Abstrak. Tujuan penelitian ini adalah untuk menentukan jarak tanam dan intensitas penyiangan gulma terbaik serta interaksi antara keduanya terhadap pertumbuhan dan hasil tanaman kacang tanah. Penelitian ini dilaksanakan di Kabupaten Gayo Lues, dari bulan Oktober 2019 hingga Januari 2020. Unit-unit penelitian disusun berdasarkan prinsip Rancangan Acak Kelompok Lengkap pola faktorial 3x4 dengan 3 ulangan. Faktor yang diteliti adalah jarak tanam yang terdiri atas 40 cm x 10 cm, 40 cm x 15 cm dan 40 cm x 20 cm, dan intensitas penyiangan gulma yang terdiri atas tidak disiangi, dan disiangi 1, 2 dan 3 minggu sekali. Terdapat interaksi yang nyata antara perlakuan-perlakuan yang diteliti terhadap hasil tanaman kacang tanah. Kombinasi yang menghasilkan polong per plot netto kacang tanah terberat adalah jarak tanam 40 cm x 10 cm dan penyiangan gulma 2 minggu sekali. Kata kunci: Arachis hypogaea, jarak tanam, intensitas penyiangan gulma. Abstract. The objectives of this research are to determine the best plant spacing and weeding intensity and interaction between them on growth and yield of peanut. The research was conducted at Gayo Lues Regency, from October 2019 to January 2020. Units of research were arranged according to Factorial Completely Randomized Block Design 3x4 with 3 replicates. Factors being examined were plant spacing which were consist of 40 cm x 10 cm, 40 cm x 15 cm and 40 cm x 20 cm, and weeding intensity which were consist of no weeding, and once per 1, 2 and 3 week(s). There was s significant interaction between treatments being tested to yield of peanut. Plant spacing of 40 cm x 10 cm and weeding once per 2 weeks is the best combination to produce the heaviest pods per plot netto.
Through the growth of learning media, the application and development of 3D hologram technology have penetrated several industries, including education. Learning media from several studies have not been able to involve students effectively. This study aims to determine the development, feasibility, practicality, and effectiveness of the Holo-SDK for multimeter introduction learning media in Basic Electronics Engineering. The R&D method used the ADDIE development model (analysis, design, development, implementation, and evaluation) with a descriptive quantitative approach. The research instrument consisted of a questionnaire in the form of a validation and practicality instrument and a test in the form of an effectiveness instrument. The results show that 3D hologram media based on Holo-SDK is feasible, practical, and effective in improving student learning outcomes as indicated by the difference in test scores before and after using the media through the sample t-test and N-Gain test.
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