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MENGIDEALISASIKAN PENAMPANG LINTANG BULUH BAMBU MENJADI BENTUK GEOMETRI CONIC UNTUK MENGHITUNG SIFAT PENAMPANGNYA Effendi Tri Bahtiar; Asep Denih; Lina Karlinasari; Gustian Rama Putra; Naresworo Nugroho; Sulistyono
Jurnal Penelitian Hasil Hutan Vol. 40 No. 3 (2022): Jurnal Penelitian Hasil Hutan
Publisher : BRIN Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20886/jphh.2022.40.3.165-188

Abstract

A designer needs to simplify the bamboo cross-section shape variation to the closest standard geometry so a structural analysisof bamboo construction can be carried out. Bamboo culm’s cross-sectional geometrics vary and may be similar to conic such as acircle, ellipse, or egg-shape ring. The best-fit conic section, which is the most similar to the actual geometric shape of the bambooculm’s cross-section, should be considered. This study formulates mathematical equations for calculating the bamboo culm’s crosssectional properties (including the area, the first moment of area, the centroid, and the moment of inertia), which are fitted by acircle, ellipse, and egg-shaped ring. The thickness, diameter, major axis, and minor axis of four bamboo species (i.e., Gigantochloaapus, Bambusa vulgaris, Gigantochloa pseudoarundinacea, and Gigantochloa robusta) were measured, and thosevalues were substituted into the equations to produce the range of cross-sectional properties of each species.
Enhancing Digital Literacy and Computational Thinking through Scratch-Based Learning Dinar Munggaran Akhmad; Ersa Resita; Hutagalung, Carli Apriasnyah; Gustian Rama Putra; Hylmi Akhdan
Jurnal Pengabdian Masyarakat Inovatif Vol. 3 No. 2 (2025): JPMI (Jurnal Pengabdian Masyarakat Inovatif)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Pakuan

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

Abstract

In the digital era, students must develop digital literacy and computational thinking skills to face technological challenges. However, many Indonesian schools still emphasize theoretical knowledge rather than practical applications. This community service program aimed to enhance these skills through Scratch-based learning at the Muslihun Foundation, Parung, Bogor Regency. The program involved 21 junior and senior high school students and was implemented in five stages: preparation, socialization, Scratch training, project mentoring, and evaluation. Using a Project-Based Learning (PjBL) approach, students learned to create animations and educational games that applied computational concepts creatively. The evaluation used a 10-item pre-test and post-test instrument measuring basic digital literacy, logic, sequencing, and problem-solving indicators. The average score increased from 62.86 to 98.10, representing a 56% enhancement. Most participants achieved perfect post-test scores, proving the effectiveness of Scratch-based learning in improving computational thinking, creativity, and engagement. These findings highlight the need for accessible hands-on digital learning models and demonstrate the potential of simple visual programming tools to strengthen inclusive digital education practices in Indonesia.
Enhancing Digital Literacy and Computational Thinking through Scratch-Based Learning Dinar Munggaran Akhmad; Ersa Resita; Hutagalung, Carli Apriasnyah; Gustian Rama Putra; Hylmi Akhdan
Jurnal Pengabdian Masyarakat Inovatif Vol. 3 No. 2 (2025): JPMI (Jurnal Pengabdian Masyarakat Inovatif)
Publisher : Fakultas Matematika dan Ilmu Pengetahuan Alam, Universitas Pakuan

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

Abstract

In the digital era, students must develop digital literacy and computational thinking skills to face technological challenges. However, many Indonesian schools still emphasize theoretical knowledge rather than practical applications. This community service program aimed to enhance these skills through Scratch-based learning at the Muslihun Foundation, Parung, Bogor Regency. The program involved 21 junior and senior high school students and was implemented in five stages: preparation, socialization, Scratch training, project mentoring, and evaluation. Using a Project-Based Learning (PjBL) approach, students learned to create animations and educational games that applied computational concepts creatively. The evaluation used a 10-item pre-test and post-test instrument measuring basic digital literacy, logic, sequencing, and problem-solving indicators. The average score increased from 62.86 to 98.10, representing a 56% enhancement. Most participants achieved perfect post-test scores, proving the effectiveness of Scratch-based learning in improving computational thinking, creativity, and engagement. These findings highlight the need for accessible hands-on digital learning models and demonstrate the potential of simple visual programming tools to strengthen inclusive digital education practices in Indonesia.