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Daya Hambat Ekstrak Metanol Daun Sukun (Artocarpus communis Forst) terhadap Pertumbuhan Bakteri Pseudomonas aeruginosa dan Staphylococcus aureus Penyebab Infeksi pada Luka Muharram; Ramdani; Eviyusmiawati Sius
Bionature Vol. 9 No. 2 (2008): 2008
Publisher : Jurusan Biologi Universitas Negeri Makassar

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

Abstract

This research is aimed to know the inhibiting capacity of methanol extact of Artocarpus communis Forst leaves to bacteria that causing infection on wound, i.e. P. aeruginosa and S. Aureus. Therefore, the sensitivity of both bacteria must be examined to methanol extract of Artocarpus communis Forst leaves. The sensitivity test was condsucted by paper disc method. The inhibition zone of methanol extract of Artocarpus communis Forst leaves was founded as a colourless zone that obtained after incubation for 24 hours. It is means P. aeruginosa and S. Aureus are sensitive to methanol extract of this plant. The inhibition zone is shown by methanol extract of Artocarpus communis Forst leaves toward bacteria coloni growth of P. aeruginosa and S. aureus that describingthe linear increasing of consentration from 5% to 20%. It is shown that Artocarpus communis Forst leaves contains the activity compounds as antibacteria, especially P. aeruginosa and S. aureus.
Design of a VR-Based Virtual Laboratory for Network Practicum: The Effect of Immersion on Learning Outcomes Nurpadhillah Junaid; Ramdan Muaqib; Ramdani; Ratu Balgis Nur Latif; Rezki Aulia
Information Technology Education Journal Vol. 3, No. 3, September (2024)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v3i3.2401

Abstract

Purpose – This study aims to design and develop a Virtual Reality (VR)-based virtual laboratory for networking practicum and examine the effect of immersion on students’ learning outcomes. Traditional networking laboratories face limitations in infrastructure, accessibility, and scalability, while conventional desktop-based simulations lack immersive interaction. This study argues that immersive VR environments significantly enhance learning performance in networking practicum. Design/methods/approach – A quasi-experimental non-equivalent control group pretest–posttest design was employed involving 62 undergraduate students (32 experimental, 30 control). The experimental group used a VR-based networking lab developed using Unity and Meta Quest 2, while the control group used a conventional 2D simulator. Learning outcomes were measured using a validated 25-item test. Immersion was assessed using the Igroup Presence Questionnaire (IPQ). Data were analyzed using paired and independent samples t-tests, Pearson correlation, and regression analysis (α = 0.05). Findings – The experimental group achieved a significantly higher posttest mean score (M = 82.63, SD = 6.84) compared to the control group (M = 72.14, SD = 7.26), t(60) = 6.02, p < 0.001, with a large effect size (d = 1.48). Immersion showed a strong positive correlation with learning outcomes (r = 0.67, p < 0.001) and explained 45% of variance in posttest scores (R² = 0.45). Research implications/limitations – The study was limited to one institution, a moderate sample size, and short intervention duration, which may affect generalizability. Originality/value – This study provides empirical evidence of the pedagogical effectiveness of immersive VR in networking practicum and demonstrates the significant role of immersion in improving learning outcomes