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Profit Sharing System Business Ship Unit Fishing Divers on The Island of Barrang Lompo, Makassar City Rasul, Abdul; Baso, Aris; Amiluddin, Amiluddin; Fakhriyyah, Sitti; Gosari, Benny Audy Jaya
PONGGAWA : Journal of Fisheries Socio-Economic VOLUME 3, NOMOR 2, NOVEMBER 2023
Publisher : Program Studi Sosial Ekonomi Perikanan, Fakultas Ilmu Kelautan dan Perikanan, Universitas Hasanuddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35911/ponggawa.v3i2.19674

Abstract

This study aims to determine the income of the unit of sea cucumber dive fishing boats on Barrang Lompo Island, Makassar City to find out the profit sharing system for sea cucumber fishermen on Barrang Lompo Island, Makassar City. This research was carried out in Sangkarrang Subdistrict, Barrang Lompo Village, Makassar City in July 2021. The type of research used was descriptive qualitative and quantitative by using tools in the form of questionnaires with interview and observation techniques as the main data collection methods. Based on the results of research on the business of sea cucumber divers on Barrang Lompo Island, Sangkarrang District, it can be concluded that the average income of sea cucumber fishermen on Barrang Lompo Island per year is Rp. 406.361,422. The profit-sharing system contained in the sea cucumber dive fishing vessel unit is 25: 75, where the retainer or ship owner has a profit of Rp. 101,590,355/year and mustard or crew members have a profit of Rp. 22,507,998/year.
Kurang Efektifnya Pembelajaran Mata Pelajaran TIK Pada SMPN 3 Dompu Akibat Fasilitas Yang Kurang Memadai Rasul, Abdul; Zanah, Aisyah Raudlatul; Setiawan, Adit
JAKAT : Jurnal Pengabdian Masyarakat Vol. 1 No. 2 (2024): Oktober 2024
Publisher : JAKAT : Jurnal Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59584/jakat.v1i2.81

Abstract

Pengabdian kepada masyarakat (PKM) ini bertujuan untuk mengetahui secara langsung pengaruh kurangnya fasilitas komputer pada SMPN 3 Dompu yang dapat mengganggu ke-efensian dalam proses pembelajaran. Data dikumpulkan melalui observasi langsung dan wawancara kepada guru dan siswa yang terlibat dalam proses pembelajaran TIK. Hasil analisis menunjukkan bahwa penggunaan fasilitas komputer secara signifikan meningkatkan efektivitas pembelajaran dengan memperbaiki pemahaman siswa terhadap materi dan meningkatkan keterlibatan dalam aktivitas pembelajaran interaktif. Selain itu, penggunaan komputer juga membantu meningkatkan efisiensi waktu pembelajaran dan memfasilitasi akses ke sumber daya pendukung pembelajaran TIK. Kesimpulannya, integrasi yang baik dari fasilitas komputer dalam pembelajaran TIK dapat memberikan kontribusi positif terhadap hasil pembelajaran siswa di SMPN 3 Dompu.
Development of Learning Object Materials for Multimedia Learning Integrated with Dompu Local Wisdom for Students Prayudi, Andi; Supriyaddin, Supriyaddin; Burhanuddin, Burhanuddin; Akhirwan, Akhirwan; Rasul, Abdul
Journal of Educational Sciences Vol. 9 No. 5 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.5.p.3922-3934

Abstract

This study is motivated by the fact that the learning process of the Instructional Multimedia course still relies on printed (non-digital) textbooks and does not sufficiently foster students’ analytical and problem-solving skills, either individually or in groups. As a result, students’ competence in developing instructional multimedia has not shown significant improvement. This condition is attributed to the previously used learning materials, which were less practical and ineffective when applied in a course that requires intensive case analysis, problem-solving, assignments, and practicum activities. The objective of this study is to develop Learning Object Materials based on the Case Method and Team-Based Project, integrated with Dompu local wisdom, that are valid, practical, and effective. This research employed a Research and Development (R&D) method, adopting the 4-D (Four-D) Model by Thiagarajan, consisting of four stages: define, design, develop, and disseminate. The validation results indicate that the developed product achieved an average score of 4.2 (valid category), respondent score of 4.13 (practical category), and an N-Gain percentage of 58% (moderately effective category). Thus, the product is considered feasible to be implemented as an alternative Learning Object Material to enhance the quality of learning.