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Comparative metabolomic analysis of Tempe from velvet bean, soybean, and their combination Ramdhani, Rizal Pauzan; Tryas, Anisha Ayuning; Astawan, Made; Wresdiyati, Tutik; Sardjono, Ratnaningsih Eko; Rafidha Irdiani; Putri, Sastia Prama
jurnal1 VOLUME 8 ISSUE 1, JUNE 2025
Publisher : Hasanuddin University Food Science and Technology Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20956/canrea.v8i1.1487

Abstract

Tempe, an Indonesian fermented soybean product, is a popular choice as a source of protein. Currently, Indonesia is very dependent on imported soybeans. Therefore, using local beans as raw material for tempe is necessary to reduce import dependence. Velvet beans (Mucuna pruriens) are legumes that have not been well utilized because they have many anti-nutritional compounds. Velvet beans have high carbohydrate and protein contents and other metabolites that can be utilized as antioxidant functional foods.Therefore, this research aims to analyzed the metabolites profile and explore the potential of velvet beans to partially replace soybeans in making tempe. Velvet bean seeds (VBS) and the tempe made from soybeans (SBT), velvet beans (VBT), and their combination (CSVT) were analyzed for metabolites profile by Gas Chromatography-Mass Spectrometry (GC-MS), and antioxidant activity by DPPH test (IC50). Multivariate Principal Component Analysis (PCA) of the metabolomics study showed that all samples were separated based onPrincipal Component (PC) 1 with 58.3% variation caused by fermentation process. It was shown that organic acids and sugar derivatives were on the positive axis, while amino acids were on the negative axis. In addition, the samples were separated based on PC2 with a variation of 35.8%, which was caused by differences in its bioactive components. Allantoin and DOPA compounds were on the negative axis, while genistein and daidzein were on the positive axis. The lowest IC50 value for tempe was found in VBT (361 ppm),then followed by CSVT (2,216 ppm) and SBT (15,704 ppm). These results indicate that adding velvet beans to make tempe can increase its antioxidant capacity. CSVT had more diverse metabolites, which could increase their antioxidant activity. Furthermore, CSVT presents a promising avenue for local functional food diversification, particularly in supporting efforts to reduce the consumption of imported soybeans.
From Seaweed to Chemicals: A Guide to Organic Compounds for Vocational High School Students Sari, Nur Indah; Musthapa, Iqbal; Eko, Ratnaningsih; Ahmad, Fandi
Journal of Vocational Education Studies Vol. 8 No. 2 (2025): Vol 8 No 2
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/joves.v8i2.12315

Abstract

This study aims to produce an organic compound textbook for the Seaweed Agribusiness Expertise Program at vocational high schools. The research method used is a mixed method with an educational reconstruction model that focuses on content structure analysis. Content structure analysis is carried out through literature studies, subject matter clarification, and concept modification and refinement. Validation by experts was carried out to see the suitability of the indicators and learning objectives, as well as the suitability of the textbook with the BSNP criteria. The characteristics of the resulting textbook use problem-based learning syntax. The textbook consists of four chapters and several sections related to the expertise program, in the form of knowledge, information, and applications about seaweed. The assessment of the textbook includes the suitability of the learning objectives with the text in the textbook. The results of the expert assessment of the textbook show the suitability of the indicators with the learning objectives and the suitability of the learning objectives with the textbook text. All indicators and learning objectives obtained a CVR value calculated above the critical CVR value of 0.622 for seven validators, namely CVR = 1.00, so that it can be accepted or declared valid. The suitability of the textbook with quality criteria based on BNSP includes the aspects of content feasibility, presentation feasibility, language and graphics with percentages of 86.68%, 94%, 100%, and 100%, respectively. The results of this study indicate that the developed organic compound textbook has met the validity criteria and is feasible for use in learning in vocational high schools with the Seaweed Agribusiness Expertise Program. This textbook is expected to be a reference for vocational high school students to improve their understanding of the organic compounds found in seaweed so that they can be utilized in seaweed cultivation and processing practices.
Designing Educational Games with Mastery Learning Strategy to Improve Computational Thinking Skills: A Bibliometric Analysis Candrawati, Emilia; Rohman, Ijang; Sardjono, Ratnaningsih Eko; Prahani, Binar Kurnia; Ngandoh, Satwika Trianti
IJIS Edu : Indonesian Journal of Integrated Science Education Vol 7, No 1 (2025): January 2025
Publisher : UIN Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ijisedu.v7i1.5102

Abstract

Students need computational thinking skills to help them face global challenges with rapid technological development. For this reason, teachers must be able to implement CT in learning by paying attention to students' interest in learning, one of which is using educational games. Designing CT-integrated educational games requires appropriate strategies such as mastery learning. This study aims to analyse the development of educational game design using mastery learning strategies so that it can provide an overview to educators in developing the media to improve students' CT skills. This research uses a qualitative descriptive method. The data obtained was analysed bibliometrically using the VOS Viewer application. The VOS Viewer analysis shows that there is a connection between game design, computational thinking, and mastery learning that began in 2016. The results also show that there are 4 things that become the basis for designing educational games, namely cognitive, motivational, affective, and sociocultural perspectives