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First Analysis of the Rehabilitation and Release Facilities for Javan Hawk-eagle (Nisaetus bartelsi Stresemann, 1924) in Indonesia Munawir, Ahmad; Mardiastuti, Ani; Masy’ud, Burhanuddin; Prawiradilaga, Dewi Malia
Media Konservasi Vol. 30 No. 2 (2025): Media Konservasi Vol 30 No 2 May 2025
Publisher : Department of Forest Resources Conservation and Ecotourism - IPB University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29244/medkon.30.2.222

Abstract

The Javan hawk-eagle (Nisaetus bartelsi Stresemann, 1924), an endangered bird endemic to Java island, faces significant extinction risks due to habitat loss and illegal hunting. To address this, the Javan Hawk-eagle Sanctuary Center (JHESC) was established within Mount Halimun Salak National Park, Bogor Regency, West Java, Indonesia, to support in-situ and ex-situ conservation efforts, focusing on rehabilitation and release. This study observed rehabilitation practices at the centre from April 2022 to March 2023, particularly the adequacy of its facilities and infrastructure regarding cage, feed, and health management. These aspects are essential for rehabilitation success. Based on observations, nine cage types were employed and tailored to specific rehabilitation stages: acceptance, treatment, isolation, pre-training, training, habituation, education, translocation, and hard release. These cages were designed with varying sizes and numbers to fulfil the needs of each stage. The centre's feeding management was supported by a well-organized storage system that maintained feed quality through proper air circulation and cleanliness. The centre consistently supplied three primary feeds: mice (Mus musculus), rats (Rattus norvegicus), and marmots (Cavia porcellus). Comprehensive infrastructure facilitated health management, including an animal clinic, isolation and treatment rooms, an operating room, an examination room, and a laboratory. Additionally, the veterinary medicines were accessible and staffed by qualified veterinarians to ensure the eagles were healthy from arrival to release. These robust facilities and practices can position the centre as a leading example for ex-situ conservation, prioritizing animal welfare while rehabilitating and releasing Javan hawk-eagles, with expectations of further enhancing eagle conservation efforts.
Integrating Local Wisdom in Elementary Education: Evaluating the Impact of Thematic Curriculum in Palopo City Munawir, Ahmad; Yaumi, Muhammad; Sulaiman, Umar; Rahman, Ulfiani
Tadris: Jurnal Keguruan dan Ilmu Tarbiyah Vol 9 No 1 (2024): Tadris: Jurnal Keguruan dan Ilmu Tarbiyah
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/tadris.v9i1.17105

Abstract

This study investigates the impact of integrating local wisdom into thematic curriculum textbooks on the knowledge and appreciation of elementary school students towards local wisdom values in Palopo City. Utilizing a quantitative descriptive analysis approach, the research engaged a randomly selected sample of 271 students. Data were gathered through structured questionnaires distributed via Google Forms, which included multiple-choice, Likert scale, and true/false questions to assess students' understanding of Luwu's local wisdom. The findings indicate that only 37.9% of respondents accurately identified cultural values, revealing a substantial gap in students' comprehension of their cultural heritage. This research identifies an urgent need for educational materials that better incorporate local wisdom, aiming to enhance students' connection to their cultural roots. The implications of these findings for educational practice in Palopo City and broader educational research and curriculum development are discussed, offering valuable insights for the development of curricula that consider local contexts and improve educational outcomes.
The Lecturers’ Oral Corrective Feedback Strategy in Improving Students’ Public Speaking at English Education Department: A Case Study Khaerati, Khaerati; Bahri, Syamsul; Munawir, Ahmad; Satriani, Satriani
ETDC: Indonesian Journal of Research and Educational Review Vol. 4 No. 3 (2025): June
Publisher : Education and Talent Development Center Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/ijrer.v4i3.3523

Abstract

This research investigates lecturers’ oral corrective feedback strategies in enhancing students’ public speaking skills in the English Education Department at the Islamic University of As’adiyah Sengkang. Speaking is a crucial component in English language learning, yet many students struggle with confidence and clarity when communicating in public. Oral corrective feedback plays an essential role in guiding students to recognize and improve their speech errors during classroom interactions. The objective of this research is to identify the types of oral corrective feedback used by lecturers and analyze their impact on students’ speaking performance. This research applies a qualitative case research design, with data collected through classroom observations and interviews with both lecturers and students. The findings reveal that lecturers employ various feedback types, including recasts, elicitation, clarification requests, and metalinguistic feedback. We found that elicitation and metalinguistic feedback were the most effective in encouraging student self-correction and enhancing their engagement in public speaking tasks. The research illustrates the importance of providing clear and supportive feedback to help students overcome anxiety and build confidence in expressing ideas publicly. It also suggests that lecturers should be attentive to the way their feedback is delivered to avoid discouragement and ensure it supports language development effectively.
PERANCANGAN APLIKASI PENJUALAN BERBASIS WEB DI PT GLOBAL IMPERIUM DAN IMPERIUM PERFUME MENGGUNAKAN JAVASCRIPT Sapinah, Sapinah; Munawir, Ahmad; Amaldi, Wahyu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 No. 2 Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.31064

Abstract

Penggunaan aplikasi penjualan maupun promosi produk dengan menggunakan media internet sedang berkembang pesat sekarang ini. Aplikasi penjualan berbasis web merupakan salah satu teknologi yang banyak digunakan oleh perusahaan besar hingga usaha kecil. Dengan menggunakan aplikasi penjualan berbasis web, para pemilik usaha dapat mempromosikan produk mereka kepada konsumen dengan mudah dan terjangkau. Identifikasi masalah ialah Perusahaan belum memiliki website sebagai sarana penjualan, pemasaran, dan persediaan barang, Proses pencatatan persediaan barang berjalan lambat sehingga memerlukan waktu banyak, Proses pencatatan persediaan barang masih menggunakan sistem manual/ tulis tangan menggunakan kertas dan alat tulis. Metode pengembangan perangkat lunak yaitu metode waterfall. Metode ini adalah metode pengembangan dari pendekatan yang digunakan dalam penelitian deskriptif-kualitatif. Metode waterfall ini merupakan salah satu metode SDLC yang kerap digunakan dalam proses pengembangan software. Kesimpulan pada penelitian ini ialah Website penjualan memberikan dampak positif bagi penjualan produk dan Memberikan inovasi baru terhadap perusahaan untuk meningkatkan pencapai perusahaan dalam menjangkau konsumen.
PERANCANGAN GAME PEMBELAJARAN KUIS EDUGAMES MATEMATIKA PADA TK ISLAM AN – NUR BERBASIS CONSTRUCT 2 Panjaitan, Teresha Gamaliel; Munawir, Ahmad; Amaldi, Wahyu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31104

Abstract

Peneltian ini bertujuan untuk mengembangkan sebuah game edukasi matematika yang menarik dan interaktif bagi anak-anak usia dini. Permainan ini dirancang agar anak-anak dapat belajar dasar-dasar operasi matematika seperti penjumlahan dan pengurangan melalui pendekatan visual yang menyenangkan. Pengembangan game dilakukan menggunakan software Construct 2, yang meungkinkan pembuatan game dua dimensi berbasis HTML5 tanpa perlu pemograman tingkat lanjut. Dalam game ini , soal- soal matematika disajikan dalam bentuk kuis bergambar, menggunakan ilustrasi buah-buahan sebagai media visual memperjelas konsep angka. Metode yang digunakan dalam pengembangan game ini adalah MDLC (Multimedia Development Life Cycle) yang terdiri dari enam tahapan: konsep, desain, pengumpulan bahan, pembuatan, pengujian, dan distribusi. Setiap tahap dilakukan secara bertahap untuk memastikan game berjalan dengan baik dan sesuai kebutuhan pengguna. Hasil pengujian terhadap sejumlah anak usia dini menunjukan bahwa mereka merasa tertarik dan senang saat memainkan game. Selain itu, game ini juga membantu mereka lebih mudah memahami konsep dasar matematika karena disajikan dalam bentuk visual dan permainan. Dengan demikian, dapat disimpulkan bahwa game kuis edukasi matematika berbasis Construct 2 ini mampu menjadi media pembelajaran yang menyenangkan bagi anak-anak, serta diharapkan dapat meningkatkan minat ataupun semangat dalam belajar matematika.
Designing AI-Based 3D Animation to Inspire Young Entrepreneurs at Bina Bangsa Wahyudin, Wahyudin; Nugroho, Nurhasan; Munawir, Ahmad
Brilliance: Research of Artificial Intelligence Vol. 5 No. 2 (2025): Brilliance: Research of Artificial Intelligence, Article Research November 2025
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/brilliance.v5i2.5227

Abstract

Digital transformation presents significant opportunities to develop young entrepreneurship. However, many university students and novice MSME (Micro, Small, and Medium Enterprises) actors still face barriers such as limited digital literacy and access to relevant information. This study aims to design and produce an AI-based 3D animated educational film as a medium to inspire and foster the entrepreneurial spirit among students. The development process follows the Multimedia Development Life Cycle (MDLC) method, which includes six stages: concept, design, material collecting, assembly, testing, and distribution. Several Artificial Intelligence (AI) technologies were utilized throughout the production, including ChatGPT for scriptwriting, Sora and LTX Studio for scene visualization, ElevenLabs for text-to-speech synthesis, Hedra for automatic lipsyncing, Suno AI for background music generation, and CapCut for final video editing. The final product is an 18-minute animated film titled "Langkah Pertama" (The First Step), which narrates a fictional story of university students who support local MSMEs through digital innovations. Initial evaluations involving targeted student audiences suggest that the film is effective as both an educational and motivational tool. It visually conveys key entrepreneurial values while emotionally engaging viewers. The results of this study demonstrate that AI can be practically applied in multimedia-based learning content development, even within limited production environments. This approach provides a scalable, innovative way to enhance entrepreneurship education in the digital age.
Development of a Construct 2-Based Educational Game for Flag Recognition Through Word Puzzles in Indonesian Primary Schools Gunawan, Syahrul; Munawir, Ahmad; Amaldi, Wahyu
JINAV: Journal of Information and Visualization Vol. 6 No. 1 (2025)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav4190

Abstract

This study aims to develop an interactive educational game titled Flag Letter Puzzle using Construct 2, intended to enhance the learning experience of third-grade students at SDN Patra Manggala 2, Tangerang Regency. The game introduces students to country flags through an engaging word puzzle format that supports both cognitive development and national awareness. The research employed the Research and Development (R&D) approach using the ADDIE model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. During the analysis stage, observations and interviews were conducted to identify student needs and the relevance of educational media in the classroom. The design phase involved creating the storyboard, interface, and gameplay structure tailored for young learners. The game was developed using Construct 2, enabling integration of visuals, sound, and interactivity. Implementation involved a trial run with 20 students, and the final evaluation was conducted using Black Box Testing and user feedback. The results showed that all game features functioned properly according to expectations. Students responded positively, displaying high levels of engagement and enjoyment during the learning activities. The intuitive interface and interactive gameplay facilitated independent learning, improved memory retention, and promoted curiosity. The game also aligns well with the 2013 Indonesian curriculum (Kurikulum 2013), particularly in Social Studies and Civics, which emphasize knowledge of national symbols and neighboring countries. This research concludes that the Flag Letter Puzzle game is both technically feasible and pedagogically effective. It provides a valuable alternative to conventional learning methods by integrating game-based learning into the classroom. The application not only serves as a tool for reinforcing knowledge of country flags but also fosters active learning and digital literacy among elementary school students. The game is recommended for use in similar educational settings to support curriculum delivery and improve learning outcomes through interactive media.
Utilizing CodeIgniter 3 Framework in the Development of an Online Beverage Sales Platform Hidayatulloh, Muhamad; Munawir, Ahmad; Rohman, Ali
JINAV: Journal of Information and Visualization Vol. 6 No. 1 (2025)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav4195

Abstract

Web-based information systems have become an effective solution to enhance efficiency and accuracy in online sales transactions, including in the beverage business such as Es Teh Indonesia. This study aims to design and develop a web-based ordering information system using the CodeIgniter 3 framework to simplify the ordering process and manage data related to products, brands, categories, and transaction reports. The methodology used in this study is the waterfall method, consisting of requirement analysis, system design, implementation, testing, and maintenance stages. The system design includes user interfaces (UI) for both customers and administrators, as well as UML diagrams such as use case, activity, and sequence diagrams. The developed system is capable of handling login, user registration, product selection, order form submission, checkout, and order confirmation processes. On the admin side, the system provides features to manage brand, category, and product data, as well as generate transaction reports based on a specific date range. The results of testing using the black box method indicate that all functions perform as expected. In conclusion, this web-based information system successfully improves the convenience and efficiency of the ordering process and business data management at Es Teh Indonesia, while also enhancing service speed and accuracy for customers.
PENINGKATAN PEMAHAMAN MASYARAKAT TENTANG DAMPAK PERNIKAHAN DINI PADA KESEHATAN MENTAL DAN FISIK Munawir, Ahmad; Handayani, Rini Sri; Angelina, Riyanti; Azzahra , Naila Kamila; Mulyatiningsih, Yuni
Indonesian Collaboration Journal of Community Services (ICJCS) Vol. 5 No. 3 (2025): Indonesian Collaboration Journal of Community Services
Publisher : Yayasan Education and Social Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53067/icjcs.v5i3.214

Abstract

Marriage is a spiritual and legal union between a man and a woman to form a family and have offspring. Early marriage has become an increasing phenomenon, yet it causes serious issues due to its negative impact on youth development. These impacts include psychological, social, health, household resilience, and economic aspects. This community service aims to raise awareness among the community and adolescents about the dangers of early marriage using lectures, discussions, and question-and-answer sessions. Participants consisted of community members and active students in Cimanis Village, Sobang Subdistrict, Pandeglang Regency, Banten Province. The results showed active participation in discussions, the ability to answer questions, and improved understanding of the importance of education, legal marriage age, and the negative consequences of underage marriage. This program is expected to increase awareness among the community and adolescents to postpone marriage to the appropriate age, thereby supporting mental and physical health as well as sustainable family well-being.
PENGEMBANGAN APLIKASI GAME IQRO’ SEBAGAI MEDIA EDUKASI PADA ANAK MENGGUNAKAN CONSTRUCT 2 Marnini; Nugroho, Nurhasan; Munawir, Ahmad
Computer Based Information System Journal Vol. 13 No. 2 (2025): Jurnal CBIS
Publisher : Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/cbis.v13i2.10594

Abstract

Learning to read the Qur’an is a fundamental component of early Islamic education, with the Iqro’ method being one of the most widely used approaches in Indonesia. However, traditional implementations often lack interactivity and engagement, which can reduce their appeal to young learners. In response to this challenge and the increasing digital exposure among children, this study aims to develop an educational game application using Construct 2 as a supplementary medium for teaching Iqro’ reading skills to first-grade students at SD IT Al-Jauharotunnaqiyah Ciajeng. The application presents material from Iqro’ Volume 1 in an interactive format, incorporating audio pronunciation, multiple-choice quizzes, writing simulations, and immediate visual and auditory feedback. The implementation results indicate that the application fulfills both functional and non-functional requirements. Furthermore, black-box testing confirms that all features perform as intended. This application is considered a suitable and engaging tool to support early Qur’anic literacy and has the potential to redirect children’s screen time toward educational and spiritually enriching activities.