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Game Edukasi Mata Pelajaran Ilmu Pengetahuan Alam (Ipa) Dan Ilmu Pengetahuan Sosial (Ips) Pada Sekolah Dasar Negeri Sooka I Punungkabupaten Pacitan Sari, Putri Intan; Purnama, Bambang Eka; Wardati, Indah Uly
Speed - Indonesian Journal on Computer Science 2014: IJCSS - Accepted Paper
Publisher : Fakultas Teknologi Informatika Universitas Surakarta

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Abstract

ABSTRACT: Games as something that is considered fun can be used to load the contents of education that can help in delivering positive values ​​in building human intelligence as a whole. Because the game can train the brains ability to actively, stimulating the brain in making decisions, has greater challenges. On SDN  Sooka I in the learning process is still konvensinal ie teachers teaching science AND IPS in presenting material to students with books and explain on the board. This causes the students to look bored and not focus on the material presented. In addition students were lazy to open and review the subjects at home. It is based on primary data obtained in the form of photo documentation, and results of the interview to the teachers teaching science AND social studies students. The purpose of this observation is helping students to want to go back to review teaching science and social studies at home so that when the subject matter is presented in school students already have a stock of prior knowledge of the results of learning at home by playing this educational game. The methodology used was the literature research, observation, interviews, analysis, design, and implementation. With Game Education Subjects science and social studies are to help students learn independently at home. Keyword : Game Education, IPA, IPS ABSTRAKSI: Game sebagai suatu hal yang di anggap menyenangkan dapat digunakan untuk memuat konten-konten edukasi yang dapat membantu dalam menyampaikan nilai-nilai positif dalam membangun kecerdasan manusia secara utuh. Karena game dapat melatih kemampuan otak secara aktif, merangsang otak dalam membuat keputusan, lebih mempunyai tantangan. Pada SDN Sooka I dalam proses pembelajarannya masih bersifat konvensinal yaitu guru mata pelajaran IPA DAN IPS dalam menyampaikan materi kepada para siswa dengan buku dan menerangkan di papan tulis. Hal ini menyebabkan para siswa menjadi terlihat bosan dan tidak fokus terhadap materi yang disampaikan. Selain itu siswa terlihat malas untuk membuka dan mengulas kembali mata pelajaran tersebut di rumah. Hal ini diperoleh berdasarkan dari data primer dalam bentuk dokumentasi foto, dan hasil dari interview kepada guru mata pelajaran IPA DAN IPS dan siswa. Tujuan dari penenlitian ini adalah membantu siswa agar mau kembali mengulas mata pelajaran IPA dan IPS di rumah sehingga pada saat materi pelajaran tersebut disampaikan di sekolah siswa sudah punya bekal pengetahuan terlebih dahulu dari hasil belajar di rumah dengan bermain game edukasi ini. Metodologi penelitian yang digunakan adalah kepustakaan, observasi, wawancara, analisis, perancangan, dan implementasi. Dengan Game Edukasi Mata Pelajaran IPA dan IPS  ini dapat membantu siswa belajar mandiri di rumah. Kata Kunci : Game Edukasi, IPA, IPS
Media Pembelajaran Interaktif Pengenalan Asma’ul Husna Pada SDN Sooka 1 Punung Kabupaten Pacitan Sari, Putri Intan; Yulianto, Lies
Speed - Indonesian Journal on Computer Science 2014: IJCSS - Accepted Paper
Publisher : Fakultas Teknologi Informatika Universitas Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (27.888 KB)

Abstract

ABSTRACT: Multimedia is one way to facilitate conveying information in the form of audio or video. Multimedia is also able to produce something more lively and interesting, one of the multimedia application is to visualize the introduction of Husna Beautiful Names. The problem is how to make an interesting visualization using a computer-based multimedia? Primary School 1 Punung Sooka country is a school that has a mission to improve the religious values ​​of their students.Islamic religious teaching in SD Negeri 1 Punung Less Sooka maximum due to limited time in the learning process in schools other than that in the class had difficulty in attracting students enthusiasm for learning when studying the Islamic religious lessons, especially regarding the introduction of the Beautiful Names and Attributes that a high level of concentration required to memorize and memaknainya well The purpose of this research is to design an attractive media and interactive learning for students excited about the information presented. The methodology used was literature research,observation,interviews,analysisanddesign. Results to be achieved in the design of this visualization is the process of learning and teaching in Islamic religious studies specifically about the introduction of more effective Husna BeautifulNamesandinteresting. Keyword : LearningMediaIntroductionHusnaBeautifulNames ABSTRAKSI: Multimedia merupakan salah satu cara yang tepat untuk mempermudah menyampaikan informasi dalam bentuk audio ataupun video. Multimedia juga mampu menghasilkan sesuatu menjadi lebih hidup dan menarik, salah satu penerapan multimedia adalah untuk memvisualisasikan pengenalan Asma’ul Husna. Adapun masalahnya adalah bagaimana membuat visualisasi yang menarik menggunakan komputer berbasis multimedia? Sekolah Dasar negeri Sooka 1 Punung adalah sebuah sekolah yang mempunyai misi untuk meningkatkan nilai-nilai agama terhadap para siswanya. Pembelajaran agama islam di SD Negeri Sooka 1 Punung Kurang maksimal dikarenakan keterbatasan waktu dalam proses pembelajaran disekolah selain itu di dalam kelas mengalami kesulitan dalam menarik semangat belajar siswa ketika mempelajari pelajaran agama islam terutama mengenai pengenalan asma’ul husna yang dibutuhkan tingkat konsentrasi yang tinggi untuk menghafal dan memaknainya dengan baik. Tujuan dari penilitian ini adalah Menjadikan media pembelajaran pengenalan Asma’ul Husna  yang menarik dan interaktif sehingga siswa lebih respon dengan materi yang disampaikan dan Menghasilkan CD pembelajaran pengenalan Asma’ul Husna yang menarik dan interaktif. Metodologi penelitian yang digunakan adalah kepustakaan, observasi, wawancara, analisis, perancangan, dan implementasi Hasil yang ingin dicapai pada Media Pembelajaran Interaktif Pengenalan Asma’ul Husna adalah agar proses belajar mengajar pada mata pelajaran agama islam khusus mengenai pengenalan Asma’ul Husna lebih effektif dan menarik. Kata Kunci : Media Pembelajaran Interaktif Pengenalan Asma’ul Husna
Media Pembelajaran Interaktif Pengenalan Asma’ul Husna Pada SDN Sooka 1 Punung Kabupaten Pacitan Sari, Putri Intan; Yulianto, Lies
Speed - Sentra Penelitian Engineering dan Edukasi Vol 6, No 4 (2014): Jurnal Speed 24 - 2014
Publisher : APMMI - Asosiasi Profesi Multimedia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (236.178 KB) | DOI: 10.3112/speed.v6i4.1049

Abstract

ABSTRACT: Multimedia is one way to facilitate conveying information in the form of audio or video. Multimedia is also able to produce something more lively and interesting, one of the multimedia application is to visualize the introduction of Husna Beautiful Names. The problem is how to make an interesting visualization using a computer-based multimedia? Primary School 1 Punung Sooka country is a school that has a mission to improve the religious values ​​of their students.Islamic religious teaching in SD Negeri 1 Punung Less Sooka maximum due to limited time in the learning process in schools other than that in the class had difficulty in attracting students' enthusiasm for learning when studying the Islamic religious lessons, especially regarding the introduction of the Beautiful Names and Attributes that a high level of concentration required to memorize and memaknainya well The purpose of this research is to design an attractive media and interactive learning for students excited about the information presented. The methodology used was literature research,observation,interviews,analysisanddesign. Results to be achieved in the design of this visualization is the process of learning and teaching in Islamic religious studies specifically about the introduction of more effective Husna BeautifulNamesandinteresting. Keyword : LearningMediaIntroductionHusnaBeautifulNames ABSTRAKSI: Multimedia merupakan salah satu cara yang tepat untuk mempermudah menyampaikan informasi dalam bentuk audio ataupun video. Multimedia juga mampu menghasilkan sesuatu menjadi lebih hidup dan menarik, salah satu penerapan multimedia adalah untuk memvisualisasikan pengenalan Asma’ul Husna. Adapun masalahnya adalah bagaimana membuat visualisasi yang menarik menggunakan komputer berbasis multimedia? Sekolah Dasar negeri Sooka 1 Punung adalah sebuah sekolah yang mempunyai misi untuk meningkatkan nilai-nilai agama terhadap para siswanya. Pembelajaran agama islam di SD Negeri Sooka 1 Punung Kurang maksimal dikarenakan keterbatasan waktu dalam proses pembelajaran disekolah selain itu di dalam kelas mengalami kesulitan dalam menarik semangat belajar siswa ketika mempelajari pelajaran agama islam terutama mengenai pengenalan asma’ul husna yang dibutuhkan tingkat konsentrasi yang tinggi untuk menghafal dan memaknainya dengan baik. Tujuan dari penilitian ini adalah Menjadikan media pembelajaran pengenalan Asma’ul Husna  yang menarik dan interaktif sehingga siswa lebih respon dengan materi yang disampaikan dan Menghasilkan CD pembelajaran pengenalan Asma’ul Husna yang menarik dan interaktif. Metodologi penelitian yang digunakan adalah kepustakaan, observasi, wawancara, analisis, perancangan, dan implementasi Hasil yang ingin dicapai pada Media Pembelajaran Interaktif Pengenalan Asma’ul Husna adalah agar proses belajar mengajar pada mata pelajaran agama islam khusus mengenai pengenalan Asma’ul Husna lebih effektif dan menarik. Kata Kunci : Media Pembelajaran Interaktif Pengenalan Asma’ul Husna
Comparison of Verdicts in Handling Election Violations Through Coordination of Gakkumdu Center North Lampung Regency Baharudin , Baharudin; Sari, Putri Intan
Amsir Law Journal Vol 4 No 1 (2022): October
Publisher : Faculty of Law, Institut Ilmu Sosial dan Bisnis Andi Sapada.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36746/alj.v4i1.100

Abstract

Sovereignty is in the hands of the people as mandated in Article 1 Paragraph 2 of the 1945 Constitution of Republic Indonesia. The meaning of “sovereignty is in the hands of the people” in this case is that the people have sovereignty, responsibilities, rights and obligations to democratically elect a leader who will form a government to manage and serve all levels of society, as well as elect representatives of the people to oversee the running of the government. The research method used was normative and empirical juridical, using secondary and primary data, obtained from literature studies and field studies, and data analysis with qualitative juridical analysis. The suggestion is that the Gakkumdu Center at North Lampung Regency should provide concrete and important implementation rules to ensure legal certainty and justice.
Android Mobile Application System for Pet Care Services Using MVVM Architecture Sari, Putri Intan; Nashirin, Khairun; Arifudin, Muhammad; Setiawan, Yanto
Indonesian Journal of Multidisciplinary Science Vol. 2 No. 11 (2023): Indonesian Journal of Multidisciplinary Science
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/ijoms.v2i11.637

Abstract

The K1 clinic (Kawan Kewan) is a veterinary clinic in the city of Magelang that was established in 2018. There are many ways to improve the services at the K1 clinic (Kawan Kewan). Pet Owners are worried when going to the vet clinic because they are uninformed of the incurred expenses that they will get  after having a medical examination at the clinic. Meanwhile the clinic needs a system that can manage administration and can increase the satisfaction of customers who come to the clinic, as well as manage all administration related to the veterinary service process. The primary goal of this research is to make an Android-based mobile application to simplify administration and give a better experience for every customer who come to the veterinary clinic. In this research, the waterfall method is used as a testing tool because this method allows for departmentalization and control. Therefore, this method is suitable for solving the existing cases at the K1 Veterinary Clinic (Kawan Kewan) by utilizing the MVVM architecture framework for Android application development. The application, which was created utilizing the MVVM design and the Kotlin programming language, was tested on users and produced pleasing results. It efficiently meets the needs of users and clinics, making pet services possible.
Uji Intensitas Warna Kuning pada Campuran Sari Kunyit-Daun Salam dan Temulawak Daun Salam Sebangai Pewarna Pangan Putri Intan Sari; Anny Sartika Daulay; Ridwanto Ridwanto; Haris Munandar Nasution
OBAT: Jurnal Riset Ilmu Farmasi dan Kesehatan Vol. 2 No. 3 (2024): May : OBAT: Jurnal Riset Ilmu Farmasi dan Kesehatan
Publisher : Asosiasi Riset Ilmu Kesehatan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/obat.v2i3.363

Abstract

Some food industries still use synthetic dyes. Synthetic dyes, if consumed, can harm your health. Turmeric can be used as a natural food coloring. This natural coloring is applied to sweet jelly. This natural coloring agent must be used in fresh juice. To extend the use time of the natural dyes turmeric-bay leaves, ginger-bay leaves, this research was carried out in a variety of storage conditions without using preservatives. The aim of the research was to determine the results of the content of secondary metabolite compounds in turmeric-laurel extract, curcuma-laurel extract, turmeric extract and curcuma extract, in making solid preparations using preservatives, namely citric acid, maltodextin and sucrose. This research uses experimental methods with Sari method is done on a mixture of turmeric-bay leaves and ginger-bay leaves using a water solvent using the distillation method. Determination of variations in storage conditions was carried out for 7 days and the effect of storage temperature. Color stability and intensity measurements were carried out using visible spectrophotometry and characterization methods. The results of this research were obtained. The absorbance intensity test on turmeric-bay leaves was carried out at a wavelength of 425.14 nm with a result of 0.442 (day 1), ginger-bay leaves had an absorbance of 0.490 ( day 1). In the color stability test, there was a change in color from day 3 at drying cupboard temperature, at refrigerator temperature and at room temperature, the color remained stable.