OJS UNPATTI Publication Center (Universitas Pattimura)
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Mi Basah dengan Substitusi Tepung Tempe Koro Benguk (Mucuna pruriens L.) dan Ekstrak Pektin Albedo Jeruk Bali (Citrus maxima)
Wet noodles are noodles made from wheat flour and cooked by boiling. However, wet noodle generally lack nutrients, prompting research to address this issue. This study utilizes velvet bean flour as a partial substitute for wheat flour and pectin extracted from pomelo albedo as a binding agent. The aims are to assess the chemical, physical and microbiological qualities of wet noodles formulated with velvet bean flour and pomelo albedo pectin extract, as well as to determine the optimal concentration that yields the best product quality. The researchers aim to utilize velvet beans for their protein-rich nutritional function and to make use of pomelo albedo waste. A completely randomized design was used with 4 treatment levels consisting of ratios of wheat flour, velvet bean flour, and pomelo albedo pectin extract: 100:0:0 (K),70:25:10 (A), 70:20:15 (B), and 70:15:20 (C). The data were analyzed using the one-way ANOVA method with a 95 % confidence level, followed by DMRT to determine the significant differences among treatments. The results indicate that wet noodles had moisture content ranging from 60,31-63,45 %., ash content 0,5-0,71 %, fat content 0,53-1,76 %, protein content 5,06-8,9 %, carbohydrate content 25,44-31,73 %, insoluble fiber 4,53-11,1 %, soluble fiber 13,-21,67 %, cooking loss 4,92-11,8 %, tensile strength 0,003-0,0055, total plate count and yeast mold count meeting the SNI 2987:2015 quality standard. The formulation with the best overall quality was 70:15:20
Humor and Critical Literacy: Exploring Stand-Up Comedy in Indonesian Language Education
This study investigates the potential of stand-up comedy as a pedagogical strategy for enhancing critical literacy in Indonesian language classrooms. Unlike conventional literacy practices that emphasize technical reading and writing skills, stand-up comedy offers a space for students to combine humor, performance, and critique. Using a qualitative case study at a public senior high school in Indonesia, data were collected through classroom observations of student performances, interviews with teachers and students, and textual analysis of students’ written monologues. The findings show that stand-up comedy enables students to transform everyday experiences into critical commentary, express social critique in accessible and creative forms, and develop confidence in public speaking. Humor proved effective in stimulating reflective dialogue on sensitive issues, fostering peer engagement, and encouraging students to negotiate meanings beyond the textbook. The novelty of this study lies in positioning stand-up comedy as a form of multimodal literacy that integrates text, performance, and humor, highlighting its role as both linguistic practice and critical pedagogy. Challenges were identified in guiding humor responsibly, particularly when addressing sensitive or controversial topics. This research demonstrates the value of integrating popular culture into literacy education to cultivate students’ critical, contextual, and creative capacities
Digital Gaming and Informal English Language Acquisition: Identity, Interaction, and Fluency Development among Indonesian Youth
This study explores how international online gaming communities serve as informal spaces for English language learning among Indonesian adolescents, focusing on communicative practices, fluency development, and linguistic identity formation. The study is motivated by the limited opportunities for authentic communication in Indonesian secondary schools, where English learning remains predominantly grammar- and exam-oriented. Employing a qualitative case study design, the research involved ten high school students in Jakarta who were active members of the Airaworlf gaming community. Data were collected through participant observation during international gaming sessions, voice chat recordings, chat log analysis, and in-depth interviews exploring participants’ experiences and perceptions of language learning through gaming. Thematic analysis was applied to identify communicative patterns, linguistic strategies, and socio-technological factors influencing language acquisition. The findings reveal that online gaming fosters spontaneous, contextual, and collaborative use of English. Participants demonstrated improvements in fluency, mastery of technical vocabulary, and intercultural communicative competence. English was used not only for strategic coordination but also to build team solidarity and negotiate identities in global digital spaces. Key enabling factors include intrinsic motivation, real communicative needs, international exposure, and supportive peer environments, while challenges involve exposure to impolite language and the absence of pedagogical guidance. The study highlights international gaming communities as authentic ecosystems for informal language learning in Indonesia, revealing the emergence of hybrid linguistic identities. It contributes to applied linguistics and foreign language education, particularly within Computer-Assisted Language Learning (CALL) and digital informal learning
Mobile-Assisted Vocabulary Learning through Duolingo: Insights from Indonesian University Students across Disciplines
This study investigates how students from different academic disciplines experience vocabulary learning through Duolingo, a mobile-assisted language learning (MALL) application. Unlike previous research that predominantly focuses on quantitative outcomes, this study foregrounds individual learning experiences and disciplinary variations among Indonesian university students, a context rarely explored in international scholarship. Using a qualitative multiple case study design, data were collected from ten students at Universitas Muhammadiyah Jakarta across five disciplines: Automotive and Heavy Equipment Engineering, Social Welfare, Communication, Primary School Teacher Education, and two postgraduate programs (Hospital Administration and Educational Technology). Data sources included four-week usage observations, activity logs, in-depth interviews, and reflective journals, analyzed thematically and comparatively across cases. Findings indicate that disciplinary background shapes engagement patterns and learning strategies. Engineering students display instrumental and goal-oriented behaviors, social science students engage interactively with gamified features, teacher education students integrate pedagogical perspectives, and postgraduate learners employ metacognitive strategies. Shared challenges include sustaining motivation, contextual limitations of vocabulary, and technical constraints. Overall, Duolingo enhances learner autonomy and provides flexible, personalized support that complements formal instruction. This study contributes to applied linguistics and educational technology by highlighting the role of disciplinary contexts in shaping MALL experiences and offering insights for curriculum design and language policy
TINJAUAN LITERATUR SISTEMATIS MENGENAI HUBUNGAN DURASI PENGGUNAAN GAWAI DENGAN TEXT NECK SYNDROME
Latar Belakang: Penggunaan gawai yang semakin meningkat dalam kehidupan sehari-hari menyebabkan durasi paparan terhadap perangkat digital semakin panjang, sehingga berpotensi menimbulkan keluhan muskuloskeletal seperti text neck syndrome. Tujuan: Mengetahui hubungan antara lama penggunaan gawai dengan kejadian text neck syndrome melalui kajian literatur. Metode: Tinjauan pustaka sistematis dilakukan dengan mengikuti pedoman PRISMA yang dicari di PubMed, Google Scholar dan studi web lainnya mulai dari tahun 2015 hingga 2025 menggunakan kata kunci “sindrom leher teks,” “penggunaan gadget,” “nyeri leher,” dan “durasi penggunaan smartphone”. Terdapat sekitar 50 artikel yang teridentifikasi. Setelah menerapkan kriteria inklusi dan eksklusi, 10 artikel memenuhi kriteria. Hasil: Dari sepuluh artikel yang memenuhi kriteria inklusi, delapan di antaranya menunjukkan adanya hubungan signifikan antara durasi penggunaan gawai dan text neck syndrome, terutama pada penggunaan ≥ 2 jam per hari. Kesimpulan: Durasi penggunaan gawai yang lebih lama berhubungan dengan peningkatan risiko terjadinya text neck syndrome. Edukasi ergonomi dan pembatasan waktu penggunaan diperlukan untuk meminimalkan keluhan
Dampak Kehadiran Minimarket terhadap Pendapatan Kios Kecil di Desa Piru Kecamatan Seram Barat Kabupaten Seram Bagian Barat (SBB)
This study originates from the rapid growth of modern retail in rural areas, affecting the sustainability of small kiosks in Piru Village, West Seram District, West Seram Regency. The purpose of this research is to analyze the impact of minimarket presence on kiosk income and identify local traders’ adaptation strategies. Using a quantitative descriptive approach through observation, interviews, and documentation involving 12 kiosks and 40 consumers, the results indicate a 61.9% decline in kiosk income and a shift in consumer behavior toward weekly shopping at minimarkets. Traders adapt by diversifying products and extending operational hours, though with limited effect. The study highlights the importance of local economic protection through partnerships between small enterprises and modern retail. Local governments are encouraged to establish fair retail zoning and community-based market integration to sustain socio-economic balance
Peranan Soa di Negeri Assilulu Kecamatan Leihitu Kabupaten Maluku Tengah
Masyarakat di Maluku Tengah mengenal istilah Soa, yang merupakan bagian dari pembentukan suatu negeri yang luas dalam pola organisasi adat di Maluku. Unit ini terdiri dari sejumlah mata rumah (rumah tangga) atau marga, yang merupakan bagian dari administrasi domestik. Setiap soa memiliki perannya masing-masing, dan permasalahan dalam penelitian ini adalah bagaimana peran Soa di Tanah Assilulu. Hal penting adalah soa saat ini kurang dipahami oleh generasi muda Assilulu, padahal soa memiliki hubungan yang sangat erat dan memainkan peran penting di negeri Assilulu terlebih lagi perananannya dalam kehidupan masyarakat. Metode penelitian yang digunakan adalah penelitian kualitatif deskriptif berupa kata-kata tertulis atau lisan dari orang-orang dan perilaku yang dapat diamati. Oleh karena itu, penelitian ini diarahkan untuk memperoleh penjelasan tentang peran soa di Desa Assilulu. Teknik pengambilan sampel dalam penelitian ini adalah purposive sampling, yang dilakukan dengan mengambil sampel dari populasi berdasarkan kriteria tertentu. Hasil penelitian ini menunjukkan bahwa terdapat 7 Soa di Tanah Asilulu dan masing-masing soa memegang peranan penting di Tanah Asilulu, baik dalam bidang agama, adat, maupun pemerintahan
ARCH MODEL FOR FORECASTING BCA BANK STOCK PRICE VOLATILITY
This research analyzes the Autoregressive Conditional Heteroskedasticity (ARCH(p) model to predict the BCA Bank share price in the range of January 2013 to November 2023. BCA Bank's share price, as one of the shares traded on the Indonesian Stock Exchange, requires accurate volatility modeling. Researchers use the ARIMA(0,1,2) model as the initial approach, but because of heteroscedasticity, they apply the ARCH(8) model to overcome it. The results show that the ARCH(8) model performs best, with the lowest AIC values for volatility. BCA Bank's daily stock price as of December 1, 2023, showed high volatility, signaling significant risk to investors
Pengaruh Model Discovery Learning terhadap Kemampuan Berpikir Kritis IPAS Peserta Didik Sekolah Dasar
Kemampuan berpikir kritis menjadi salah satu kompetensi dari tujuan pendidikan abad 21. Namun pada kenyataannya, ditemukan masalah terkait rendahnya kemampuan berpikir kritis peserta didik kelas V di SD Negeri 1 Segalamider Bandar Lampung. Tujuan penelitian ini yaitu untuk mengetahui pengaruh pada penerapan model discovery learning terhadap kemampuan berpikir kritis IPAS peserta didik kelas V sekolah dasar. Metode penelitian yang digunakan adalah kuantitatif dengan jenis eksperimen dengan pendekatan quasi experimental dan desain penelitian menggunakan nonequivalent control group design. Penelitian ini menggunakan teknik purposive sampling dan populasi sebanyak 109 peserta didik dengan sampel sebanyak 56 peserta didik. Teknik pengumpulan data pada penelitian ini yaitu menggunakan teknik tes berupa tes uraian untuk mengukur kemampuan berpikir kritis IPAS peserta didik. Uji hipotesis dalam penelitian ini menggunakan uji regresi sederhana. Hasil penelitian menunjukkan Fhitung = 15,65 ≥ Ftabel = 4,21 dan N-Gain sebesar 0,36 dengan kategori sedang. Maka H0 ditolak dan Ha diterima, dapat disimpulkan bahwa terdapat pengaruh pada penerapan model discovery learning terhadap kemampuan berpikir kritis IPAS peserta didik sekolah dasar
Peningkatan Keterampilan Menulis Teks Deskripsi Menggunakan Media Gambar di Kelas IV SDN Malingping
Menulis merupakan salah satu keterampilan dasar dalam pembelajaran Bahasa Indonesia yang harus dikuasai siswa sejak dini. Namun, hasil observasi di kelas IV SDN Malingping menunjukkan bahwa kemampuan siswa dalam menulis teks deskripsi masih tergolong rendah, di mana hanya 58,33% siswa yang mencapai batas ketuntasan minimal. Hal ini disebabkan oleh penggunaan media pembelajaran yang kurang variatif. Penelitian ini bertujuan untuk meningkatkan kemampuan siswa dalam menulis teks deskripsi dengan memanfaatkan media gambar. Penelitian menggunakan metode Penelitian Tindakan Kelas (PTK) model Kemmis dan Mc. Taggart yang dilakukan dalam dua siklus, dengan tahapan perencanaan, pelaksanaan, pengamatan, dan refleksi. Subjek penelitian berjumlah 24 siswa kelas IV SDN Malingping. Data diperoleh melalui observasi, dokumentasi, dan tes menulis. Hasil penelitian menunjukkan adanya peningkatan kemampuan menulis siswa dari (58,33%) pada tahap awal, menjadi (66,66%) pada siklus pertama, dan meningkat signifikan menjadi (91,66%) pada siklus kedua. Hasil ini menunjukkan bahwa penggunaan media gambar efektif dalam meningkatkan keterampilan menulis teks deskripsi pada siswa kelas IV