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The Effect of Organic Fertilizer from Coconut Flour Factory Waste on the Growth of Pakcoy (Brassica chinensis L.) Plants Experiencing Water Stress Kawuwung, Stenly; Wurarah, Masje; Gedoan, Sumarayu P
Jurnal Biologi Tropis Vol. 23 No. 2 (2023): Special Issue
Publisher : Biology Education Study Program, Faculty of Teacher Training and Education, University of Mataram, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jbt.v23i2.5773

Abstract

The availability of coconut raw materials in North Sulawesi has made the coconut flour industry increasingly developed. Waste water produced from the coconut flour manufacturing process is not utilized. Pakcoy (Brassica chinensis L.) is a vegetable that is widely cultivated because demand continues to increase due to public awareness of its nutritional value. The aim of the research is to analyze the effect of coconut flour factory waste as organic fertilizer, analyze the effect of water stress on pak choy plants, and analyze the effect of organic fertilizer from coconut flour factory waste on pak choy plants that experience water stress. The sample used was coconut flour factory waste in the form of coconut water from the PT coconut flour factory. Royal Coconut Airmadidi (Poleko). 25 liters of coconut water was fermented with 25 ml of EM4 for 10 days. This research used a Completely Randomized Design (CRD) consisting of 2 factors, 9 treatments and 5 replications. The research results showed that giving coconut water as an organic fertilizer had no significant effect on plant height, number of leaves and fresh weight of the plant. Water stress treatment of pak choy had a significant effect on the number of leaves and fresh weight of the plant, but had no significant effect on plant height.
PENGEMBANGAN E-BOOK DAN PRAKTIKUM BERBASIS ANALISIS DNA LALAT BUAH ISOLAT LOKAL PADA MATERI GENETIKA DI SMA Djaila, Friscila Avianti; Semuel, Mokosuli Yermia; Wurarah, Masje
Jurnal Review Pendidikan dan Pengajaran Vol. 8 No. 1 (2025): Volume 8 No. 1 Tahun 2025
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v8i1.41423

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menghasilkan media pembelajaran e-book dan praktikum berbasis analisis DNA lalat buah isolat lokal pada materi genetika di SMA yang layak digunakan. Penelitian ini merupakan penelitian pengembangan (Research and Development) dengan model ADDIE yang terdiri 5 tahapan, yaitu Analysis, Design, Development, Implementation, dan Evaluation. Instrumen tes pada penelitian ini adalah angket, wawancara dan dokumentasi. Lembar angket penilaian diberikan kepada subjek penelitian yaitu ahli materi, ahli media, guru mata pelajaran biologi dan siswa kelas XII di SMA Negeri 1 Pagimana. Hasil penelitian ahli materi dengan persentase 93% kriteria sangat valid, ahli media dengan persentase 96% kriteria sangat valid, guru biologi dengan persentase 97% kriteria sangat valid dan respons siswa dengan persentase 88% kriteria sangat baik. Dapat disimpulkan bahwa media e-book dan praktikum berbasis analisis DNA lalat buah isolat lokal pada materi genetika di SMA produk yang dihasilkan sangat layak untuk digunakan sebagai media pembelajaran.
Penerapan Model Pembelajaran Game-Based Learning untuk Meningkatkan Keaktifan dan Hasil Belajar Siswa pada Materi Gangguan Sistem Pernapasan Manusia Reinelbi Esbi Pabetta; Anatje Lihiang; Masje Wurarah
Jurnal Cakrawala Pendidikan dan Biologi Vol. 3 No. 2 (2026): Juni: Jurnal Cakrawala Pendidikan dan Biologi
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jucapenbi.v3i2.1114

Abstract

This study aims to improve student learning activeness and outcomes in eleventh-grade students at SMA Negeri 1 Kawangkoan Barat on the topic of respiratory system disorders through the implementation of the game-based learning (GBL) model. Low student achievement was attributed to passive participation, teacher-centered instruction, and insufficient student engagement during lessons. This study employed a Classroom Action Research (CAR) design executed over two cycles involving 21 students as research subjects. Each cycle comprised four stages: planning, action, observation, and reflection. Multiple-choice test items and observation sheets for student activities served as research instruments. Results showed an improvement in classical learning completeness from 76.19% in Cycle I (mean score: 85.24) to 91.30% in Cycle II (mean score: 88.76), representing an increase of 15.11%, which confirmed that the success criterion (≥85% students achieving mastery) was met. Observations of student activity also revealed an increase from the "Active" category in Cycle I (85.71% active students) to "Very Active" in Cycle II (86.96% active students). These findings demonstrate that the game-based learning model effectively enhances student biology achievement by promoting interactive learning, motivation, and collaborative problem-solving activities.