This study reviewed the development of accounting education research in Indonesia for 21 years. The reviews were conducted on 428 accounting education articles in the nationally accredited journals from 1999 to 2019. A bibliometric approach and content analysis were used to analyze the articles’ topics, theories, methods, and characteristics. This study also separated the period of 21 years into two decades. The results show that accounting education research topics revolved on curriculum and teaching, content-based teaching, educational technology, students and faculty dominated by many quantitative studies. T-test, regression, and path analysis were the most commonly used data analysis techniques. However, only 86 articles framed the studies with the common behavioral, motivational, and fraud theories. Interestingly, some articles used the “gone theory” which actually never existed. Based on the topic classifications, "students" were the most frequently discussed subjects, followed by the content-based teaching, curriculum and teaching, and lastly teaching staff and educational technology. The results of this study suggest that more studies on accounting curriculum should be conducted emphasizing on technology for the accounting education 4.0.
<p>This research case aims to determine (1) The spread of floods in the city of Surakarta in 2016; (2) Uncertainty factors that causing floods based on community perception in Surakarta City; (3) Individual and household preparedness levels in dealing with flood disaster in Surakarta City; (4) Implementation of science as a teaching material of geography in grade XI Senior High School on basic material of natural disaster mitigation.</p><p>The research was conducted in Western City of Surakarta. The area assumed in Western City of Surakarta are Banjarsari district, Laweyan District, and Serengan District. Eligible samples consisted of 11 villages affected by flood in 2016, sampling of administrative unit using purposive sampling technique. The sample has been taken is the number of individuals / households in each ‘RW’ affected by floods in each villages, the number of samples is using snowball sampling technique. Data collection was done by documentation study, interview, questionnaire, and interview. Data validity test is done by data triangulation method. Data analysis is using Likert approach and LIPI preparedness measurement framework - UNESCO / ISDR.</p>The results of the research are as follows: (1) flooding spread in eleven sub-districts in West Surakarta City which is divided into 3 regions based on administrative unit of analysis. Banjarsari District having local flood characteristics and submissions with elevation and duration of time falling into the low category. Laweyan District areas have local flood characteristics and postings with elevation and duration of time that falling into the low category. Serengan District has local flood characteristics and post with elevation and duration falling into the medium category; (2). Factors causing high flooding, garbage disposal, and flood control building conditions; (3) Individual and household preparedness studies in all villages are in a ready category;
Implementation of LKPD in ethnomathematics-based PMRI in the learning process makes it easier for students to learn the material to count up to 20. The purpose of this study is to describe the effectiveness of using LKPD with the PMRI approach in the learning process. This research method is descriptive qualitative with the type of research design. Research design is used as an appropriate means to an end; conducted in three phases: initial design, teaching trials (first and second cycles), and retrospective analysis. This study allows students to carry out activities starting with contextual situations from the traditional Tengkorek game and then developing them in cutting and counting activities. Indonesian Realistic Mathematics Education (PMRI) underlies the design of contexts and activities. The population sample is students from the 164 Gresik State Elementary School. This study involved grade 1 students, 5 students in cycle I, and 5 students in cycle II (1 student was analyzed in detail). The results of this study can show that these activities can bring student learning from contextual to more formal situations through traditional games as local wisdom. The activities in this study have been successfully implemented in this school, so this activity can be used for other schools. Abstrak Implementasi LKPD dalam PMRI berbasis etnomatematika pada proses pembelajaran mempermudah peserta didik dalam mempelajari materi membilang sampai 20. Tujuan dari penelitian ini adalah untuk mendeskripsikan keefektifan penggunaan LKPD dengan pendekatan PMRI pada proses pembelajaran. Metode Penelitian ini adalah Deskriptif Kualitatif dengan jenis penelitian design. Desain penelitian digunakan sebagai sarana yang tepat untuk mencapai tujuan; dilakukan dalam tiga fase: desain awal, percobaan mengajar (siklus pertama dan kedua), dan retrospektif analisis. Studi ini memungkinkan siswa untuk melakukan aktivitas diawali dengan situasi kontekstual dari permainan tradisional Tengkorek lalu dikembangkan dalam aktivitas menggunting dan membilang. Pendidikan Matematika Realistik Indonesia (PMRI) mendasari perancangan konteks dan kegiatan. Sampel populasi adalah siswa dari Sekolah Dasar Negeri 164 Gresik. Penelitian ini melibatkan siswa kelas 1, 5 siswa pada siklus I dan 5 siswa pada siklus II (1 siswa dianalisis secara detail). Hasil penelitian ini dapat menunjukkan bahwa kegiatan tersebut dapat membawa pembelajaran siswa dari kontekstual ke situasi yang lebih formal melalui permainan tradisional sebagai kearifan lokal. Kegiatan dalam penelitian ini telah berhasil diterapkan di sekolah ini, sehingga kegiatan ini dapat digunakan untuk sekolah lainnya.
AbstrakPenelitian ini merupakan penelitian pengembangan media pembelajaran berupa water heater dari barang bekas bertenaga surya berbasis STEAM di kelas V sekolah dasar. Penelitian ini sebagai solusi dari permasalahan pendidik mengenai pembelajaran menggunakan media pada kurikulum 2013 dalam menghadapi tuntutan abad 21. Diharapkan peserta didik memiliki pengetahuan dan keterampilan STEAM secara terpadu melalui pembelajaran di sekolah. STEAM dapat diterapkan mulai di tingkat Sekolah Dasar (SD). Penelitian ini bertujuan untuk mengembangakan media water heater dari barang bekas bertenaga surya berbasis STEAM di kelas V SDN Bangunmulya kota Tulungagung. Secara khusus, penelitian ini bertujuan untuk: 1) mendeskripsikan pelaksanaan pembelajaran menggunakan media water heater dari barang bekas bertenaga surya berbasis STEAM; 2) mendeskripsikan produk akhir media pembelajaran mini water heater dari barang bekas bertenaga surya berbasis STEAM. Penelitian ini melibatkan peserta didik sebagai subjek penelitian. Metode penelitian yang digunakan adalah kualitatif. Produk akhir berupa media water heater dari barang bekas bertenaga surya untuk kelas V Sekolah Dasar yang dilengkapi dengan LKPD.Kata Kunci: Water Heater, STEAM
Learning mathematics for elementary school students is often considered a creepy thing. Some of the tricks that can be used to remove this paradigm is the use of learning media that are attractive to students, one of which is the edu-game media based on android along with current technological developments. This development research developed the edu-game media based on android which aims to: describe the process of developing the edu-game media based on android to learn LCM and GCD for the 4th graders and (2) analyze the feasibility level of the edu-game media based on android to learn LCM and GCD for the 4th graders. The trial subjects of this study were the 4th graders of Laboratory Unesa Elementary School Surabaya and Geluran 1 Elementary School Taman Sidoarjo. The model used in this research is Plomp’s development model. From this research, the results obtained from the material expert validator with a percentage of 94.7% (valid), and from the media expert validator with a percentage of 93.75% (valid). Testing the test subjects got an average percentage of the entire program of 93.4% (very feasible).
<p class="MDPI17abstract"><strong>Objective: </strong>Kebumen Ongole Grade (Kebumen OG) are known as good performance cattle with body weight and body measurement higher than National Standard of Ongole Grade cattle. Productivity is influenced by genetic and environmental factors. <em>Insulin-induced gene-1</em> (<em>INSIG1</em>) gene is one of many genes that are considered important in influencing carcass characteristics and playing an important role in lipid metabolism (adipogenesis and or lipogenesis). So, the aim of this study was to identify of SNP A4366G in <em>INSIG1</em> gene and associated with slaughter characteristics of unproductive Kebumen OG cows.</p><p class="MDPI17abstract"><strong>Methods: </strong>In this study used 44 unproductive Kebumen OG cows from slaughter house in Kebumen. Slaughter characteristics contain of slaughter weight, hot carcass weight and dressing percentage. Three milliliters of blood samples were collected from <em>vena jugularis</em>. DNA were extracted from blood samples using salting out method. Genotyping of <em>INSIG1</em> gene (A4366G) used PCR-RFLP method with <em>Taq</em>I restriction enzyme. Genetic diversity data in this study were allele and genotype frequencies, heterozygosity, PIC and HWE. Association of genotypes of <em>INSIG1</em> gene with slaughter characteristics were analyzed using ANOVA univariate model.<strong></strong></p><p class="MDPI17abstract"><strong>Results: </strong>Polymorphic of <em>INSIG1</em> (A4366G) gene was found in the unproductive Kebumen OG cows. Three variants of genotypes (AA, AG, GG) with two alleles (A and G) were found with allele frequencies 0.795 for G allele. The population was in equilibrium genetic. Association of slaughter characteristics with genotypes were not significant (p>0.05).<strong></strong></p><p><strong>Conclusions: </strong>Polymorphic of <em>INSIG1</em> gene (A4366G) was found in unproductive Kebumen OG cows population with dominant of G allele. The population was in genetic equilibrium. The association of slaughter characteristics with genotype of <em>INSIG1</em> gene (SNP A4366G) was not significant.</p>
Chili is one of the important food ingredients. The lack of public knowledge about chili cultivation techniques and good land optimization makes people's interest to grow chili less. In addition, household organic waste management in Tasikmalaya, especially in Sukasari Village, has not been optimal. The objectives of this service activity are 1) To provide knowledge and skills about chili cultivation techniques; 2) Utilization of household organic waste through the technology of processing household organic waste into organic fertilizer that can have economic value (Osama biobased economy); and 3) Educate the public regarding the optimization of yard land. The partners in this activity are the Jaya Mukti Farmers Association and Mukti Farmers Group which are located in adjacent areas with a total of 32 people using a random sampling technique because the sample is homogeneous. The activities carried out were in the form of socialization, demonstration, and practicum on household organic waste processing technology (Osama), chili cultivation techniques and optimization of yard land, as well as distribution of seeds and fertilizers to the community. The data collection technique in this activity uses a questionnaire. The results of this service activity indicate that there is an increase in community knowledge and skills in chili cultivation and the use of household organic waste and home yards.
The purpose of this research is to develop an android based game, called Happy Chef game, as a media on mathematics subject materials fraction comparison for four graders of elementary school and also aimed to: (1) Describe the process of developing happy chef game media; (2) Describe the feasibility of the happy chef game media. The background of this research is the material in the student book and learning media did not teach clearly about fraction comparison and the use of mobile phones among children was not appropriate. The method of this research is Development research and uses ADDIE development model. The results of this study are in the excellent category according to the material expert and media expert validator, and get very good grades for student questionnaire assessments and very good categories also for observations. So, it was concluded that the Happy Chef media game is worth to use.
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