Aghits Zulvia Rachmawati
Universitas Brawijaya

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Penerapan Math-In: Mathematics Adventure Game Terintergrasi Augmented Reality Sebagai Inovasi Media Literasi Matematika Berbasis Gamification Aghits Zulvia Rachmawati; Isadur Rofiq
Literasi : Jurnal Kajian Keislaman Multi-Perspektif Vol. 3 No. 1 (2022): December 2022
Publisher : Universitas Islam Negeri Raden Mas Said Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/literasi.v3i1.9739

Abstract

Mathematical literacy is an important factor in forming quality human resources. Someone wholiterate (literate) mathematics is not just understanding mathematics but also being able to use it in solving everyday problems. The problem is, Indonesian students' mathematical literacy skills are still very low. Based on survey resultsTrends in International Mathematics and Science Study (TIMSS) which is held every 4 years, in 2011 Indonesia was in 36th position out of 40 countries and in 2015 it was ranked 45th out of 50 countries, with a score of 397 and still below the international average score, namely 500. In addition, In the Program for International Student Assessment (PISA) survey, Indonesia is ranked in the bottom 10 of 70 countries, namely in 62nd position. This shows that Indonesian students have not shown satisfactory achievements. Therefore, mathematical literacy skills need to be improved, one of which is through MATH-IN. MATH-IN is a medium for learning mathematics through exploring games oradventure game which is integrated with augmented reality. Through MATH-IN, users will be invited to explore and explore further about mathematics, starting from basic concepts to its application in the form of games. MATH-IN will be designed in the form of an application mobile which contains games adventure which focuses on concepts, and solving actual problems related to mathematics in them. Technology integration augmented reality MATH-IN is able to combine multimedia into the real world using electronic devices, making it possible to provide information to students anytime and anywhere. The application of learning methods through games has great potential in honing brain skills for solving problems as well as becoming a motivational learning medium that can build student motivation in learning. Through MATH-IN goalsquality education as one of the pillars of SDGs 2030 can be achieved.
HI-PURE: Degradasi Logam Berat Limbah Cair Tekstil Dengan Isolasi Selulosa Serat Daun Nanas Guna Mendukung Ketersediaan Air Bersih dan Budidaya Tanaman Pakcoy Berbasis Internet of Things (IoT) Aghits Zulvia Rachmawati; Fajrul Fallaah Hidayatulloh; Yevi Irawan; Rahmat Basya Shahrys Tsany
Conference Proceeding on Waste Treatment Technology Vol. 8 No. 1 (2025): Conference Proceeding on Waste Treatment Technology
Publisher : Politeknik Perkapalan Negeri Surabaya

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Abstract

Berdasarkan data KEMENPERIN 2019, Industri tekstil di Indonesia mengalami peningkatan sebesar 15,08% yang berdampak juga pada peningkatan volume limbah cair. Logam berat pada limbah cair batik akan mencemari ekosistem perairan, sehingga perlu adanya upaya menghilangkan kadar logam berat seperti Cadmiun (Cd), Timbal (Pb), dan Cromium (Cr) untuk menghasilkan air bersih sesuai baku mutu. Salah satu alternatif adsorpsi logam berat pada limbah cair tekstil adalah dengan memanfaatkan serat daun nanas karena memiliki kadar selulosa 73 – 80%. Produksi nanas di Indonesia terus mengalami peningkatan. Namun, pemanfaatan nanas hanya terbatas di buahnya saja, sehingga daun nanas menjadi limbah organik dan belum dimanfaatkan secara optimal. Penelitian ini bertujuan untuk mengubah limbah cair batik menjadi air bersih sesuai baku butu sehingga layak digunakan sebagai media hidroponik Pakcoy. Proses penjernihan HI-PURE dimulai dari pengendapan dengan clarifier, aerasi, filtrasi dengan serat selulosa daun nanas, karbon aktif, dan mikrofilter, sterilisasi air dengan sinar UV, serta pengujian pH, TSS, dan TDS dengan beberapa sensor. Jika karakteristik air tidak sesuai, air akan dialirkan kembali ke bak penampungan untuk dilakukan pemurnian ulang. Penelitian ini dilengkapi dengan teknologi Internet of Things yang terbagi atas perangkat keras, basis data, dan perangkat lunak. Integrasi IoT dapat mempermudah selama monitoring hasil dan mengotomatisasi kerja sistem.