Clara Theresia
Universitas Sumatera Utara

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THE EFFECTIVENESS OF THE USE OF CHEMCOLLECTIVE VIRTUAL LABORATORY MEDIA WITH GUIDED INQUIRY LEARNING MODELS ON STUDENT LEARNING OUTCOMES ON ACID-BASE TITRATION MATERIAL Theresia, Clara; Hartati, Yuli; Lestari, Sri
PROSIDING SEMINAR KIMIA Vol 2 No 1 (2023): Prosiding SNK 2023
Publisher : Jurusan Kimia Fakultas Matematika dan Ilmu Pengetahuan Alam Universitas Mulawarman

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Abstract

This study aims to determine the effectiveness of using ChemCollective virtual laboratory media with guided inquiry learning models on student learning outcomes on acid-base titration material. The subjects of this study were XI MIA 1 and XI MIA 2 classes totaling 59 students. The research subjects were selected using saturated sampling technique. This research method is pre-experiment with one group pretest-posttest design. Data collection used tests in the form of pre-test and post-test and student response questionnaires which were then analyzed using the N-Gain test and effect size test. The results showed that the use of virtual laboratory media was effective for improving student learning outcomes with an N-Gain value of 0.5022 which was classified as moderate and the level of effectiveness was classified as very strong with an effect size value of 1.5716. Keywords: Effectiveness, Virtual Laboratory, Learning Outcomes, Acid-Base Titration
PERANCANGAN APLIKASI PERSUASIF YANG MEMBANTU PENGELOLAAN BAHAN MAKANAN UNTUK MENGURANGI SAMPAH MAKANAN DALAM SEKTOR RUMAH TANGGA Natalia, Indrawaty; Theresia, Clara; Octavia, Johanna Renny
J@ti Undip: Jurnal Teknik Industri Vol 17, No 3 (2022): September 2022
Publisher : Departemen Teknik Industri, Fakultas Teknik, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1714.985 KB) | DOI: 10.14710/jati.17.3.141-156

Abstract

Sampah makanan merupakan salah satu penyumbang sampah terbanyak di Indonesia. Pada tahun 2020, total sampah makanan di Indonesia mencapai 40,23%. Salah satu penyebabnya adalah pengelolaan bahan makanan yang kurang baik. Dalam penelitian ini, dilakukan identifikasi kebutuhan menggunakan metode wawancara dan didapatkan 9 kelompok kebutuhan utama pengguna. Perancangan aplikasi menerapkan pendekatan perancangan persuasif dengan kriteria computers as tool, yaitu membuat kegiatan menjadi mudah dan efisien untuk dilakukan. Pada kegiatan design workshop dihasilkan tiga alternatif konsep. Masing-masing alternatif tersebut dinilai dan konsep terpilih dilakukan penyempurnaan dengan metode gabungan dari tahapan Substitute, Combine, Adapt, Modify, Put to another use, Eliminate dan Reverse (SCAMPER). Hasil penyempurnaan tersebut dibuat menjadi high fidelity prototype. Prototype tersebut dilakukan evaluasi dengan usability testing dan uji persuasif. Rata-rata nilai usability testing kriteria efektivitas sebesar 91,25% dan kriteria efisiensi sebesar 78,75%, sedangkan kriteria usability keseluruhan diukur menggunakan skor System Usability Scale (SUS) dengan nilai rata-rata sebesar 79,69. Nilai tersebut sudah mencapai nilai batas penerimaan yaitu 68. Uji persuasif diukur menggunakan Perceived Persuasiveness Questionnaire (PPQ). Rata-rata nilai PPQ kriteria effectiveness sebesar 5,833, kriteria quality sebesar 5,542, dan kriteria capability sebesar 5,917. Nilai tersebut sudah mencapai nilai batas penerimaan, yaitu sebesar 4,9. Hasil evaluasi tersebut kemudian dijadikan pertimbangan dalam merancang usulan perbaikan, salah satunya adalah memindahkan fitur edit bersama ke halaman utama aplikasi. Abstract[Designing Persuasive Application for Food Material Management to Reduce Food Waste in Household Sector] Food waste is one of the largest contributors waste in Indonesia. In 2020, total food waste in Indonesia reached 40.23%. One of the reasons is poor food ingredients management. In this study, identification of needs was carried out using interviews and obtained 9 groups of primary needs. The application design applies persuasive technology with computers as a tool approach, which makes activities easy and efficient. The design workshop activity produced three alternative concepts. Each alternative was assessed. The selected concept was refined using SCAMPER and was made into a high fidelity prototype. The prototype was evaluated by usability and persuasiveness testing. The usability testing score for effectiveness criteria was 91the .25%, efficiency criteria were 78.75%, and the overall usability criteria were measured using SUS score with an average value of 79.69. This value has reached the acceptance limit value, which is 70%, 70%, and 68. Persuasiveness testing was measured using Perceived Persuasiveness Questionnaire (PPQ). PPQ value for effectiveness criteria was 5.833,quality criteria was 5.542, and capability criteria was 5.917. This value has reached the acceptance limit value, which is 4.9. The evaluation results are taken into consideration in designing improvements, one of which is the moving shared edit feature to the application's main page.Keywords: food waste; persuasiveness testing; prototype; usability testing
PERANCANGAN ALAT BANTU PEMANENAN ERGONOMIS UNTUK MENGURANGI RISIKO MSDS BAGI PETANI SAYUR DI KABUPATEN BANDUNG BARAT Theresia, Clara; Arrissa, Febbyuli; Yogasara, Thedy
J@ti Undip: Jurnal Teknik Industri Vol 19, No 2 (2024): Mei 2024
Publisher : Departemen Teknik Industri, Fakultas Teknik, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jati.19.2.74-87

Abstract

Aktivitas pertanian di Indonesia sebagian besar masih dikerjakan tanpa alat bantu, sehingga memperlambat produktivitas serta memicu risiko musculoskeletal disorders (MSDs). Penelitian ini bertujuan untuk merancang alat bantu pemanenan sayuran bagi petani di daerah Kabupaten Bandung Barat. Penelitian diawali dengan identifikasi keluhan tubuh melalui Survei Keluhan Otot dari Perhimpunan Ergonomi Indonesia (PEI) dan Kuesioner Gangguan Otot Rangka (GOTRAK) dari Badan Standardisasi Nasional. Perancangan produk dilakukan menggunakan pendekatan berbasis pengguna atau User Centered Design (UCD) dengan identifikasi kebutuhan melalui wawancara dan observasi. Kemudian, dilakukan pengembangan alternatif konsep rancangan melalui design workshop dan pemilihan konsep terbaik melalui concept scoring yang difinalisasikan melalui SCAMPER. Rancangan final diwujudkan menjadi prototipe fisik dan dievaluasi melalui usability testing. Aktivitas yang diamati adalah pemanenan sayur selada dengan skor keluhan sebesar 14 (berbahaya). Tahapan penelitian dimulai dengan melakukan identifikasi kebutuhan yang menghasilkan 9 pernyataan kebutuhan. Kemudian, dilakukan design workshop berdasarkan daftar kebutuhan yang menghasilkan 3 alternatif konsep. Terpilih 1 konsep dengan skor 3,838 dan difinalisasikan menjadi 2 produk, yaitu alat untuk memanen selada dan wadah untuk mengeringkannya. Prototipe alat panen selada diuji coba pada petani secara langsung dan diperoleh skor GOTRAK menjadi 2 (kategori aman) dengan skor rata-rata efektivitas sebesar 92,86%. Dengan demikian, rancangan alat bantu telah dinilai baik karena sudah mampu mengurangi keluhan MSDs petani dari nilai kategori berbahaya menjadi. Abstract [Design of Ergonomic Harvesting Tools To Reduce MSDs Risk For Vegetable Farmers In West Bandung District] Agricultural activities in Indonesia are still done without assistive tools, causing slower productivity and triggering the risk of musculoskeletal disorders (MSDs). This study aims to design assistive tools for one of the agricultural sectors, that’s vegetable farmers in Bandung Barat Regency. The study began with identification of body complaints using Muscle Disorders Survey from the Perhimpunan Ergonomi Indonesia (PEI) and the Skeletal Muscle Disorder Questionnaire (GOTRAK) from the Badan Standardisasi Nasional. The design process used User Centered Design (UCD) while needs identification used interviews and observations. Then, the development of alternative concepts was gained through design workshops. From this, the best concepts are selected through concept scoring and finalized through SCAMPER. The final design is implemented into a physical prototype and evaluated through usability testing. The activity observed was lettuce harvesting with a complaint score of 14 (dangerous). The research stage began with identifying needs which resulted in 9 needs statements. Then, a design workshop was conducted based on the list of needs that resulted in 3 alternative concepts. One concept was selected with a score of 3,838 and finalized into 2 products, the first harvesting tool to pull out lettuce and a container to dry it. The prototype was tested directly on farmers, the GOTRAK survey results obtained a score of 2 (safe category) with an average product effectiveness score of 92.86%. In conclusion, the tool design is considered good because it could reduce MSDs complaints from the dangerous category to safe..Keywords: Ergonomics; Gotrak Questionnaire; Farmers; MSDs; UCD
Pengaruh Exposure Time dan Postur Tubuh untuk Mengurangi Cybersickness dengan Indikator Konduktansi Kulit dalam Penggunaan Virtual Reality Graziella, Ivana; Theresia, Clara
Jurnal Rekayasa Sistem Industri Vol. 14 No. 1 (2025): Jurnal Rekayasa Sistem Industri
Publisher : Universitas Katolik Parahyangan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26593/jrsi.v14i1.8370.122-130

Abstract

Cybersickness is a nausea, dizziness, and losing balance while using VR. Cybersickness is caused by exposure time and the body posture of the VR’s user that until now there are still differences in research results regarding the effects on cybersickness. Therefore, this study aims to identify the effects on cybersickness and provide appropriate recommendations to reduce cybersickness symptoms. The measurement of research were Galvanic Skin Response as an objective indicator and the Simulator Sickness Questionnaire (SSQ) questionnaire as a subjective indicator. A total of 48 participants will be given the task of playing parkour activities with sitting or standing postures and played for 10 minutes, 20 minutes, or 30 minutes. To determine the effect of exposure time and body posture, were used ANOVA test and the Kruskal-Wallis test. Based on the results, exposure time has an effect on with the maximum effect at 20 minutes which has an average SSQ value of 109,863 (p-value = 0,046 < 0,05). Meanwhile, body posture also affects cybersickness which standing posture has a higher average GSR (13,082 μS) and p-value = 0,002 < 0,05. The recommendations which are given are the duration using VR is no more than 20 minutes and maintain a balanced body posture which can move their heads slowly to so that the level of cybersickness can be reduced.