be concluded that Tiktok content is said effective and suitable for use as a promotional strategy to increase brand awareness at MSME Silvia Salon Puspasari.
PEMBUATAN KONTEN PROMOSI INSTAGRAM MENGGUNAKAN APLIKASI CANVA PADA PT. SKYNET LINTAS NUSANTARA MALANG Adinata Pradana Putra; Fauzi, Ahmad; Rochman, Fatkhur
Jurnal Aplikasi Bisnis Vol. 10 No. 2 (2024)
Publisher : Politeknik Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/jab.v10i2.5314

Abstract

Penelitian ini bertujuan untuk pengembangan media promosi dengan pembuatan feeds Instagram untuk menciptakan desain feeds Instagram yang efektif menggunakan Canva pada PT. Skynet Lintas Nusantara Malang. Jenis penelitian ini merupakan penelitian action research atau penelitian tindakan aksi. EPIC Model dipergunakan untuk mengukur efektivitas desain. Penelitian ini melibatkan ahli pemasaran, ahli desain, pemilik usaha serta calon pelanggan PT. Skynet Lintas Nusantara. Penelitian ini dilakukan dalam 2 siklus atau tahapan. Pada siklus pertama, didapatkan skor EPIC Model Rate sebesar 4,2. Pada siklus terakhir, didapatkan skor EPIC Model Rate sebesar 4,32. Hal hal ini menunjukkan bahwa desain feeds Instagram sangat efektif menjadi sarana promosi. Dari hasil penelitian ini, dapat disimpulkan bahwa desain feeds Instagram dapat disebut efektif serta layak dipergunakan sebagai media promosi pada Instagram PT. Skynet Lintas Nusantara. Diharapkan agar PT. Skynet Lintas Nusantara dapat melanjutkan pembuatan desain feeds Instagram serta memberikan dan memperbaharui informasi secara rutin
Social Media Performance Analysis: A Study of Follower Engagement on the Instagram Account @bukumurahanak Anjari, Becik Gati; Permanasari, Kartika Indah; Ulya, Izzatul; Rochman, Fatkhur
PINISI Discretion Review Volume 9, Issue 1, September 2025
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/pdr.v1i1.78683

Abstract

Instagram is one of the main platforms in digital marketing, yet many business accounts still struggle to achieve optimal audience engagement. This study examines the Instagram account @bukumurahanak, which has more than 7,800 followers but records an engagement rate (ER) of only 1.2%, below the industry standard of 3–6%. The purpose of this research is to analyze the factors causing low engagement, evaluate the influence of content type on interaction, and propose improvement strategies. A quantitative descriptive method was applied through the analysis of 75 posts in 2024 and a survey of 200 respondents. ER was calculated to measure audience involvement based on impressions and follower count, while simple linear regression was used to test the influence of content type on engagement variation. The results show that interactive content achieved the highest reach, educational content was the most efficient, and promotional content performed the lowest (ER 0.9%). Regression analysis confirmed that content type significantly affects engagement (R² = 0.510), with 51% of the variation explained by content and 49% by other factors such as visual quality and posting consistency. In conclusion, content quality and relevance are critical in driving engagement. This study recommends balancing educational and interactive content while redesigning promotional content through storytelling, appealing visuals, and stronger calls-to-action.