Baharuddin, Rahmat
Unknown Affiliation

Published : 3 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 3 Documents
Search

Literature Review: The Use of Augmented Reality Learning Media Oriented Towards Science Process Skills to Enhance Student Understanding and Scientific Attitudes Towards Genetics Baharuddin, Rahmat; Surtikanti, Hertien Koosbandiah; Riandi, Riandi
Biology Teaching and Learning Vol 6, No 2 (2023): Desember
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/btl.v6i2.56836

Abstract

Abstract. Integrating technology in education may vary in many forms. Augmented reality is an technology-oriented learning media that integrating real and virtual world to enhance the realness of an object. Genetics topic has main area in cellular and molecular object, so it is hard to learn because student can not directly observe the topics’ object. Learning genetics need an indepth and comprehensive analysis. Learning method that integrating various scientific skills can guide student to learn by analyzing the concept. Scientific Process Skills (SPSs) method make learning become meaningful. This research is using literature review method to study the potential of using augmented reality as learning media to teach genetics topic. The results show that augmented reality as a learning media has a big potential to improve genetics topic teaching and learning while integrating SPSs based learning to improve students’ knowledge and scientific attitudes to make the learning process as a whole.Keywords: augmented reality, genetics, science process skills, scientific attitudes.
PENGARUH PENAMBAHAN TEPUNG DAUN SINGKONG (MANIHOT ESCULENTA) DENGAN LEVEL YANG BERBEDA TERHADAP KONSUMSI DAN KONVERSI PADA PAKAN PUYUH (COTURNIX-COTURNIX JAPONICA) Baharuddin, Rahmat; Amin, Nurul; Dwi Novieta, Intan
Journal Gallus Gallus Vol 1 No 2 (2023): Jurnal Gallus Gallus (2023)
Publisher : Jurusan Peternakan, Politeknik Pertanian Negeri Pangkajene Kepulauan

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

Abstract

Abstract: This study aims to find out how the effect of adding cassava leaf flour (Manihot esculenta) to quail feed on consumption and conversion as an alternative feed using a completely randomized design (CRD) method with four treatments three replicates P0 : Without Control Treatment 0%, P1 : Cassava leaf powder (Manihot esculenta) 1% in feed, P2 : Cassava leaf powder (Manihot esculenta) 3% in feed, P3 : Cassava leaf powder (Manihot esculenta) 5% in feed. The results of this study indicated that the addition of cassava leaf flour (Manihot esculenta) had no significant effect (P>0.05) on quail feed consumption and conversion. The average feed consumption was P0 (343.89 gr/head), P1 (349.32 gr/head), P2 (356.44 gr/head) and P3 (347.18 gr/head) and the average feed conversion was P0 (2.094gr), P1 ( 2.114gr), P2 (1.995gr), and P3 (2.046gr). The treatment that can be used for quail livestock applications is treatment P1 with the addition of cassava leaf flour as much as 1% Keywords : Cassava leaf flour (Manihot esculenta), alternative feed, consumption and conversion.
Permaculture Gamification as Innovative Learning Strategy to Enhance Students’ Collaboration Competency Baharuddin, Rahmat; Saefudin, Saefudin; Kusnadi, Kusnadi; Najira, Najira; Zidan, Zuliande
Jurnal Pendidikan MIPA Vol 26, No 1 (2025): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v26i1.pp673-687

Abstract

Collaboration is a core competency to promote effective teamwork and prepare students for success in both academic and professional environments. Permaculture gamification learning has the potential to enhance students' collaboration competency. Permaculture is an artificial ecosystem that encourages sustainable agricultural practices. There is a noticeable gap in the literature on integrating gamification into permaculture learning to improve students' collaboration skills. Therefore, this study aims to investigate the students’ collaboration competency improvement through the application of permaculture gamification as a learning strategy on ecosystem topics. This study used a quantitative research method with nonequivalent (pretest and posttest) control-group design. There are experimental group and control group, both groups take a pretest and posttest but only experimental group receives the treatment. The sample in this study consisted of 50 students from one high school in the city of Bandung. The students in the control group followed the regular learning process in the classroom. Meanwhile, the students in the experimental group followed the permaculture gamification learning. The instruments used in this study were collaboration assessment tools, including self-assessment, peer assessment, and observation rubric. Statistical t-test applied to analyze di difference on students collaboration competency outcomes after treatment. The N-Gain value was calculated to evaluate the effectiveness of the treatment to improve students’ collaboration competency. The t-test results showed that there is a significant difference in students’ collaboration competency between the two groups (p = 0.04). Permaculture gamification learning significantly improved students’s collaboration competency (p < 0.05). Based on the N-Gain value, permaculture gamification learning has a higher impact on students’ collaboration competency (N-Gain = 0.56) compared to the regular learning strategy (N-Gain = 0.40). It can be concluded that permaculture gamification learning can effectively improve students’ collaboration competency.      Keywords: permaculture gamification, collaboration competency, ecosystem.