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Induksi Tunas dari Eksplan Kotiledon dan Epikotil In Vitro Jeruk Siam (Citrus nobilis Lour.) Asal Kampar pada Media MS CAHYATI, SRI; ISDA, MAYTA NOVALIZA; LESTARI, WAHYU
Jurnal Riau Biologia Vol 1, No 1 (2016)
Publisher : Jurusan Biologi FMIPA Universitas Riau

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Abstract

Citrus nobilis Lour. (Siam Orange) from Kampar is one of the main fruits in Riau Province that is highlyconsumed by many people, but nowadays its productivity is lower due to pests and diseases. In order tomaintain the availibility of citrus from Kampar and to conserve this plant, an effort that can be done is byusing in vitro culture with the use of a combination of growth regulator; cytokine and auxin usingcotyledons and epicotyl explant. This study aimed to determine the best explant source and to know theeffect of the concentration combination of BAP, kinetin, and NAA that optimal in inducing plant shoot ofSiam orange. This study was conducted at Laboratory of Integrated Biology, Department of Biology,Faculty of Mathematics and Natural Sciences using a completely randomized design (CRD) with variousconcentrations of treatments, and observed for 42 days. The results showed that the percentage of lifeexplants, swelling cotyledon, and epicotyl explants was 100%, the percentage of best shoot formation was60% on the epicotyls explant with 1.0 mg/l BAP + 0.5 mg/l kinetin + 0.5 mg/l NAA. The percentage ofcallus formation only found in epicotyls explants with the highest percentage (100%) at 2.0 mg/l BAP +0.5 mg/l kinetin +1.0 mg/l NAA.Keywords: Citrus nobilis Lour., cotyledons, epikotil, in vitro, shoot induction.
WEB BASED ARCHIVE MANAGEMENT APPLICATION CASE STUDY IN CIJERAH VILLAGE (E-ARCHIVE) Cahyati, Sri
Journal of Economic Development and Village Building Vol. 2 No. 1 (2024): Journal of Economic Development and Village Building
Publisher : Politeknik Siber Cerdika Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59261/jedvb.v2i1.18

Abstract

This research has the goal of producing a mathematics learning medium in which the game contains mathematical material, namely matrix material which is designed with various challenges, questions, and in-game events related to the matrix. The research method used is the research and development method. The research procedure is a simplification of Sugiyono's development steps, namely potentials and problems, data collection, product design, design validation, design improvement, product trials, product revisions, usage trials, and conclusions. The results of the study show that educational game media has proper characteristics. This can be seen from the evaluation of the experts, media experts obtained a proportion of 86.7% with a proper rating and material experts obtained a proportion of 88.3% with the assessment criteria, and math teachers of 90.85% with the appropriate assessment criteria. Contribution of the research is that this educational game media can be used by teachers in the learning process for matrix materials. This helps the teacher so that the learning process is more practical because the material is packaged in a game. In addition, this educational game media can also help students learn independently.
Analisis Pola Penamaan Orang Jawa di Dusun Srepeng, Semanu, Gunungkidul: Kajian Antropolinguistik Cahyati, Sri; Hanyu, Li; Suswandi, Irwan
MIMESIS Vol. 6 No. 2 (2025): JULI 2025
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/mms.v6i2.13387

Abstract

Nama memiliki peran penting dalam identitas budaya dan sosial. Penelitian ini mengkaji pola penamaan tradisional di Dusun Srepeng, Semanu, Gunungkidul dengan fokus pada awalan nama “Tu”, “Mar”, dan “Nga”. Tujuan penelitian ini adalah mendeskripsikan pola silabel awal nama berdasarkan tahun lahir dan mengidentifikasi perkembangan pola penamaan di masyarakat Jawa. Data diperoleh dari wawancara dengan 10 informan yang menghasilkan 30 data nama. Teori onomastik digunakan untuk menganalisis asal-usul, bentuk, dan makna nama. Penelitian ini menggunakan metode deskriptif kualitatif dengan teknik cakap tansemuka. Teknik analisis data yang digunakan adalah metode padan. Hasil penelitian menunjukkan nama dengan silabel awal “Mar” digunakan oleh 10 orang dari tahun 1948–1996 dengan puncaknya pada 1981. Nama dengan silabel awal “Tu” digunakan oleh 13 orang antara tahun 1946–1992 dengan puncaknya pada 1960-an. Nama dengan silabel awal “Nga” digunakan oleh 7 orang dengan puncaknya pada 1970-an. Penelitian ini menemukan bahwa pola penamaan tradisional lebih banyak digunakan oleh generasi yang lahir antara 30–70 tahun lalu dan mulai berkurang pada generasi yang lebih muda. Modernisasi dan globalisasi memengaruhi perubahan pola penamaan, dengan banyak orang tua kini memilih nama-nama modern. Studi ini memberikan wawasan tentang bagaimana perubahan.
WEB BASED ARCHIVE MANAGEMENT APPLICATION CASE STUDY IN CIJERAH VILLAGE (E-ARCHIVE) Cahyati, Sri
Journal of Economic Development and Village Building Vol. 2 No. 1 (2024): Journal of Economic Development and Village Building
Publisher : Politeknik Siber Cerdika Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59261/jedvb.v2i1.18

Abstract

This research has the goal of producing a mathematics learning medium in which the game contains mathematical material, namely matrix material which is designed with various challenges, questions, and in-game events related to the matrix. The research method used is the research and development method. The research procedure is a simplification of Sugiyono's development steps, namely potentials and problems, data collection, product design, design validation, design improvement, product trials, product revisions, usage trials, and conclusions. The results of the study show that educational game media has proper characteristics. This can be seen from the evaluation of the experts, media experts obtained a proportion of 86.7% with a proper rating and material experts obtained a proportion of 88.3% with the assessment criteria, and math teachers of 90.85% with the appropriate assessment criteria. Contribution of the research is that this educational game media can be used by teachers in the learning process for matrix materials. This helps the teacher so that the learning process is more practical because the material is packaged in a game. In addition, this educational game media can also help students learn independently.