Indonesian people have used herbal plants for generations to overcome health problems, but some people are still lacking in obtaining health services. Tenggareng hamlet, North Jenggik Village, Montong Gading Dstrict, East Lombok Regency, West Nusa Tenggara Province is one of the hamlets that has not optimized the yard as land for growing herbal plants. The yard house is suitable land for planting various types of plants. The purpose of this activities was to increase the knowledge of the community, especially about the cultivation and use of medicinal plants. The method used in this community services were lecturing and discussion method. Involving 42 participants. The results of community services are increasing people knowledge and skills related to the planting and utilization of herbal plants. This can be seen from the occurrence of interactive discussions. In conclusion, by conducting socialization and utilization of Family Medicinal Plants can increase public understanding to optimize Family Medicinal Plants.
The current research was carried out to develop android-assisted digital teaching materials in new normal era in order to improve students' HOTS in physics learning activities. Similarly, the study seeks to realize innovative, creative and up-to-date Physics learning activities. The present development research employs the ADDIE systematic learning model, (1) analysis; (2) design; (3) development; (4) implementation; and (5) evaluation. The data analysis is a type of qualitative-quantitative method by assessing the quality of the product developed by competent experts, such as lecturers and teachers in accordance with the field of physics study presented in the form of numbers. The outputs generated from this research are Android-assisted digital teaching materials as an online learning solution for the new normal era to improve the HOTS of students with the values of digital teaching materials (e-modules) on temperature and heat materials as a whole classified as “Very Eligible” considered 91.6%.Keywords: digital teaching materials, android, covid-19, physics, HOTS
This community service activity program aims to improve the skills of teachers in making learning media during the pandemic at SMAN 1 Rantau Utara. The method used is descriptive method. The steps used are by providing socialization, lectures and assistance in the process of making learning media during the pandemic. The results of the response of the training participants gave a positive response. Participants gave suggestions in this activity to continue in self-development for teachers at SMAN Rantau Utara.
<em>Penelitian ini bertujuan untuk: (1)Mengetahui minat dan hasil belajar fisika pada materi Usaha dan Energi peserta didik kelas X IPA yang tidak menggunakan media game roulette. (2) Mengetahui minat dan hasil belajar fisika pada materi Usaha dan Energi peserta didik kelas X IPA yang menggunakan media game roulette. (3) Mengetahui peningkatan minat dan hasil belajar fisika peserta didik kelas X IPA pada materi Usaha dan Energi setelah menggunakan media game roulette. Populasi pada penelitian ini adalah seluruh peserta didik kelas X IPA SMA Al-wasliyah Medan Tahun Pelajaran 2018/2019 yang terdiri dari X IPA 1 dan X IPA 2. Dan sampel yang digunakan adalah seluruh populasi. Metode penelitian yang digunakan dalam penelitian ini adalah Quasi Experimental Design. Instrumen yang digunakan dalam penelitian ini adalah angket minat dan tes hasil belajar pretest dan posttest peserta didik yang sudah divalidasi sebelumnya. Analisis data dilakukan dengan menggunakan SPSS versi 21. Berdasarkan analisis data yang telah dihitung menggunakan SPSS versi 21, hasil penelitian ini menunjukkan bahwa: (1) Kelas kontrol yang tidak menggunakan media game roulette memiliki nilai rerata angket minat belajar awal dan akhir 75,70 dan 81,70, Sedangkan nilai rerata hasil belajar pretest dan posttest kelas kontrol adalah sebesar 31,30 dan 58,91.(2) kelas eksperimen yang menggunakan game roulette terdapat nilai rerata angket minat belajar awal dan akhir peserta didik adalah sebesar 75,20 dan 100,70.Untuk hasil belajar pretest dan posttest peserta didik didapatkan bahwa nilai reratanya adalah 32,25 dan 72,00. Dan, (3) Media game roulette dapat meningkatkan minat belajar peserta didik dengan persentase N-Gain sekitar 57 %, peningkatannya termasuk dalam kategori sedang. Media game roulette juga dapat meningkatkan hasil belajar peserta didik dengan persentase N-Gain sekitar 59 % termasuk dalam kategori cukup efektif.</em>
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