Berugak Jurnal Universitas Islam Negeri (UIN) Mataram
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Development of an Evaluation Instrument Based on the Educational Game Blooket for the Subject of SKI Phase E: The Development of Islam during the Khulafaur Rashidin Era
In the rapidly advancing era of globalisation, information and communication technology have had a significant impact, including in the field of education. The development of innovative learning media is crucial to enrich the teaching and learning process. Although many schools have provided IT media for education, there are still educators who underutilise these resources, particularly as tools for evaluating students. This research adopts a Research and Development (R&D) approach with the ADDIE model, which includes five stages: analysis, design, development, implementation, and evaluation. This study aims to assess the implementation of the educational game Blooket as an evaluation instrument for the subject SKI at MA Miftahul Ulum Sitiaji. The research subjects were the students, and data were collected through interviews, observations, and documentation. Data analysis was conducted using normality tests, reliability tests, and t-tests. The results indicate that the validity of the Blooket website as an educational game-based evaluation instrument is excellent, with validation percentages of 71.2% from subject matter experts, 68.5% from Islamic Religious Education teachers, and 94% from media experts. The students\u27 responses to the instrument were also very positive, with an average percentage of 87%. In conclusion, the educational game-based evaluation instrument Blooket is deemed appropriate and effective for use in the learning process.
Abstrak: Dalam era globalisasi yang berkembang pesat ini, teknologi informasi dan komunikasi telah membawa dampak signifikan, termasuk dalam sektor pendidikan. Pengembangan media pembelajaran yang inovatif menjadi penting untuk memperkaya proses belajar mengajar. Meskipun banyak sekolah yang sudah menyediakan media IT untuk pembelajaran, masih terdapat pendidik yang kurang memanfaatkannya, terutama sebagai instrumen evaluasi siswa. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model ADDIE, yang mencakup lima tahap: analisis, desain, pengembangan, implementasi, dan evaluasi. Tujuan penelitian ini adalah untuk mengetahui penerapan game edukasi Blooket sebagai instrumen evaluasi pada mata pelajaran SKI di MA Miftahul Ulum Sitiaji. Subjek penelitian adalah peserta didik, dan data dikumpulkan melalui wawancara, observasi, dan dokumentasi. Analisis data dilakukan dengan uji normalitas, reliabilitas, dan t-test. Hasil penelitian menunjukkan bahwa validitas website Blooket sebagai instrumen evaluasi berbasis game edukasi sangat baik, dengan persentase validasi dari ahli materi sebesar 71,2%, 68,5% dari guru Pendidikan Agama Islam, dan 94% dari ahli media. Respon peserta didik terhadap instrumen ini juga sangat positif, dengan rata-rata persentase 87%. Kesimpulannya, instrumen evaluasi berbasis game edukasi Blooket layak dan efektif digunakan dalam proses pembelajaran
Increasing Creativity Through Fun Cooking Activities in Early Childhood at RA Al-Hikmah Jambi City
This research is based on the background that children\u27s creativity in RA Al-Hikmah, Jambi City is still not well developed. This means that children cannot express their opinions and children cannot do coloring or drawing activities, children cannot produce various innovative ideas and children cannot create their own work. This research aims to determine children\u27s creativity before and after being given action using fun cooking activities and to find out whether fun cooking activities can increase children\u27s creativity. This research is a type of Classroom Action Research. The research subjects were children aged 5-6 years in group B2 at RA Al-Hikmah, Jambi City with a total of 25 children. Data collection techniques use observation. The data analysis technique is by comparing the total creativity value with the maximum value then multiplying by 100% or using a percentage correction formula. The results of the research prove that the increase in children\u27s creativity through fun cooking activities in cycle I increased from 31.71% to 45.28%. Furthermore, in cycle II there was an increase from 52.42% to 71.29%. Cycle III experienced an increase from 78.28% to 84.71%. The conclusion of this research is that fun cooking activities can increase the creativity of young children at RA Al-Hikmah Jambi City in the BSB category or high category, namely 84.71%
ETHANOL EXTRACT OF MATOA (Pometia pinnata) AS NATURAL ANTIOXIDANT TO INHIBIT OXIDATION REACTION OF CRUDE PALM OIL: EKSTRAK ETANOL DAUN MATOA (Pometia pinnata) SEBAGAI ANTIOKSIDAN ALAMI UNTUK MENGHAMBAT REAKSI OKSIDASI PADA CRUDE PALM OIL
Indonesia is the 2nd largest country in the world in terms of palm oil production. The demand for Crude Palm Oil increases every year. For this reason, Indonesia is expected to be able to compete at the international industry level in producing palm oil, with the aim of being able to produce good quality palm oil among industries in other countries. The problem that often occurs in CPO factories is a decrease in the quality of CPO caused by an increase in Free Fatty Acid (FFA) levels and Peroxide Numbers. Antioxidants are substances that can delay or prevent the occurrence of free radical anti-oxidation reactions in the oxidation of fats or oils. Natural antioxidants are antioxidants that are obtained directly from nature. Natural antioxidants are antioxidants that are obtained directly from nature. One of them is the leaf of the matoa plant (Pometia pinnata). Based on the results of this study, the antioxidants of the ethanol extract of the matoa plant can reduce levels of FFA and peroxide numbers depending on the length of time the antioxidant mixture is given to CPO. In this study, a decrease in FFA levels and peroxide numbers was obtained from samples on day - 10 with the addition of 5000 ppm antioxidants, namely 2.71%. while the peroxide number is 0.83%
DEVELOPMENT OF DIGITAL COMIC BASED LEARNING MEDIA (CHEMTOON) WITH MARVEL APP ON CORROSION MATERIALS
This research project aims to design, develop and assess the feasibility of using chemical digital comic learning media (chemtoon) with the Marvel App on corrosion materials. Apart from that, to find out students\u27 responses to digital comic learning media (chemtoon) with the Marvel App on corrosion material. Research uses methods research and development (R&D), with the ADDIE development model. The population of this research is all students in class XII Science. The sampling technique was purposive random sampling, obtained class XII-F Science, totaling 32 students as an experimental class. The results of media validation in developing digital comic-based media in the Marvel App show a Vcount value from media expert validators is greater than Vtable with a value of 0.85 – 0.95 > 0.80 , while the material expert assessment of all aspects shows a value of Vcount greater than Vtable with a value of 0.85 – 1 > 0.80. The results of student responses to digital comics obtained an average percentage of all aspects, namely 91.71%. This shows that the digital comic learning media (Chemtoon) with the Marvel App on corrosion material is valid, suitable for use and helps students\u27 understanding of chemistry in corrosion material
SWOT Analysis of Aryakibansland Tourist Destination Development Using 3A Tourism Components (Attraction, Accessibility and Amenity)
Purpose: The purpose of This study aims to analyze the development of Aryakibansland tourist attractions using the 3A tourism components: Attractions, Accessibility, and Amenity at Aryakibansland.
Method: This research uses a descriptive qualitative approach with data collection methods through observation and literature study. Qualitative research was chosen because it is in accordance with the research objectives that want to observe and analyze the development of aryakibansland tourist attraction. The data obtained was then analyzed using SWOT analysis (Strength, Weakness, Opportunity, & Treath).
Result: Based on the results of the study, it can be concluded that the development of Aryakibans Land tourist attraction can be done by using the 3A tourism component (Attraction, Accessibility, and Amenity) in an effort to develop its tourist attraction, among others: Aryakibans Land develops natural and artificial potential to the maximum, adds travel route instructions to get to the tourist attractions, and adds more supporting facilities, such as: gazebos, security posts, places to eat. As for the SWOT analysis strategy carried out is to strengthen the brand of tourist attractions with promotions, hold socialization with governments such as the tourism office and the UMKM office to create innovations in tourism that have high economic value, strengthen the safety factor for tourist visitors to feel safe and education about flood mitigation to reduce the impact of flood disaster threats.
Contribution: This article contributes to the development of aryakibansland tourism, with the results of the research produced can provide policy recommendations for tourism managers and local governments to develop tourist destinations, such as providing proper infrastructure for tourists so that accessibility aspects can be better, and improving aspects of amenity, such as tourist support facilities need to be reproduced, because this factor can cause tourists to be interested in visiting a tourist destination.
Designing Tourist Itineraries with Design Thinking and System Usability Scale: A Case Study of Uluwatu Island, Bali
Purpose: This research aims to design a travel itinerary media that integrates necessary elements from various sources and presents them in an attractive and informative format. The approach used is Design Thinking, which places the user at the center of the design process.
Method: The research employs the Design Thinking approach, which involves five main stages: Empathy, Define, Ideate, Prototype, and Test. Data were collected through direct observation, questionnaires, and analysis of tourist behavior and preferences. The resulting prototype was tested by a representative group of users to assess the functionality and usability of the travel itinerary design.
Result: The study culminated in the creation of a tourist itinerary media design, developed through the Design Thinking process. This design effectively integrates essential elements from diverse sources, ensuring it is both visually appealing and informative. Crucially, user testing with the System Usability Scale (SUS) produced an average score of 76.75. This score reflects a high level of user satisfaction and confirms the system\u27s strong usability, highlighting the design\u27s potential for enhancing the tourist experience. The positive reception underscores the study\u27s impact in offering a user-friendly and engaging tool for tourism planning.
Contribution: The main contribution of this study is the development of a more innovative tourist itinerary design that is in line with user needs. Through the Design Thinking approach, this research provides practical guidance for designing relevant and effective solutions in the tourism industry context
Implementasi Green Banking pada Perbankan Syariah Indonesia Melalui CSR
Penelitian ini bertujuan untuk menginvestigasi implementasi green banking di Bank Muamalat Indonesia, dengan fokus pada program-program dan strategi yang diterapkan serta dampaknya terhadap lingkungan dan masyarakat. Metode penelitian yang digunakan adalah pendekatan kualitatif dengan studi kasus, yang mengadakan ceck dan receck dari satu sumber dibandingkan dengan sumber lain sampai peneliti merasa puas dan yakin bahwa informasi yang dikumpulkan itu benar. Temuan penelitian menunjukkan bahwa Bank Muamalat telah menerapkan sejumlah program green banking, termasuk efisiensi energi, pengurangan limbah, dan penggunaan kertas yang minimal. Strategi yang dilakukan termasuk peningkatan kesadaran staf dalam penggunaan sumber daya dan penggunaan teknologi untuk mengurangi konsumsi kertas. Program CSR yang mendukung green banking meliputi literasi keuangan online, pemanfaatan tenaga lokal, dan investasi pada infrastruktur sosial. Implikasi penelitian ini adalah bahwa green banking tidak hanya menguntungkan secara ekonomi bagi bank, tetapi juga memberikan manfaat bagi lingkungan dan masyarakat secara luas. Hasil penelitian ini dapat menjadi acuan bagi bank lain dalam mengembangkan praktik keuangan yang berkelanjutan
Pengaruh Literasi Pasar Modal dan Persepsi Risiko Terhadap Keputusan Berinvestasi Mahasiwa
Capital market literacy is very important, because it makes it easier for students to make investment decisions. Risk perception is also a student factor in determining investment decisions, because the lower the risk, the higher it is in determining investment decisions and vice versa. The observation aims to determine the influence of capital market literacy and risk perception on students\u27 investment decisions. This type of research is a quantitative approach. The data analysis method uses multiple linear regression analysis. The population and sample used were all members and administrators of the Mataram State Islamic University Capital Markets Study Group for 2022-2023, a total of 125 people using a saturated sampling technique. The research results show that capital market literacy influences investment decisions with the results of the hypothesis test (t test) (2,657 > 1,979) with a significance value (0.009 < 0.05). Risk perception influences investment decisions with the t test results (5,238 > 1,979) with a significance value (0.000 < 0.05). Meanwhile, capital market literacy and risk perception influence investment decisions simultaneously with the R2 test result (coefficient of determination) obtained at 0.263. This shows that investment decisions are influenced by Capital Market Literacy.
 
HOME SECURITY SYSTEM BASED ON ARDUINO UNO USING SMS
Security is a crucial aspect for everyone. Homes that are frequently left unattended by their owners can become targets for thieves to carry out their actions. Therefore, an effective home security system is needed to enable homeowners to receive information if their house is broken into by a thief. The author has developed a home security system utilizing technology with an Infrared sensor and GSM module as an SMS alert information system, where all components are processed in an Arduino Uno microcontroller.
The research methodology used includes several stages: data collection (literature review, observation, and experimentation) and software development using the prototype method (communication, quick planning, quick design modeling, prototype construction, deployment delivery, and feedback).
The home security system works by using sensors placed at entry points, such as doors. This system automatically sends an SMS to the homeowner\u27s mobile phone, regardless of their location
DINAMIKA SOSIAL DAN BUDAYA DALAM PERAYAAN PERANG TOPAT DI LOMBOK: SEBUAH STUDI ETNOGRAFI
This ethnographic study examines the social and cultural dynamics surrounding the Perang Topat celebration in Lombok, Indonesia. Perang Topat is a unique traditional festival that involves ritual battles using compressed rice packets. The study explores the historical origins, cultural significance, and evolving social practices associated with this annual event. Through fieldwork and interviews, the researcher investigates how Perang Topat serves as a platform for the expression of local identity, religious syncretism, and community cohesion. The findings shed light on the ways in which this traditional celebration adapts to changing societal influences while preserving its core cultural and spiritual dimensions. The paper provides insights into the complex interplay between social, religious, and cultural forces that shape the contemporary practice of Perang Topat in the Lombok regio