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Inventarisasi Tumbuhan Paku di Jalur Ciwalen Taman Nasional Gunung Gede Pangrango Jawa Barat Ibrahim Fatahillah; Indri Fajar Lestari; Khairunnisa Salsabila; Ratna Pratiwi; Tasya Amalia; Ari Septiyaningsih; Umi Kulsum; Rizhal Hendi Ristanto; Agung Sedayu
Biogenesis: Jurnal Ilmiah Biologi Vol 6 No 1 (2018)
Publisher : Department of Biology, Faculty of Sci and Tech, Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/bio.v6i1.4023

Abstract

After being observed as a whole, Gunung Gede Pangrango National Park has a high diversity of Ferns. This research aims to describe Ferns in the Ciwalen Gunung Gede Pangrango National Park, so it is hopefully could describe the diversity of ferns in that path. The Inventory of ferns is done by using exploration method with random sampling technique which then identified with General Key to Malayan Fern referral. The results of this research showed that there are ten types of ferns that have been founded in the Ciwalen Gunung Gede Panggrango National Park, such as Sphaerostephanos sp., Asplenium truncata, Nephrolepis davallioides, Botrychium daucifolium, Selaginella opaca, Huperzia phlegmaria, Equisetum ramosissimum, Didymochlaena truncatula, Hymenophyllum sp., and Diplazium poliferum. Features any distinctive Ferns can be seen from the form such as  rhizome, type of  frond, an accessory, the sorus, habitats that were found, and others.
THE DEVELOPMENT OF ANIMATION GAME-BASED LEARNING MEDIA IN HISTORY OF ISLAMIC CULTURE MATERIALS Umi Kulsum; Andy Hadiyanto; Amaliyah Amaliyah
TARBAWY : Indonesian Journal of Islamic Education Vol 9, No 1 (2022): Mei 2022
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/t.v9i1.25554

Abstract

Abstrak. Penelitian ini bertujuan mengembangkan media pembelajaran game animasi pada mata pelajaran Sejarah Kebudayaan Islam, mengetahui penilaian kelayakan produk dari pakar  media, dan respon guru dan siswa terhadap media melalui angket. Jenis penelitian ini adalah penelitian dan pengembangan (Research and Development). Game didesain menggunakan aplikasi Construct 2. Penelitan ini menggunakan model ADDIE terdiri dari lima tahap yaitu analisis, desain, pengembangan, implementasi, dan evaluasi. Penelitian ini menghasilkan  media pembelajaran berupa aplikasi game animasi berbasis komputer. Hasil dari penelitian menyuimpulkan bahwa media pembelajaran game animasi untuk mata pelajaran Sejarah kebudayaan Islam (SKI) dengan materi Dinasti Bani Umayyah dalam kategori “Sangat Baik” dan layak digunakan.Kata Kunci: Media Pembelajaran, Game Animasi, Sejarah Kebudayaan Islam Abstract. This study aims to develop learning media of animated games in the subject of the History of Islamic Cultural, to determine product feasibility assessments from media experts, and teacher and student responses to media through questionnaires. This type of research is Research and Development (RD). The game is designed using the Construct 2 application. This research uses the ADDIE model which consists of five stages, namely analysis, design, development, implementation, and evaluation. This research produces learning media in the form of computer-based animation game applications. The results of the study concluded that the animated game learning media for the subject of the History of Islamic Cultural with material from the Umayyad Dynasty was in the “Very Good” category and was suitable for use.Keywords: Learning Media, Animation Game, History of Islamic Culture