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PENGARUH PENAMBAHAN PEKTIN DARI KULIT PISANG KAPAS (Musa acuminata Colla) TERHADAP MUTU SELAI LEMBARAN MANGGA HARUMANIS (Mangifera indica L.) Tuslinah, Lilis; Rahmawati, Sita; Fathurohman, Mochamad
ARGIPA (Arsip Gizi dan Pangan) Vol 8 No 2 (2023)
Publisher : UHAMKA PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/argipa.v8i2.12664

Abstract

Pectin is a polymer of D-galacturonic acid linked by α-1,4 glycosidic bonds. Pectin is widely used in the pharmaceutical, food, and beverage industries as a gelling agent and stabilizing agent. This study aims to utilize cotton banana skin waste as an alternative source of pectin and determine the levels of pectin added to make the best quality fragrant mango slice jam. Pectin from cotton banana peels was obtained by extraction using HCl solvent with a pH of 2.5 at 100°C for 120 minutes. The yield obtained was 8.67%. The pectin obtained was analyzed to meet the quality requirements for pectin, namely water content 9.85%, ash content 6.73%, equivalent weight 6,460.485 mg, methoxyl content 2.85%, galacturonic content 75.73%, degree of esterification 21.4 % and spectrum analysis Fourier Transform Infrared (FTIR) and the best slice jam product was obtained with the addition of 1.5% pectin. Then the slice jam was analyzed, and the results obtained were 17.55% water content, 84.56% texture analysis, 70% total dissolved solids, and hedonic tests on the organoleptic of slice jam, namely color, aroma, taste, and texture, which, in general, the subject liked fruit slice jam fragrant mango with the addition of 1.5% pectin from cotton banana peels.
Outbound Activities to Improve the Social Skills of Group B Children at Kingdergarten Kartika Siliwangi 39 Serang Rahmawati, Sita; Lesiani, Lesi; Ariyani Kangiden, Farida
Jurnal Primagraha Vol. 4 No. 02 (2023): NOVEMBER
Publisher : LPPM Universitas Primagraha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59605/jp.v4i02.712

Abstract

This research aims to improve children's social skills through outbound activities. The method used is classroom action research consisting of two cycles. In cycle I there were 8 actions and in cycle II there were 2 actions, with a success criterion of 76%. The data collection techniques are through observation, field notes, interview notes and documentation. Data analysis uses data reduction, data presentation, and conclusions. The results showed that the social skills of children aged 5-6 years improved in each cycle. In pre-action it was 26.4%, cycle I was 47.1% and cycle II was 85.1% and exceeded the success criteria for the targeted indicators. Based on the results of the data that has been obtained, it can be concluded that implementing outbound activities can improve the social skills of group B children at Kindergarten Kartika Siliwangi 39 Serang.
Development of Game-Based Mathematics Learning Media to Improve Mathematical Understanding Abilities Rahmawati, Sita; Jamaluddin, Muhammad
Riemann: Research of Mathematics and Mathematics Education Vol. 6 No. 2 (2024): EDISI AGUSTUS
Publisher : Program Studi Pendidikan Matematika Universitas Katolik Santo Agustinus Hippo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38114/pnn19445

Abstract

This research aims to develop mathematics learning media in the form of games. Apart from that, this research aims to determine the feasibility and find out whether the learning media being developed is appropriate and can improve students' understanding abilities in mathematics subjects. This type of research is development research with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The research subjects were class VII students at YP Sunan Dalem Gumeno Middle School. The research instruments used in this research were (1) Interview Guide (2) Validation Sheet (3) Student Response Questionnaire (4) Mathematical Understanding Ability Test Questions. The mathematics learning media in the form of games developed is expected to improve students' mathematical understanding abilities. The validation results from media experts and material experts respectively obtained an average of 4.4 and 4.2 with valid criteria. The validation results of the mathematical understanding ability test obtained an average score of 4.2 with valid criteria. The results of the student response questionnaire obtained an average practicality of 4.2 with practical criteria. The results of the mathematical understanding ability test were carried out using a t-test using the SPSS program and the results showed that the significant value was 0.000 < 0.05, meaning that students' mathematical understanding ability after using game learning media was better before using the game learning media, so it can be concluded that the learning media Games can improve students' mathematical understanding abilities and can be said to be effective. The results of this research show that learning media is said to be valid, practical, and effective. In other words, game-based mathematics learning media can improve students' mathematical understanding abilities.
RANCANG BANGUN GAME EDUKASI SI LANA SEBAGAI MEDIA PEMBELAJARAN BUDAYA PULAU JAWA BERBASIS MOBILE Rohman, Taufiqur; Assani, Saffana; Fu’adah, Layyin; Qathrun Naja, Nadia; Rahmawati, Sita
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 7 No. 1 (2023): JATI Vol. 7 No. 1
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v7i1.6317

Abstract

Banyaknya budaya asing yang masuk melalui berbagai kanal informasi ditambah dengan banyaknya permainan atau game berbasis mobile yang bernuansa budaya asing yang banyak dimainkan oleh anak-anak menjadikan antusias belajar anak terhadap budaya Indonesia semakin menurun. Dibutuhkan upaya untuk melestarikan budaya Indonesia agar budaya Indonesia tetap terjaga kelestariannya. Game edukasi Si Lana merupakan game edukasi berbasis mobile yang berisi tentang pembelajaran kebudayaan di pulau Jawa yang bertujuan untuk menjadi media belajar kebudayaan di pulau Jawa. Game Si Lana dikembangan dengan game engine Construct 2 dengan metode pengembangan perangkat lunak SDLC Model Prototype. Hasil dari penelitian ini ada game edukasi berbasis mobile dengan nama Si Lana yang dapat dimainkan dengan menggunakan smart phone berbasis android.
Outbound Activities to Improve the Social Skills of Group B Children at Kingdergarten Kartika Siliwangi 39 Serang Lesiani, Lesi; Rahmawati, Sita; Ariyani Kangiden, Farida
Jurnal Primagraha Vol. 4 No. 02 (2023): NOVEMBER
Publisher : LPPM Universitas Primagraha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59605/8hybd855

Abstract

This research aims to improve children's social skills through outbound activities. The method used is classroom action research consisting of two cycles. In cycle I there were 8 actions and in cycle II there were 2 actions, with a success criterion of 76%. The data collection techniques are through observation, field notes, interview notes and documentation. Data analysis uses data reduction, data presentation, and conclusions. The results showed that the social skills of children aged 5-6 years improved in each cycle. In pre-action it was 26.4%, cycle I was 47.1% and cycle II was 85.1% and exceeded the success criteria for the targeted indicators. Based on the results of the data that has been obtained, it can be concluded that implementing outbound activities can improve the social skills of group B children at Kindergarten Kartika Siliwangi 39 Serang.