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DAYA INHIBITOR EKSTRAK ETANOL DAUN CENGKEH (Syzygium aromaticum L) TERHADAP Salmonella typhi METODE DISK DIFFUSION Endrawati, Susi; Susilowati, Dyah
Proceeding Seminar Nasional IPA 2025
Publisher : LPPM UNNES

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Daun cengkeh (Syzygium aromaticum L) sering kali dianggap sebagai limbah, jika daun cengkeh dikeringkan dan didistilasi uap dapat menghasilkan minyak daun cengkeh yang bernilai ekonomi. Minyak cengkeh memiliki aktivitas biologi, sebagai antibakteri, anti jamur, pemberantas serangga, dan anti-oksidan. Mengandung zat aktif eugenol, minyak atsiri, lemak, resin, tannin, protein, selulosa, pertosan, dan karbohidrat. Tujuan penelitian untuk mengetahui ekstrak etanol daun cengkeh mampu menjadi daya inhibitor bakteri Salmonella typhi, dan untuk mengetahui daya inhibitor respon kuat pada konsentrasi ekstrak minimal terhadap bakteri. Jenis penelitan eksperimental. Ekstrak etanol daun cengkeh dimaserasi menggunakan etanol 96% dengan variasi dosis konsentrasi 50%,25%,12,5% dan 6,25%, kemudian diuji daya inhibitornya dengan metode disk difussion. Hasil uji daya inhibitor dianalisis dengan Kolmogorov-Smirnov, test of normality p value 1 > 0,5 data normal, Test of homogeneity of variances p value 0,571 > 0,5 data homogen, One Way Anova p value 0,00 < 0,05 ada perbedaan, dilanjutkan uji t-LSD (Least Significant Differences) dengan p value < 0,5. Jadi ada perbedaan pada rata-rata semua perlakuan.Hasil penelitian ekstrak etanol daun cengkeh mampu menghambat pertumbuhan bakteri Salmonella typhi, dengan hasil rata-rata diameter zona inhibitor ekstrak etanol daun cengkeh konsentrasi 50% sebesar 19,0 mm (respon kuat), konsentrasi 25% sebesar 15,5 mm (respon kuat), konsentrasi 12,5% sebesar 10,5 mm (respon kuat), dan konsentrasi 6,25% sebesar 6,5 mm (respon sedang). Kesimpulan daun cengkeh mampu menjadi daya inhibitor pertumbuhan bakteri Salmonella typhi dan daya inhibitor dengan respon kuat dengan konsentrasi ekstrak minimal rata-rata diameter zona hambat pada konsentrasi 12,5%, yaitu sebesar 10,5 mm.
Peningkatan Kualitas Transformasi Digital Pariwisata Lombok Melalui Implementasi Tiket Elektronik Menuju Pariwisata Cerdas husain, husain; Chani Saputri, Dian Syafitri; Taufik, Muhammad; Alfiansyah, Muhamad Wisnu; Susilowati, Dyah
Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal Vol. 8 No. 2 (2025): April 2025
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurdimas.v8i2.3612

Abstract

Sustainable and technology-based tourism development is a necessity to face the digital era. This community service activity aims to support digital transformation in the Lombok tourism sector through the implementation of electronic tickets, as a step towards smart tourism. The implementation of electronic tickets is designed to improve operational efficiency, tourist comfort, and facilitate the management of tourist destinations. By utilizing information and communication technology (ICT), this system is expected to reduce queues at tourist locations, speed up the tourist entry process, and provide real-time data that is useful for destination managers. This activity involves training for tourism managers in Lombok, as well as the implementation of an electronic ticket system at Bangsal Port which leads to the 3 Gili tourist destinations, namely Gili Trawangan, Gili Medno and Gili Air, where ticket sales have so far been manual and managed by the Karya Bahari Bangsal sea transportation cooperative. The results of this program show an increase in the quality of tourism services and management efficiency, while encouraging the use of technology in the promotion and management of tourism data. With the success of this program, it is hoped that Lombok, especially the 3 Gili tourist area, can become a pioneer in the implementation of smart tourism in Indonesia, increasing its competitiveness as a modern and technology-friendly global tourist destination.Keywords: smart tourism; electronic ticketing; digital transformation; lombok Abstrak: Pengembangan pariwisata yang berkelanjutan dan berbasis teknologi menjadi sebuah kebutuhan untuk menghadapi era digital. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk mendukung transformasi digital di sektor pariwisata Lombok melalui implementasi tiket elektronik, sebagai langkah menuju pariwisata cerdas (smart tourism). Implementasi tiket elektronik dirancang untuk meningkatkan efisiensi operasional, kenyamanan wisatawan, serta mempermudah pengelolaan destinasi wisata. Dengan memanfaatkan teknologi informasi dan komunikasi (TIK), sistem ini diharapkan dapat mengurangi antrian di lokasi wisata, mempercepat proses masuk wisatawan, serta memberikan data real-time yang bermanfaat bagi pengelola destinasi. Tahapan pertama yang akan dilakukan dalam PKM ini melakukan identifikasi masalah, merumuskan masalah, menetapkan tujuan, pengumpulan data, pembuatan e-tiket, membangun sistem dan ujicoba, promosi melalui media sosial, pelatihan hingga sistem di implementasikan oleh mitra. Hasil dari program ini menunjukkan adanya peningkatan kualitas pelayanan wisata dan efisiensi pengelolaan, sekaligus mendorong penggunaan teknologi dalam promosi dan manajemen data pariwisata. Dengan keberhasilan program ini, diharapkan Lombok khususnya wisata 3 gili dapat menjadi pionir dalam penerapan pariwisata cerdas di Indonesia, meningkatkan daya saingnya sebagai destinasi wisata global yang modern dan ramah teknologi.Kata kunci: pariwisata cerdas; tiket elektronik; transformasi digital; lombok 
Bibliometric Analysis of Artificial Intelligent Studies in Education and Pedagogy Susilowati, Dyah; Saputri, Dian Syafitri Chani; Ria, Reny Refitaningsih Peby; Hidjah, Khasnur
Nusantara: Jurnal Pendidikan Indonesia Vol. 4 No. 3 (2024)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/njpi.2024.v4i3-1

Abstract

Purpose – Artificial Intelligent (AI) is a technology that is currently developing rapidly. The application of AI in Education (AIEd) is a study that is starting to be of interest to researchers in the field of AI and Education. The purpose of this research is to summarize studies on AIEd from 2018 to 2023 through bibliometric analysis and analyze current study progress, key points, and trends in AIEd related to pedagogy.Method – This research is a bibliometric analysis method. The data were collected from the Scopus database using R Studio software with search keywords of “Artificial Intelligence, Education, and Pedagogy”. A total of 94 articles were reviewed in this study.Findings – The results of the study show that combining the more frequently researched AI and Pedagogy topics with the less researched AIED topics can produce innovative updates and make important contributions in the field of artificial intelligence and education. Research Implications – The impact of this research can open opportunities for researchers to further explore the combination of AIED, AI, and pedagogy topics so as to enrich and expand the scope of research and encourage progress in related disciplines.
Augmented Reality in Indonesia's Primary School: Systematic Mapping Study Chani Saputri, Dian Syafitri; Susilowati, Dyah
International Journal of Engineering and Computer Science Applications (IJECSA) Vol. 1 No. 1 (2022): March 2022
Publisher : Universitas Bumigora Mataram-Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/ijecsa.v1i1.1817

Abstract

Augmented reality is an increase trending technology in education. Research in the field of AR for Education is increasing every year. A large number of research reviews have focused on the use of AR in education worldwide and at all levels of education, but there have not been many reviews of the use of AR at the elementary school level in Indonesia. This study aims to determine the trends of using AR in elementary school in Indonesia. This research used a Systematic Mapping Study approach, which consists of the stages of definition research question, conduct research, screening papers, keywording using abstract, and data extraction and mapping process. Subjects of elementary education, grade, type of AR application, and research method and facets, have been used in classifying AR. Inclusion and exclusion criteria were used in determining the relevant papers. This study examining 42 articles containing “augmented reality”, “elementary school” and “Indonesia” in their titles, abstracts, and keywords. Articles were published between 2017 and 2021. The results have shown that science learning is the most subject to be the object of AR research, followed by mathematics, language, and culture. Most of the AR implementations are implemented in class IV, V and VI. The most widely used type of AR application is marker-based AR. The most widely used research method is R&D which focuses on developing AR products.
Development of Augmented Reality Learning Media to Introduce Musical Instruments for Deaf Elementary School Student Saputri, Dian Syafitri Chani; Anggrawan, Anthony; Susilowati, Dyah; Maulana, Rahmat
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 10 No. 3 (2024): September
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i3.12034

Abstract

This research aims to develop Augmented Reality learning media for deaf children at the elementary school level in recognizing musical instruments and measuring their effectiveness on learning outcomes. The research method used is research and development (R&D) and uses the Multimedia Development Life Cycle development method. The effectiveness of the media was tested using pretest-posttest. Data analysis techniques use the parametric statistical test. The results of testing by media and content experts concluded that the application was declared suitable for use as a learning medium. From the beta test, it was discovered by 33 deaf students that Augmented Reality learning media was well received. The t-test comparison test shows that there is a difference, which means that the use of Augmented Reality learning media as a medium for introducing musical instruments to deaf students has a positive impact on learning outcomes.
Do Computational Thinking and Self Regulated Learning Affect Computer Programming Problem Solving Skills? : An Experimental Study Susilowati, Dyah; Rahim, Abdul; Ananta, Gede Pramudya; Saputri, Dian Syafitri Chani; Hasanah, Uswatun; Ria, Reny Refitaningsih Peby
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 10 No. 3 (2024): September
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i3.12415

Abstract

This study aims to analyze the effect of computational thinking and self regulated learning on computer programming problem-solving skills. The research used a quasi-experiment with a factorial design. Research sampling using a purposive sampling technique. The sampling of this study used a purposive sampling technique, namely students of Bumigora University, Indonesia. The data collected were in the form of tests with data analysis techniques using inferential statistics. The results showed the fulfillment of the prerequisite tests of normality and homogeneity with each Sig value obtained > 0,05. The paired sample t-test test in the control and experimental groups obtained each Sig value < 0.05, so it can be concluded that there is a significant difference in student learning outcomes in each control group and experimental group. The independent sample t-test test obtained a Sig value < 0.05, so it can be concluded that there is a significant difference between the computational thinking method and the conventional learning method. The independent sample t-test test obtained a Sig value < 0.05, so it can be concluded that there is a significant difference between high and low self-regulated learning. Factorial ANOVA test obtained Sig value <0.05, so it can be concluded that the interaction between learning methods and self-regulated learning makes a significant difference in the ability to solve computer programming problems. The implications of applying computational thinking methods and developing self-regulated learning skills significantly improved problem-solving skills in computer programming, thus supporting the need to integrate this approach into curricula and teaching strategies.