Abstract. This study aimed to develop learning media based on Visual, Auditory, and Kinesthetic (VAK) approach that was valid and practical and able to facilitate students' mathematical understanding ability. This research is conducted at State Junior High School 20 Pekanbaru. The subjects of this research are media experts and subject matter experts as validators and students of Grade 8th at State Junior High School 20 Pekanbaru. The objects of this research are learning media based on Visual, Auditory, and Kinesthetic (VAK) approach and students' mathematical conceptual understanding ability. Based on the validity test, the learning media based on Visual, Auditory, and Kinesthetic (VAK) approach was categorized as very valid with 86.20% validity rate. Based on practicality test, learning media based on Visual, Auditory, and Kinesthetic (VAK) approach was very practical for small group with 90.51% practicality level, and very practical for large group with 90.17% practicality level. Based on the students' mathematical understanding ability test, the learning media based on Visual, Auditory, and Kinesthetic (VAK) was very effective with 89.74% effectivity rate. From these results, the developed learning media was very valid, very practical, and very effective to facilitate students' mathematical understanding ability.
This study aims to produce a valid and practical educational game that can facilitate students' mathematical problem solving ability. This study is a development research using Borg & Gall model which has been modified. Subjects were technology and subject matter experts as validators and 8th grade students of State Junior High School 21 Pekanbaru for practically test and the object of this study are educational game and students' mathematical problem solving ability. The data were obtained through a validation process by validators, practicalities by students, and effectivity by students' mathematical problem solving ability test in the form of post-test. Data collection instruments are in the forms of validation sheets, practicalities questionnaire sheets and post-test for mathematical problem solving ability. The data were analyzed with descriptive analysis techniques. The educational game development results have been tested with validity degree of 84.1% (very valid), practicality degree of 85.42% (very practical) and effectivity degree of 80% (effective). From these results, it was identified that the educational game that developed was very valid, very practical and effective to facilitate students' mathematical problem solving ability
Padi (Oryza sativa L.) merupakan salah satu tanaman pertanian penting di dunia. Penyakit hawar daun bakteri yang disebabkan oleh Xanthomonas oryzae merupakan salah satu penyakit pada tanaman padi. Untuk mengatasi penyakit hawar daun bakteri pada padi umumnya menggunakan bakterisida kimiawi, agens hayati, kitosan dan penggunaan varietas tahan, tetapi penggunaan bakterisida kimiawi yang terus menerus dapat mencemari lingkungan. Pemanfaatan tanaman yang berpotensi sebagai baterisida ramah lingkungan seperti daun sirih dan lengkuas dapat dijadikan sebagai salah satu alternatif pengendalian penyakit hawar daun bakteri. Penelitian ini bertujuan untuk mengetahui interaksi antara pengaruh jenis ekstrak dan frekuensi aplikasi terhadap komponen patosistem dan komponen pertumbuhan terhadap penyakit hawar daun bakteri pada padi. Penelitian menggunakan Rancangan Acak Kelompok (RAK) yang terdiri dari 2 faktor. Faktor pertama yaitu jenis perlakuan (P) yang terdiri dari aquadest (kontrol) (P0), ekstrak daun sirih (P1), dan ekstrak lengkuas (P2), dan faktor kedua adalah frekuensi aplikasi terdiri dari 1 kali/minggu (F1), 2 kali/minggu (F2), dan 3 kali/minggu (F3). Terdapat 9 kombinasi perlakuan dengan 3 kali ulangan, setiap petak percobaan terdiri dari 3 tanaman, sehingga jumlah keseluruhan sampel yang diamati pada penelitian sebanyak 81 unit percobaan. Hasil menunjukkan bahwa ekstrak lengkuas merupakan perlakuan ekstrak terbaik dalam menekan penyakit hawar daun bakteri dibandingkan dengan ekstrak daun sirih dan kontrol, dengan keparahan penyakit paling rendah yaitu 46,46% dan efikasi 24%, ekstrak lengkuas memiliki pengaruh nyata terhadap tinggi tanaman, berat bulir, dan panjang akar pada tanaman padi.
Soybean is an important food commodity in Indonesia after rice and maize. Plant pathogens still constrain the increase in soybean productivity. One of the plant pathogenic infections can occur during the seed phase. Therefore this study aimed to determine the effect of physical and chemical treatments as control of seed-borne fungi and their impact on soybean seed germination. This study used a completely randomized design consisting of 9 treatments, namely physical therapy by heating the seeds in a microwave at a temperature of 40 °C for 10, 20, 30, and 40 seconds and chemical treatment by soaking the seeds in a fungicide with active ingredient difenoconazole with a concentration of 0.5%, 1%, 2%, and 3%. Seeds without heating and as control are soaking fungicides. Each treatment was repeated three times. The seeds that have been given treatments are then planted using the growing test technique and incubated for seven days. Furthermore, the seed viability and the growth of pathogenic fungi were observed at the end of incubation. The results showed that soybean seed germination was not affected by physical and chemical treatments. The seed viability of 100% with or without treatment. This was confirmed by the findings of seed-borne fungi (Curvularia, Fusarium, Aspergillus) with a low infection rate of 0.01-0.19%. Chemical treatment with concentrations of 0.5%, 2%, and 3% had a significant effect on the Fusarium infection level, which was higher than the control, which was 0.18%, 0.17%, and 0.19%. Meanwhile, for Curvularia and Aspergillus, physical and chemical treatments did not have a significant effect.
Creative Thinking and Self-Efficacy are needed in mathematics because these factors are the determining factors in the mathematical success. The purpose of this study was to see the influence of Problem Based Learning (PBL) in increasing the ability of student's Creative Thinking and Self-Efficacy on Junior High School at Pekanbaru Riau Province. This research was quantitative with Quasi-Experimental approach. The design of this study is the Randomized Control-Group Post-test Only Design. The population of this research was junior high school student at Pekanbaru Riau Province. The data collection technique is used in this research was a mathematical creative thinking test. The data analysis technique is used in this research were descriptive statistics and ANOVA. The results showed that the Problem Based Leaning gave significant influences in increasing the students and self-efficacy. These results were proven from the significant value of ANOVA analysis less 0.05 for creative thinking and self-efficacy.
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