Open Journal System (OJS) Universitas Bengkulu

Open Journal System (OJS) Universitas Bengkulu
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    14213 research outputs found

    Preparasi Partikel Emas (Au) Menggunakan Ekstrak Buah Senduduk Bulu (Clidermia Hirta L) dalam Air sebagai Medium Sintesis

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    Ekstrak buah Clidemia hirta telah dipilih sebagai mitra reaksi dengan senyawa kloroaurat dalam reaksi yang menghasilkan nanopartikel emas. Ekstrak buah Clidemia hirta diperoleh dengan cara sederhana yaitu dengan memanaskan buah dalam air demineralisasi pada suhu 70 ºC. Ekstrak yang diperoleh dicampur dengan larutan yang mengandung ion emas pada suhu kamar. Reaksi berlangsung cepat, ditunjukkan dengan perubahan warna ekstrak yang cepat ketika ditambahkan tetes demi tetes ke dalam larutan ion emas. Berdasarkan analisis Transmission Electron Microscope (TEM) ukuran partikel berada di antara ukuran nano dan mikro. Hasil analisis menggunakan particle size analyzer (PSA) menunjukkan bahwa kondisi saat ini memberikan rata-rata ukuran partikel sebesar 121 nm

    PENGEMBANGAN MULTIMEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID PADA MATERI LARUTAN ELEKTROLIT DAN NON ELEKTROLIT

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    Development of Interactive Learning Multimedia Based on Android on Electrolyte and Non-Electrolyte Solution Materials]. This research aims to find out the level of eligibility and response of learners to android-based interactive learning multimedia on electrolyte and non-electrolyte solution materials developed. The research was conducted in March-June 2021 at Bengkulu University and State High School 3 Bengkulu City. The development model used, namely the 4-D (Four-D) model from Thiagarajan which is limited to the developing stage. The sample used in the small-scale trial was one class XI MIPA 2 totaling 36 people. Research data is obtained from the validation questionnaire of material experts and media experts as well as the response questionnaire of learners. From the results of the research obtained the level of feasibility of interactive learning multimedia in material aspects by 89.4% and media aspects by 94.2%, so that interactive learning multimedia can be categorized as very valid. The results of learners' responses to multimedia interactive learning in small-scale trials obtained a percentage of 81.52% with very interesting categories. The results of this study show that android-based interactive learning multimedia that has been developed is very feasible for use in the learning process. Keywords: Interactive Learning; Multimedia; Android; Electrolyte and Non-Electrolyte SolutionPenelitian ini bertujuan untuk mengetahui tingkat kelayakan dan respon peserta didik terhadap multimedia pembelajaran interaktif berbasis android pada materi larutan elektrolit dan non elektrolit yang dikembangkan. Penelitian dilaksanakan pada bulan Maret-Juni 2021 di Universitas Bengkulu dan SMA Negeri 3 Kota Bengkulu. Model pengembangan yang digunakan, yaitu model 4-D (Four-D) dari Thiagarajan yang dibatasi hingga tahap develop. Sampel yang digunakan pada uji coba skala kecil adalah satu kelas XI MIPA 2 yang berjumlah 36 orang. Data penelitian diperoleh dari angket validasi ahli materi dan ahli media serta angket respon peserta didik. Dari hasil penelitian diperoleh tingkat kelayakan multimedia pembelajaran interaktif pada aspek materi sebesar 89,4% dan aspek media sebesar 94,2%, sehingga multimedia pembelajaran interaktif dapat dikategorikan sangat valid. Hasil respon peserta didik terhadap multimedia pembelajaran interaktif pada ujicoba skala kecil diperoleh persentase sebesar 81,52% dengan kategori sangat menarik. Hasil penelitian ini menunjukkan multimedia pembelajaran interaktif berbasis android yang telah dikembangkan sangat layak untuk digunakan pada proses pembelajaran

    OPTIMALISASI PRAKTIKUM TITRASI ASAM BASA MELALUI INKUIRI TERBIMBING UNTUK MENINGKATKAN KETERAMPILAN PROSES SAINS DAN NILAI LAPORAN

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    Students generally have difficulty understanding chemistry learning material on acid-base titrations. Learning is still teacher-centered and there is little student activity in playing a role in the learning process. Objective: to discover science process skills and the value of guided inquiry-based acid-base titration practical reports. Method: quantitative descriptive, class XI MIPA 1 MAN 11 South Jakarta. The sample was 34 students using purposive random sampling. Data were collected using a 23-item questionnaire from indicators of science process skills in practical acid-base titration material and practical report grades. Research results: the implementation of guided inquiry-based acid-base titration practical learning showed good results. The average final score for students' practicum report results was 86.941, the standard deviation was 4.313. This indicates that the Minimum Completeness Criteria (KKM) set by the school of 80 has been achieved. The highest percentage of science process skills in the observing indicator is 82.6%. And the indicators of grouping, predicting, hypothesizing, applying concepts, interpreting, planning experiments, and using tools are categorized as good. Meanwhile, 2 other indicators are in the sufficient category, namely the indicator of asking questions 53.8% and communicating 60.6%. Conclusion: An acid-base titration practicum using the guided inquiry learning model can improve learning outcomes and develop students' science process skills. Keywords: Guided Inquiry; Science Process Skills; Practicum Report Value; Practicum.Peserta didik pada umumnya kesulitan dalam memahami pembelajaran kimia materi titrasi asam basa. Pembelajaran masih berpusat pada guru dan sedikitnya keaktifan peserta didik dalam berperan pada proses pembelajaran. Tujuan : mengetahui keterampilan proses sains dan nilai laporan praktikum titrasi asam basa berbasis inkuiri terbimbing. Metode : deskriptif kuantitatif, kelas XI MIPA 1 salah satu MAN  Jakarta Selatan. Sampel 34 siswa secara purposive random sampling. Pengumpulan data menggunakan kuesioner 23 item dari indikator keterampilan proses sains dalam praktikum materi titrasi asam-basa dan nilai laporan praktikum. Hasil penelitian : pelaksanaan pembelajaran praktikum titrasi asam basa berbasis inkuiri terbimbing menunjukkan hasil yang baik. Adapun rata-rata nilai akhir laporan hasil praktikum siswa sebesar 86,941, standar deviasi sebesar 4,313. Hal ini mengindikasikan bahwa Kriteria Ketuntasan Minimal (KKM) yang ditetapkan sekolah sebesar 80 telah tercapai. Persentase keterampilan proses sains tertinggi pada indikator mengamati yaitu 82,6%. Dan indikator mengelompokkan, meramalkan, berhipotesis, menerapkan konsep, menafsirkan, merencanakan percobaan, dan menggunakan alat berkategori baik. Sedangkan 2 indikator lain berada pada kategori cukup yaitu indikator mengajukan pertanyaan 53,8% dan berkomunikasi 60,6%. Kesimpulan : praktikum titrasi asam basa menggunakan model pembelajaran inkuiri terbimbing dapat meningkatkan hasil belajar dan mampu mengembangkan keterampilan proses sains siswa. Kata kunci: Inkuiri Terbimbing; Keterampilan Proses Sains; Nilai Laporan Praktikum; Praktiku

    Pengembangan Video Pembelajaran Berbantuan Artificial Intelligence (AI) untuk Pembelajaran Sastra Cerita Rakyat di SMP Kota Bengkulu

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    Abstrak Tujuan penelitian ini secara umum untuk mengembangkan video pembelajaran berbantuan artificial intelligence (AI) cerita rakyat di SMP Kota Bengkulu.  Pada materi cerita rakyat semester ganjil mata pelajaran Bahasa Indonesia kelas VII SMP. Dengan populasi siswa kelas VII SMP N 3 Kota Bengkulu menggunakan sampel penelitian teknik purposive sampling yaitu sampel yang digunakan mewakili populasi berjumlah 53 siswa. Metode penelitian yang digunakan model pengembangan ADDIE dengan 5 tahapan yaitu tahap analisis kebutuhan yang diambil dari analisis kebutuhan materi, siswa dan guru. Terdapat 3 cerita rakyat Bengkulu berdasarkan analisis kebutuhan yaitu Putri Gading Cempaka, Muning Raib dan Anak Lumang. Tahap mendesain yang dirancang menggunakan aplikasi microsoft image creator, power point, runway dan inshot. Gambar yang digunakan memiliki kesesuaian dengan latar cerita rakyat. Tahap pengembangan dilakukan untuk penilaian dari validator ahli materi dan ahli media dengan hasil kategori layak untuk digunakan dengan sedikit revisi. Tahap implementasi atau pelaksaanan uji coba video pembelajaran sastra berupa cerita rakyat Bengkulu diterapkan di dalam kelas VII SMP. Tahap evaluasi yaitu tahap saran dan perbaikan mengenai video pembelajaran yaitu ada video yang berdurasi pendek. Instrumen yang digunakan angket validator ahli materi, ahli media, respon guru dan siswa. Berdasarkan hasil validasi dari ahli materi, ahli media serta respon guru dan siswa diketahui bahwa produk yang dihasilkan berupa video pembelajaran dapat membantu guru dalam proses pembelajaran agar dapat membuat suasana yang tidak cepat bosan bagi siswa. Berdasarkan hasil penelitian dapat disimpulkan bahwa video pembelajaran ini dinyatakan layak untuk digunakan siswa dalam pembelajaran fase D menyimak pada siswa kelas VII SMP. Kata Kunci       : Cerita Rakyat, Sastra, SMP, Pengembangan, Video   Abstract The general aim of this research is to develop learning videos assisted by artificial intelligence (AI) on folklore in Bengkulu City Middle Schools.  In the odd semester folklore material for class VII middle school Indonesian language subjects. With a population of class VII students at SMP N 3 Bengkulu City, a purposive sampling technique was used as a research sample, namely the sample used represented a population of 53 students. The research method used is the ADDIE development model with 5 stages, namely the needs analysis stage which is taken from the analysis of material, student and teacher needs. There are 3 Bengkulu folk tales based on needs analysis, namely Putri Gading Cempaka, Muning Raib and Anak Lumang. The design stage was designed using the Microsoft Image Writer, Power Point, Runway and Inshot applications. The images used are in accordance with the folklore setting. The development stage was carried out for assessment by material expert validators and media experts with the results being categorized as suitable for use with slight revisions. The implementation stage or trial implementation of literary learning videos in the form of Bengkulu folklore was implemented in class VII of junior high school. The evaluation stage is the stage of suggestions and improvements regarding learning videos, namely there are short videos. The instruments used were validator questionnaires from material experts, media experts, teacher and student responses. Based on validation results from material experts, media experts as well as teacher and student responses, it is known that the product produced in the form of learning videos can help teachers in the learning process so that they can create an atmosphere that does not get bored quickly for students. Based on the research results, it can be concluded that this learning video is declared suitable for use by students in phase D listening learning for class VII junior high school students. Keywords: Folklore, Literature, Middle School, Development, Vide

    Evaluasi Program Kepenulisan Berbasis Genre Melalui Pendekatan CIPP (Context, Input, Process, and Product) dalam Mata Kuliah Wajib Umum Bahasa Indonesia

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    This study aims to evaluate the genre-based writing program in the Indonesian General Compulsory course at the Faculty of Tarbiyah and Teacher Training (FITK) UIN Syarif Hidayatullah Jakarta by using the CIPP (Context, Input, Process, Product) evaluation model. The research method used is a qualitative approach with a case study design. Data was collected through in-depth interviews, classroom observations, and analysis of program-related documents. The results of the study show that genre-based writing programs are effective in improving students' writing skills, especially in writing essays, scientific articles, and literary works in accordance with the genre taught. The program is relevant to the vision and mission of the university and faculty which aims to produce competent and innovative graduates. However, there are challenges in terms of program policies that do not require students to participate in this program, as well as the need to improve lecturer training in the use of the latest learning technologies. Additionally, although most students feel their writing skills are improving, there is still room for the development of advanced and creative writing skills. This research provides recommendations to strengthen program policies, improve the use of technology, and introduce further challenges in writing tasks to optimize program impact

    Cost Structure and Function of Smoked Skipjack Fish Processing Business in North Sulawesi Province

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    This research aims to analyse the cost structure of the smoked skipjack fish processing business in North Sulawesi Province, with a focus on determining the cost function and its effects. Eighty-one skipjack-smoked fish producers were censused and interviewed using questionnaires that had been prepared before.  The analysis method used in this research consists of descriptive analysis and Cobb-Douglas cost function analysis, in which the cost function is modelled in the short term. The result showed that the cost of fresh fish, supplementary materials, and labour largely dominated the skipjack smoked fish processing cost. These costs account for 98.86% of the total cost; the remainder is variable costs, namely depreciation costs. From the regression analysis, the production volume and firewood price significantly affect production costs, while others do not

    Pengaruh Penerapan Pembelajaran Science, Technology, Engineering and Mathematics terhadap Hasil Belajar Peserta Didik Kelas XI SMA Negeri 1 Tigo Nagari

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    ABSTRAK   Penelitian ini dilatarbelakangi oleh proses belajar mengajar fisika peserta didik di SMA Negeri 1 Tigo Nagari belum optimal dan keaktifan peserta didik masih kurang, sehingga nilai peserta didik belum mencapai Kriteria Ketuntasan Minimal (KKM). Oleh karena itu, diperlukan sebuah pembelajaran yang menarik minat belajar peserta didik sehingga bisa terbentuknya suasana belajar yang baik. Adapun salah satu pembelajaran yang diterapkan adalah Pembelajaran Science, Technology, Engineering and Mathematics (STEM). Tujuan penelitian ini adalah untuk melihat pengaruh penerapan pembelajaran Science, Technology, Engineering and Mathematics terhadap berpikir kritis peserta didik kelas XI SMA Negeri 1 Tigo Nagari. Jenis penelitian yang digunakan adalah Quasi Eksperiment Design dengan desain penelitian Posstest only control group design. Pengambilan sampel dilakukan dengan teknik cluster random sampling dimana sampel diambil secara acak berdasarkan kelompok/wilayah tertentu. Hasil belajar diambil dari Instrumen pada penelitian adalah tes akhir berbentuk essay untuk ranah kognitif dan lembar aktivitas peserta didik selama pembelajaran disetiap pertemuan untuk ranah afektif. Hasil penelitian yang diperoleh adalah hasil belajar ranah kognitif kelas eksperimen rata-rata 77,41, sedangkan kelas kontrol 68,62. Hasil penilaian pada ranah afektif kelas eksperimen rata-rata 80 sedangkan kelas kontrol ranah afektifnya 77. Selanjutnya dilakukan uji hipotesis menggunakan uji Mann Whitney didapatkan hipotesis diterima. Sehingga dapat disimpulkan terdapat pengaruh penerapan pembelajaran Science, Technology, Engineering and Mathematics terhadap hasil belajar peserta didik kelas XI SMA Negeri 1 Tigo Nagari.   Kata Kunci: Pembelajaran stem; hasil belajar ; uji Mann Whitney   ABSTRACT  This research was motivated by the physics teaching and learning process of students at SMA Negeri 1 Tigo Nagari which was not yet optimal and students' activeness was still lacking, so that students' grades had not yet reached the Minimum Completeness Criteria (KKM). Therefore, learning is needed that attracts students' interest in learning so that a good learning atmosphere can be formed. One of the lessons implemented is Science, Technology, Engineering and Mathematics (STEM) learning. The aim of this research is to see the effect of implementing Science, Technology, Engineering and Mathematics learning on the critical thinking of class XI students at SMA Negeri 1 Tigo Nagari. The type of research used is Quasi Experimental Design with a Posttest only control group design research design. Sampling was carried out using a cluster random sampling technique where samples were taken randomly based on certain groups/regions. The learning outcomes taken from the research instrument are a final test in the form of an essay for the cognitive domain and student activity sheets during learning at each meeting for the affective domain. The research results obtained were that the experimental class' cognitive domain learning results averaged 77.41, while the control class's average was 68.62. The assessment results in the affective domain of the experimental class averaged 80 while the affective domain of the control class was 77. Next, a hypothesis test was carried out using the Mann Whitney test, it was found that the hypothesis H_1 was accepted. So it can be concluded that there is an influence of the application of Science, Technology, Engineering and Mathematics learning on the learning outcomes of class XI students at SMA Negeri 1 Tigo Nagari. Keywords: Stem learning; learning outcomes ; Mann Whitney tes

    Various Efforts to Resolve Conflicts in Oil Palm Plantations in Riau: A Case Study of PTPN V and PT Salim Ivomas Pratama Group

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    This study examines efforts to resolve tenure conflicts in oil palm plantations in Riau Province, with a focus on case studies on PTPN V and PT Salim Ivomas Pratama Group. Using a qualitative approach based on literature studies, data were collected from various relevant secondary sources and published in the time frame 2010–2024. This study aims to identify the root causes of conflicts, the actors involved, and the resolution strategies used. The results show that the conflict is triggered by overlapping claims on customary land and unclear Right to Use (HGU). The most effective conflict resolution involves participatory mediation between indigenous peoples, companies, and governments, as well as the support of independent institutions such as Komnas HAM and professional appraisals. Legal recognition of customary lands and the involvement of customary institutions are also key in building trust and reaching agreements. This study has limitations because it only uses a literature study without field verification. Therefore, further research with a qualitative field approach is recommended to strengthen the findings and understand local dynamics in more depth. Keywords: tenure conflict, palm oil, PTPN V, Salim Ivomas, participatory mediation, Riau

    Coaching Clinic Penyusunan Perangkat Pembelajaran Bermuatan Kearifan Lokal Masyarakat Kalimantan Barat Untuk Guru Mapel IPS

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    Mata pelajaran IPS memiliki tujuan mengembangkan kesadaran dan kepedulian peserta didik terhadap masyarakat hal ini yang melandasi kegiatan Pengabdian Kepada Masyarakat (PKM) dosen dalam bentuk Coaching Clinic. Tujuan kegiatan ini (1) untuk menggali nilai kearifan lokal masyarakat Kalimantan Barat dan mengintegrasikannya dalam pembelajaran IPS, (2) mendampingi guru dalam menyusun perangkat pembelajaran yang bermuatan kearifan lokal masyarakat Kalimantan Barat. Permasalahan yang dihadapi oleh Guru IPS di Kabupaten Kubu Raya adalah para guru masih kesulitan dalam menggali nilai kearifan lokal karena ragu-ragu untuk mentafsirkan nilai-nilainya serta mengintegrasikannya dalam perangkat pembelajaran IPS. Kegiatan PKM dilakukan dengan pendekatan coaching clinic dengan aktivitas mendampingi dan membantu guru menggali kearifan lokal masyarakat kalbar, pengintegrasian materi, penyusunan perangkat dan kemudian melakukan peer teaching terhadap perangkat yang dibuat. Hasil kegiatan ini berupa produk perangkat pembelajaran yang telah terintegrasi dengan kearifan lokal masyarakat Kalimantan Barat dan kemampuan guru IPS dalam mencari dan mengintegrasikan kearifan lokal sebagai sumber belajar. Untuk mengukur keberhasilan kegiatan PKM ini dilakukan post-test diakhir kegiatan

    E-LKPD BERBASIS CONTEXTUAL TEACHING AND LEARNING (CTL) UNTUK SISWA SMP PADA MATERI SISTEM EKSKRESI KULIT MANUSIA

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    ABSTRAK   Penelitian ini bertujuan untuk: 1) Mengetahui kelayakan E-LKPD berbasis Contextual Teaching and Learning (CTL) pada System Ekskresi kulit pada manusia untuk peserta didik SMP, 2) Mengetahui hasil respon peserta didik terhadap E-LKPD berbasis Contextual Teaching and Learning (CTL) peserta didik di SMPN 01 Kota Bengkulu. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan menggunakan model 4D (Define, Design, Develop, Disseminate). Namun penelitian ini hanya terbatas pada tahap Develop. Instrumen yang digunakan dalam penelitian ini adalah: 1) Lembar angket wawancara, 2) Lembar angket  validasi  ahli  materi  dan  ahli  media,  3)  Lembar  angket  respon  peserta  didik.  Hasil  penelitian ini menunjukkan bahwa hasil rata-rata uji validasi ahli materi 96% dengan kategori sangat valid. Sedangkan pada uji validasi media mendapatkan hasil rata-rata 95% dengan kategori sangat valid. Pada uji respon peserta didik mendapatkan hasil rata-rata 83,2% dengan kategori sangat baik. Berdasarkan hasil uji validasi dapat disimpulkan bahwa E-LKPD yang dikembangkan layak untuk diujicobakan. Berdasarkan hasil uji respon peserta didik mendapatkan kategori sangat baik hal ini dapat diartikan bahwa sebagian peserta didik memberikan respon sangat baik terhadap E-LKPD.   Kata kunci: E-lkpd, contextual teaching and learning, system ekskresi kulit manusia   ABSTRACT   This study aims to: 1) Determine the feasibility of E-LKPD based on Contextual Teaching and Learning (CTL) in the Human Skin Excretory System for junior high school students, 2) Know the results of student responses to E-LKPD based on Contextual Teaching and Learning (CTL) students at SMPN 01 Bengkulu City. The method used in this study is Research and Development (R&D) using a 4D model (Define, Design, Develop, Disseminate). However, this research is only limited to the Development stage. The instruments used in this study are: 1) Interview questionnaire sheet, 2) Material expert and media expert validation questionnaire sheet, 3) Student response questionnaire sheet.  The results of this study showed that the average result of the material expert validation test was 96% with a very valid category. Meanwhile, the media validation test obtained an average result of 95% with a very valid category. In the response test, students got an average result of 83.2% in the very good category. Based on the results of the validation test, it can be concluded that the E-LKPD developed is feasible to be tested. Based on the results of the student response test getting a very good category, this can be interpreted that some students give a very good response to E-LKPD.   Keywords: E-lkpd, contextual teaching and learning, human skin excretory syste

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