Jurnal Penelitian Pendidikan IPA (Science Education Graduate Program University of Mataram)
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    7130 research outputs found

    Analysis of Students' Critical Thinking Skills on the Topic of Electromagnetic Induction

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    Electromagnetic induction is one of the physics topics that is considered difficult. Research shows that students' critical thinking skills on this topic are weak. This study aims to determine the profile of high school students' critical thinking skills on this topic. The research method used is non-experimental quantitative descriptive research with a descriptive research form. Data were collected using essay test. The research sample was 22 students in 12th grade who had studied the topic of electromagnetic induction in one of the high schools in East Java, Indonesia. The sampling technique used is convenience sampling. The instrument used is in the form of a test named electromagnetic induction critical thinking skills instrument. Data were analysed using descriptive statistics. The results of the study showed that students' critical thinking skills are relatively low. Therefore, in learning, methods, models, and media are needed to help students improve their critical thinking skills

    Study on the Water Usage in Office and Laboratory Buildings

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    This study evaluates the efficiency of water usage in the Department of Environmental Engineering at Universitas Andalas (Unand) by analyzing water consumption volume, identifying potential leaks, and comparing the findings with applicable standards for laboratories and offices. A 1.5-inch water meter was installed at the outlet of the rooftop reservoir on the 4th floor to measure water usage volume, and manual attendance devices were used to record the number of water users in the office and laboratory. Leakage testing was performed using the step test method, where water flow was stopped for 16 hours overnight to monitor changes in the water meter readings, with results indicating no leakage. The study found that the highest water consumption was 39.66 L/person/day in the laboratory and 55.06 L/person/day in the office. Water consumption in laboratories was found to be 100-200 L/person/day according to the standard, while water use in offices slightly exceeds the Indonesian National Standard (SNI) 03-7065-2005 of 50 L/person/day. The study recommends implementing water conservation technologies, such as automatic faucets and dual-flush toilet systems, to reduce water consumption and enhance water efficiency

    Duckweed (Lemna minor) in Feed to Increase the Carcass and Giblet Proportion of Male Alabio Ducks

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    Feeding containing wet duckweed increases the feed conversion ratio. This research aims to analyze the effect of differences in the use of wet duckweed and duckweed flour in rations on the percentage of carcass and giblet cuts of male Alabio ducks. This research was carried out in the Experimental Cages of the Faculty of Agriculture, Lambung Mangkurat University using 108 Alabio ducks. The study used three treatments, namely P0 (control, without duckweed), P1 (20% wet duckweed in the ration), and P2 (20% duckweed flour in the ration). The parameters observed included the percentage of chest, thigh, back, wing and giblet weight to carcass weight. Duckweed with complete feed has the same results so it can be used as a substitute feed and between the two treatments P1 and P2 it is known that the use of wet duckweed gives the best percentage of carcass cuts

    Empowering Young Children in Numeracy through Role-Playing Games Application: Advancing Independent Curriculum Goals

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    Basic numeracy education is crucial for the development of early childhood as a foundation for logical and analytical thinking. This study aims to develop an educational game application based on the Role-Playing Game (RPG) model, designed to effectively enhance basic numeracy comprehension in early childhood. Aligned with the principles of the Independent Curriculum, which emphasizes child-centered, exploratory, and enjoyable learning, the application was developed using the ADDIE model, structured across five stages: Analysis, Design, Development, Implementation, and Evaluation. The results indicate that this RPG game application, which includes narrative elements, interactive characters, and tiered challenges, significantly improves children's numeracy skills, such as number recognition and basic addition. Furthermore, the application enhances learning motivation through positive feedback features. Integrating local cultural elements in the application’s design further enhances its relevance, supporting children in learning within a context that reflects their real-life environment. Consequently, this application is expected to serve as an innovative alternative for effective, interactive numeracy education aligned with the principles of the Independent Curriculum

    Profile of Critical Thinking Skills of Phase F Learning in Chemistry Subjects Acid-Base Material

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    The purpose of this study was to describe the profile of critical thinking skills of Phase F students at Al-Azhar Menganti High School in the chemistry subject of acid-base material. This research is a quantitative and qualitative descriptive research. Data collection techniques are questionnaires, tests, and interviews. The research was conducted at Al-Azhar Menganti High School with chemistry teachers and 37 students in class XII. The results showed that the profile of students' critical thinking skills was low in the category of less and very less with only 36.93% of students who were able to interpret; 17.12% analysis; 21.17% inference; 33.33% evaluation; and 36.04% explanation with the factors that caused the low critical thinking skills of students were inappropriate learning models and lack of learning tools that could facilitate in improving critical thinking skills

    Cognitive Stimulation Therapy (Indonesian Version): Effects on Factors Associated with Cognitive Function in Middle Adult

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    Cognitive development in adulthood involves the ability to better integrate emotion and logic to make decisions and a reduced ability to process information quickly. In late adulthood, cognitive development is characterized by neurocognitive disorders, intellectual changes, and memory changes. When cognitive decline is regarded as a continuous process from normal cognitive function to mild cognitive impairment and dementia, the identification and management of influential factors such as cognitive decline-related demographic characteristics, comorbid diseases and health habits may contribute to the delay or prevention of dementia. Cognitive Stimulation Therapy (CST) is an intervention that aims to stimulate the cognitive function of middle adult individuals aged 50-60 years with cognitive activities. This study aims to determine the effect of Cognitive Stimulation Therapy on factors of cognitive function of middle adult individuals aged 50-60 years in Kemiri Village, Kebakkramat District, Karanganyar Regency. This research is a quantitative-research with a pre-experimental design with one group pre-post test. The sampling technique used was purposive sampling with a sample size of twenty-seven people. The instrument used was the Indonesian Version of the Montreal Cognitive Assessment (MoCA-Ina). Cognitive Stimulation Therapy (CST) was carried out in 6 sessions over 8 weeks. Data analysis using paired t-test (paired t-test). Paired t-test results Sig. (2-tailed) = 0.000, which means p-value < 0.05, which shows that Cognitive Stimulation Therapy has an effect on the cognitive abilities of middle adult individuals aged 50-60 years in Kemiri Village, Kebakkramat District, Karanganyar Regency

    User Satisfaction Analysis of SUS Method of Virtual Tours Website for Semarang Chinatown Tourism Experience

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    This article analyzes the satisfaction of website-based virtual tour users using the usability scale system method for tourism experiences in Chinatown Semarang for respondents who use the virtual tour application both in the initial and final applications. This research aims to compare user satisfaction by analyzing the score calculation results from 80 respondents from each virtual tour application using the system usability scale method where the virtual tour in the initial application and the virtual tour in the final application have differences in the addition of a simple interactive website and a guide in the form of a manual book and video tutorial in the final application. The system usability scale d calculation score was obtained with an increase in value of 7.875. This proves that modifying the application and adding a guide feature in the form of a manual book and video tutorial can help respondents use a virtual tour in Semarang's Chinatown village. The advice obtained in this research is that it is hoped that for future research, you can use paid hosting because, in the study here, the virtual tour application still uses free hosting, which still has limitations in processing files, so it takes longer for users to access the virtual tour in Semarang Chinatown Village.  translator Afrikaans Albanian - shqipe Arabic - ‎‫العربية‬‎ Armenian - Հայերէն Azerbaijani - azərbaycanca Basque - euskara Belarusian - беларуская Bengali - বাংলা Bulgarian - български Catalan - català Chinese - 中文(简体中文) Chinese - 中文 (繁體中文) Croatian - hrvatski Czech - čeština Danish - dansk Dutch - Nederlands English Esperanto - esperanto Estonian - eesti Filipino Finnish - suomi French - français Galician - galego Georgian - ქართული German - Deutsch Greek - Ελληνικά Gujarati - ગુજરાતી Haitian Creole - kreyòl ayisyen Hebrew - ‎‫עברית‬‎ Hindi - हिन्दी Hungarian - magyar Icelandic - íslenska Indonesian - Bahasa Indonesia Irish - Gaeilge Italian - italiano Japanese - 日本語 Kannada - ಕನ್ನಡ Korean - 한국어 Latin - Lingua Latina Latvian - latviešu Lithuanian - lietuvių Macedonian - македонски Malay - Bahasa Melayu Maltese - Malti Norwegian - norsk Persian - ‎‫فارسی‬‎ Polish - polski Portuguese - português Romanian - română Russian - русский Serbian - Српски Slovak - slovenčina Slovenian - slovenščina Spanish - español Swahili - Kiswahili Swedish - svenska Tamil - தமிழ் Telugu - తెలుగు Thai - ไทย Turkish - Türkçe Ukrainian - українська Urdu - ‎‫اردو‬‎ Vietnamese - Tiếng Việt Welsh - Cymraeg Yiddish - יידיש       Double-click   Select to translate     translator Afrikaans Albanian - shqipe Arabic - ‎‫العربية‬‎ Armenian - Հայերէն Azerbaijani - azərbaycanca Basque - euskara Belarusian - беларуская Bengali - বাংলা Bulgarian - български Catalan - català Chinese - 中文(简体中文) Chinese - 中文 (繁體中文) Croatian - hrvatski Czech - čeština Danish - dansk Dutch - Nederlands English Esperanto - esperanto Estonian - eesti Filipino Finnish - suomi French - français Galician - galego Georgian - ქართული German - Deutsch Greek - Ελληνικά Gujarati - ગુજરાતી Haitian Creole - kreyòl ayisyen Hebrew - ‎‫עברית‬‎ Hindi - हिन्दी Hungarian - magyar Icelandic - íslenska Indonesian - Bahasa Indonesia Irish - Gaeilge Italian - italiano Japanese - 日本語 Kannada - ಕನ್ನಡ Korean - 한국어 Latin - Lingua Latina Latvian - latviešu Lithuanian - lietuvių Macedonian - македонски Malay - Bahasa Melayu Maltese - Malti Norwegian - norsk Persian - ‎‫فارسی‬‎ Polish - polski Portuguese - português Romanian - română Russian - русский Serbian - Српски Slovak - slovenčina Slovenian - slovenščina Spanish - español Swahili - Kiswahili Swedish - svenska Tamil - தமிழ் Telugu - తెలుగు Thai - ไทย Turkish - Türkçe Ukrainian - українська Urdu - ‎‫اردو‬‎ Vietnamese - Tiếng Việt Welsh - Cymraeg Yiddish - יידיש       Double-click   Select to translate   &nbsp

    Trends and Developments in Gamification for Science Education: A Bibliometric Review from 2019 to 2023

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    This study aims to identify and analyze research trends in gamification focusing on science education and explore opportunities for further development. Using the Systematic Literature Review (SLR) method, a total of 126 relevant publications were identified from the Publish or Perish database indexed by Scopus, with 43 documents from the 2019–2023 period selected and analyzed based on inclusion criteria. These criteria include articles discussing gamification in science education, English-language articles, open-access publications, and Scopus-indexed articles. The literature review process followed PRISMA guidelines to ensure the quality of results, and data were analyzed using bibliometric methods with the assistance of VOSviewer 1.6.20 software. The results indicate significant fluctuations in the number of publications and citations year by year, reflecting the dynamics of research activity. Most publications originate from Spain, the United States, and Malaysia, with quantitative methods being the most widely used approach (51%). The main themes explored include student engagement, motivation, and conceptual understanding, particularly in STEM subjects. Collaborative networks highlight the importance of diverse perspectives in advancing gamification research. Density analysis reveals that the long-term impact and scalability of gamification in educational science still hold substantial potential for exploration. Therefore, further studies are urgently needed to optimize the role of gamification and maximize its benefits in the learning process

    Growth Pattern and Morphometric Characteristics of Keting Mystus gulio (Hamilton, 1822) in Downstream of Gembong and Rejoso River, Pasuruan, Indonesia

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    Keting fish is a type of fish from freshwater which is usually used as a consumption fish or ornamental fish. There is a type of kein, namely from the species Mystus gulio (Hamilton, 1922). Mystus gulio ecosystem is disturbed due to land-use change activities in the river which causes the disturbance of the habitat of Mystus gulio. The purpose of this study is to analyze the long-weight relationship, growth pattern, and condition factors of Mystus gulio in downstream Gembong and  Rejoso River. The method used in this study is to sample Mystus gulio from 3 stations on each river based on land use criteria. The research was carried out for 3 months, namely August, September and October 2023. The results of this study show that Mystus gulio caught in these two rivers all have a negative allometric growth pattern (b<3). The average value of the condition factor in these two rivers is 1 which indicates that the condition of Mystus gulio is good. The average growth of Mystus gulio caught in Gembong is relatively larger than Rejoso. The waters quality results of Gembong and Rejoso are still in optimal condition, except for Total Suspended Solid and Lead (Pb)

    Evaluation of Sustainable Tourism of Pacal Reservoir Based on Environment, Economic and Social Perspectives in Bojonegoro Regency

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    Pacal Reservoir has a function to irrigate agriculture in the Bojonegoro Regency area. Pacal Reservoir also has beautiful natural potential so that it is used as a mainstay tourism object of Bojonegoro Regency. The existence of the reservoir that has been for 90 years, makes the pacal reservoir experience several problems. The purpose of this study is to analyze pacal reservoir tourism into sustainable tourism. The method used is qualitative descriptive. The analysis used is a SWOT analysis. The results of the SWOT analysis are at the coordinate point (0.37; 0.28) where the coordinate point is in quadrant I. So that pacal reservoir tourism has opportunities and strengths, namely in that position is the most advantageous situation. Based on this study, it can be concluded that the results of the SWOT matrix produce several strategies when viewed in terms of environmental, social and economic tourism of the pacal reservoir. The result of the SWOT coordinate point is in quadrant I. Position in quadrant I means having opportunity and strength. The strategy that must be taken in conditions like this is to support an aggressive growth-oriented strategy by utilizing existing opportunities and strengths possessed

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    Jurnal Penelitian Pendidikan IPA (Science Education Graduate Program University of Mataram)
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