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The Effect of Socialization through Video Education The Effect of Food Maturity Level on Food Nutritional Content 视频教育社会化的影响食品成熟度对食品营养含量的影响
Pub Date : 2022-12-01 DOI: 10.34010/injuratech.v2i1.7958
Wowon Maulana, A. Nandiyanto
This education aims to invite the public to recognize food nutrition and its potential dangers if errors occur in food processing, namely a form of educational video-based learning media, for people who live in Cigugur Girang, Parongpong, Indonesia. The method used is by using educational video dissemination media to 10 adolescent adults in Cigugur Girang with an age range of 17-28 years. Respondents consisted of 4 women and 6 men. The research was conducted through three stages; (1) pre-test before providing education to respondents; (2) education through video media; (3) post-test after providing education to respondents. The results of this study indicate an increase in respondents' knowledge after the implementation of their actions. The results of the study are based on the N-Gain value which is known to be the average value (%). Based on the test value of T (-4.205) < T table (2.023) which means the value of the questionnaire increased not significantly. Based on the completion of this research, it is hoped that more people be able to find out by knowing the level of food maturity and nutritional content
这项教育旨在邀请公众认识到食品营养及其在食品加工过程中发生错误时的潜在危险,即一种以视频为基础的教育学习媒体形式,面向生活在印度尼西亚帕隆蓬市Cigugur Girang的人们。采用教育视频传播媒介对雪古尔吉朗地区17-28岁的10名青少年进行传播。受访者包括4名女性和6名男性。研究分三个阶段进行;(1)对被调查者进行教育前的预测试;(2)视频教育;(3)对被调查者进行教育后的后测。本研究的结果表明,在实施他们的行动后,受访者的知识有所增加。研究结果是基于n -增益值,已知是平均值(%)。根据T (-4.205) < T表(2.023)的检验值,即问卷的价值增加不显著。通过这项研究的完成,希望更多的人能够通过了解食物的成熟度和营养含量来找到答案
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引用次数: 0
Education on the Relationship between Body Mass Index and Balanced Nutrition for School-Age Children Through Video Learning (Case Study of Integrated Islamic Elementary School Daarul Fikri grade 6, Cihanjuang Village) 基于视频教学的学龄儿童体质指数与营养均衡关系教育(以寺汉庄村伊斯兰综合小学Daarul Fikri六年级为例)
Pub Date : 2022-12-01 DOI: 10.34010/injuratech.v2i1.7956
Zerlina Ghina Hanifah, A. Nandiyanto
This study aims to determine the level of students' understanding through learning videos regarding the relationship between Body Mass Index (BMI) education and balanced nutrition in 6th grade elementary school-aged children at integrated Islamic elementary school Daarul Fikri, Cihanjuang Village. Quantitative research method with pre-experimental design type one group pretest-posttest. The research was conducted on 20 6th grade students of integrated Islamic elementary school Daarul Fikri. The research was conducted in 3 stages, namely (i) pre-test; (ii) education through learning videos; and (iii) post-test. The results showed the average value of the pretest was 67.25 and the average posttest was 79.25. The comparison of pretest and posttest showed an increase in students' knowledge after taking action through learning videos. The result of calculating the average N-Gain value is 0.34 (34%) which shows that education through learning videos regarding the relationship between Body Mass Index (BMI) and balanced nutrition is not effective. This is because the students' pre-test scores are quite good. As for the results of the calculation of the t-test, it is known that T count (-6.564) < T table (1.729) means that the posttest scores of students increase but are not significant. With the completion of this study, it is hoped that more school-age children will understand the relationship between Body Mass Index and balanced nutrition. That we can identify the nutritional status that will affect the health of our bodies.
本研究旨在通过学习视频,了解在池汉庄村Daarul Fikri伊斯兰综合小学六年级小学生身体质量指数(BMI)教育与均衡营养之间关系的理解程度。定量研究方法采用预实验设计型一组前测后测。研究对象是伊斯兰综合小学Daarul Fikri的20名六年级学生。研究分3个阶段进行,即(1)前测;(二)通过学习视频进行教育;(三)后测。结果显示,前测平均值为67.25,后测平均值为79.25。测试前和测试后的对比显示,通过学习视频采取行动后,学生的知识有所增加。计算平均N-Gain值为0.34(34%),说明通过学习视频进行身体质量指数(BMI)与均衡营养关系的教育效果不佳。这是因为学生们的考前成绩相当好。对于T检验的计算结果,已知T count (-6.564) < T table(1.729)表示学生的后测成绩有所提高,但不显著。随着本研究的完成,希望更多的学龄儿童了解身体质量指数与均衡营养之间的关系。这样我们就可以确定影响我们身体健康的营养状况。
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引用次数: 0
Healthy Breakfast Education to Prevent Anemia in Elementary School Children using PowerPoint Media 利用PowerPoint媒体进行健康早餐教育预防小学生贫血
Pub Date : 2022-12-01 DOI: 10.34010/injuratech.v2i1.7990
Gilang Risma Aprilianti, A. Nandiyanto
This study aims to educate about the importance of a healthy breakfast to prevent anemia in elementary school children. The study was conducted on 28 fourth-grade students at Hanjuang Samijaya Elementary School, Cihanjuang Village, Parongpong District, West Bandung, Indonesia. The method used is a quantitative research method with a pre-experimental design type one group pretest-posttest. The results showed that the average value of the pretest was 77.86 and the posttest was 89.29. The results of the comparison between the pretest and posttest showed an increase in respondents' knowledge after taking action in the form of education on the importance of having a healthy breakfast by consuming nutritious food. It is known that the average calculation result of N-Gain (Normalized Gain) is 58% (N-Gain > 40-55%). These results indicate that education about healthy breakfast is quite effective for elementary school students. This is indicated by the pretest score which is quite good, so students can know the importance of a healthy breakfast to prevent anemia. As for the results of the t-test calculation, it is known that T count (-8.132) < T table (1.703). That is, the students' post-test scores did not increase significantly. With the completion of this research, it is hoped that more students will know the importance of a healthy breakfast in an effort to prevent anemia.
本研究旨在教育健康早餐对预防小学生贫血的重要性。本研究以印尼西万隆帕龙邦区慈汉庄村汉庄三家雅小学28名四年级学生为研究对象。采用定量研究方法,采用预实验设计型一组前测后测。结果显示,前测平均值为77.86,后测平均值为89.29。测试前和测试后的比较结果表明,在采取了通过食用营养食品进行健康早餐重要性教育的行动后,受访者的知识有所增加。已知N-Gain(归一化增益)的平均计算结果为58% (N-Gain > 40-55%)。这些结果表明,健康早餐教育对小学生是相当有效的。这一点可以从考试前的高分看出,所以学生们可以知道健康早餐对预防贫血的重要性。对于T检验计算的结果,已知T count (-8.132) < T table(1.703)。也就是说,学生的测试后成绩没有显著提高。随着这项研究的完成,希望更多的学生知道健康早餐对预防贫血的重要性。
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引用次数: 0
DevOps Main Area and Core Capabilities Adopting DevOps in the Last Decade: A Systematic Literature Review 在过去十年中采用DevOps的主要领域和核心能力:系统的文献综述
Pub Date : 2022-12-01 DOI: 10.34010/injuratech.v2i2.8364
Jefri Zulkarnain, Rizki Firdaus Mulya, T. Pratiwi, Widi Pangestuti, Fahma Inti Ilmawati
DevOps is a collaboration between software development and operation that utilizes frameworks like continuous integration, microservices, continuous delivery, and continuous deployment for an agile software development process. DevOps has principles like automation, iteration, and continuous release and development. This research aims to know DevOps development in the last decade and know how potentially adopt the DevOps development process. This study uses the Systematic Literature Review (SLR) method to locate, evaluate, and summarize pertinent works that were published in the public domain between 2012-2022. The result of this review will be used by researchers and practitioners as a piece of knowledge about the DevOps core capabilities and main areas of DevOps from adopting DevOps in the last decade.
DevOps是软件开发和运维之间的协作,它利用持续集成、微服务、持续交付和持续部署等框架来实现敏捷软件开发过程。DevOps有自动化、迭代、持续发布和开发等原则。本研究旨在了解DevOps在过去十年中的发展情况,并了解如何潜在地采用DevOps开发流程。本研究采用系统文献综述(SLR)方法对2012-2022年间在公共领域发表的相关作品进行定位、评估和总结。这篇综述的结果将被研究人员和实践者用来作为DevOps核心能力和DevOps在过去十年中采用的主要领域的知识。
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引用次数: 0
Evaluation Of Information Technology Governance at Mikroskil University Using COBIT 2019 Framework with BAI11 Domain 基于COBIT 2019框架和BAI11域的米克罗斯基尔大学信息技术治理评价
Pub Date : 2022-12-01 DOI: 10.34010/injuratech.v2i2.8085
Anugrahi Bawani Sipayung, Roni Yunis, Elly Elly
IT governance evaluation can help organizations to improve the quality of IT services, reduce risks, maximize IT performance and achieve their goals effectively. Mikroskil University is one of the universities that utilize the use of IT in supporting its business processes. Mikroskil University has an IT unit/department that is responsible for IT management and IT governance as well as dealing with IT/IS-related issues, namely the Information System and Digital Transformation (SITD). Based on the initial study conducted, several problems arise in higher education IT governance, so it is necessary to carry out an evaluation. This evaluation uses the COBIT 2019 framework because it is more flexible and there are design factors that can make it easier to get process objectives that will be evaluated as the main focus of the organization. This framework makes it easier for researchers to evaluate processes in universities. The domain that becomes the objective of IT governance in this research is BAI11 (Managed projects). The results of this study indicate that the capability level of Mikroskil University is at level 1 (performed). Meanwhile, the maturity level is at level 2 (managed). Based on the results of the capability and maturity level values, a gap value will be sought to be used as a basis for making recommendations for improvement. The results of this study provide recommendations for improvement to achieve the expected targets of higher education. Mikroskil University's capability level is at level 1 (performed). Meanwhile, the maturity level is at level 2 (managed). Based on the results of the capability and maturity level values, a gap value will be sought to be used as a basis for making recommendations for improvement. The results of this study provide recommendations for improvement to achieve the expected targets of higher education. Mikroskil University's capability level is at level 1 (performed). Meanwhile, the maturity level is at level 2 (managed). Based on the results of the capability and maturity level values, a gap value will be sought to be used as a basis for making recommendations for improvement. The results of this study provide recommendations for improvement to achieve the expected targets of higher education.
IT治理评估可以帮助组织提高IT服务的质量、降低风险、最大化IT性能并有效地实现其目标。mikroskill大学是利用IT来支持其业务流程的大学之一。米克罗斯基尔大学有一个IT单位/部门,负责IT管理和IT治理,以及处理IT/ is相关问题,即信息系统和数字化转型(SITD)。在初步研究的基础上,高等教育IT治理中出现了一些问题,因此有必要进行评估。此评估使用COBIT 2019框架,因为它更灵活,并且有一些设计因素可以使其更容易获得将作为组织主要焦点进行评估的过程目标。这个框架使研究人员更容易评估大学的进程。在本研究中成为IT治理目标的领域是BAI11 (Managed projects)。本研究结果表明,米克罗斯基尔大学的能力水平为1级(执行)。同时,成熟度级别为第2级(已管理)。根据能力和成熟度级别值的结果,将寻求一个差距值,作为提出改进建议的基础。本研究的结果提供了改进建议,以实现高等教育的预期目标。mikroskill大学的能力等级为1级(执行)。同时,成熟度级别为第2级(已管理)。根据能力和成熟度级别值的结果,将寻求一个差距值,作为提出改进建议的基础。本研究的结果提供了改进建议,以实现高等教育的预期目标。mikroskill大学的能力等级为1级(执行)。同时,成熟度级别为第2级(已管理)。根据能力和成熟度级别值的结果,将寻求一个差距值,作为提出改进建议的基础。本研究的结果提供了改进建议,以实现高等教育的预期目标。
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引用次数: 2
Searching for Animal Names Through Games 通过游戏搜索动物的名字
Pub Date : 2022-12-01 DOI: 10.34010/injuratech.v2i1.6939
Dicky Reza Edina Permana, Nurkhalis Suazi, Teguh Cahya Wibawa
Children are the next generation of the nation where children must have provisions in the form of knowledge. And knowledge can be obtained through learning. The basic nature of children is playing with the introduction of these animal names through games. The purpose of this research is to create a mobile game for children aged 5-7 years that simulates animal name recognition. The research method used in this research is descriptive with a quantitative approach. The results of the research conducted so that children recognize the names of animals. The main concept of this product is game. In the end this game was created to educate children. This simulation is made for children to know the names of existing animals. The game scheme is made in several levels. This research was conducted with the aim of developing games so that they can be a means of learning for children on Android-based mobile devices, to broaden children's horizons, and to determine the feasibility of Android-based learning. With this game can shape the character and development of children.
儿童是国家的下一代,儿童必须以知识的形式得到保障。而知识是可以通过学习获得的。孩子们的基本天性就是通过游戏来介绍这些动物的名字。这项研究的目的是为5-7岁的儿童创造一款模拟动物名字识别的手机游戏。在本研究中使用的研究方法是描述性与定量的方法。这项研究的结果是为了让孩子们认识动物的名字。这个产品的主要概念是游戏。最后,这个游戏是为了教育孩子而创造的。这个模拟是为了让孩子们知道现存动物的名字。游戏方案由几个关卡组成。本研究的目的是开发游戏,使其成为儿童在android移动设备上学习的一种手段,拓宽儿童的视野,并确定基于android学习的可行性。有了这个游戏可以塑造孩子的性格和发展。
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引用次数: 0
Optimization of Learning Through E-Learning Applications in The Covid-19 Pandemic Covid-19大流行期间通过电子学习应用优化学习
Pub Date : 2022-12-01 DOI: 10.34010/injuratech.v2i1.6937
E. S. Rahayu, I. Hayat, E. Yulianto
Education is a conscious effort to develop personality, guide the abilities and education of students, both formal and non-formal. Currently, education in Indonesia is entering the 4.0 era, technological developments during the Covid-19 pandemic have become business opportunities, including in the field of education such as tutoring (BIMBEL). This study aims to analyze the optimization of learning programs through the Zenius e-learning- based application which is often used by students, especially during the Covid-19 pandemic , where this is one of the implementations of using technology as an educational tool developed through e-learning . This study uses a literature study method obtained from journals, and other supporting data from various studies and research results that are relevant to optimizing the Zenius application. The results of this study are that it can be seen how optimal the procurement of e-learning sites is as a means to maximize distance learning for students, especially during the current Covid-19 pandemic . This can be known through the process of studying literature through digital media which will be carried out by the public in order to get the desired results regarding the platform of the e-learning . The benefits of this research include being able to review how optimal the e-learning platform is to facilitate students in maximizing distance learning during pandemic conditions like today, so that it can be seen to what extent it is running quite optimally. Thus, the conclusion of this study is that by utilizing technology to maximize distance at this time is effective, because with the existence of sites or renewable features regarding e-learning, it can make the teaching and learning process can be carried out without being constrained by space and time.
教育是一种有意识地发展学生个性、引导学生能力的教育,包括正式的和非正式的。目前,印尼的教育正在进入4.0时代,新冠疫情期间的技术发展已经成为商业机会,包括在教育领域,如辅导(BIMBEL)。本研究旨在通过学生经常使用的基于Zenius电子学习的应用程序分析学习计划的优化,特别是在Covid-19大流行期间,这是利用技术作为通过电子学习开发的教育工具的实施之一。本研究采用从期刊中获取的文献研究法,以及其他与优化Zenius应用程序相关的各种研究和研究结果的支持数据。这项研究的结果是,可以看到购买电子学习网站作为最大限度地提高学生远程学习的一种手段是多么理想,特别是在当前的Covid-19大流行期间。这可以通过公众通过数字媒体学习文学的过程来了解,这一过程将由公众进行,以便在电子学习的平台上获得预期的结果。这项研究的好处包括能够审查电子学习平台在像今天这样的大流行条件下如何最优地促进学生最大限度地进行远程学习,以便可以看到它在多大程度上运行得相当最佳。因此,本研究的结论是,利用技术在这个时候最大化距离是有效的,因为随着e-learning的站点或可再生特征的存在,它可以使教学过程不受空间和时间的限制而进行。
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引用次数: 0
Optimizing Muara Coffee and Space Digital Marketing Strategy Using Instagram 利用Instagram优化Muara Coffee和Space的数字营销策略
Pub Date : 2022-12-01 DOI: 10.34010/injuratech.v2i1.6941
Abidzar Syehabuddin, Dewi Pungkawati, Entri Melyani Sahara
The purpose of this study is to research and analyze how the strategy is to optimize the digital marketing strategy of Muara Coffee and Space using Instagram to support increasing the marketing results of an MSME. Considering that we have entered the digital era where the use of social media is being widely used, the marketing strategy through Instagram is very important because through Instagram marketing strategies can be packaged in the most attractive way possible to attract the interest of consumers. can see direct feedback from consumers besides that Instagram is also a platform that is currently widely used by the community so this research will produce ways to optimize Instagram as a digital marketing medium for a business. This research uses descriptive analysis studies with qualitative research methods. The things discussed in this study are (1) Instagram in networked consumers, (2) Interaction in social media, (3) Marketing strategy using Instagram. From what will be discussed, this research will result in how to optimize social media as a digital marketing strategy to increase consumer interest.
本研究的目的是研究和分析如何利用Instagram优化Muara Coffee and Space的数字营销策略,以支持提高MSME的营销效果。考虑到我们已经进入了社交媒体被广泛使用的数字时代,通过Instagram的营销策略是非常重要的,因为通过Instagram的营销策略可以用最吸引人的方式包装,吸引消费者的兴趣。可以看到消费者的直接反馈,此外Instagram也是一个目前被社区广泛使用的平台,因此这项研究将产生优化Instagram作为企业数字营销媒介的方法。本研究采用描述性分析与定性研究相结合的研究方法。本研究讨论的内容是(1)网络消费者中的Instagram,(2)社交媒体中的互动,(3)使用Instagram的营销策略。从将讨论的内容来看,本研究将导致如何优化社交媒体作为数字营销策略来增加消费者的兴趣。
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引用次数: 1
The Effect of Media Songs and Props on Increasing Interest in Eating Nutritious Food for Children 媒体歌曲和道具对提高儿童食用营养食品兴趣的作用
Pub Date : 2022-12-01 DOI: 10.34010/injuratech.v2i1.7951
Hartati Ramadhany Pasya, A. Nandiyanto
This study aims to determine how the influence of media songs and props on increasing interest in eating nutritious food for children. The research method used is a descriptive qualitative method with data collection techniques through questionnaires filled out by 12 early childhood children consisting of four boys and eight girls. This research was conducted in 3 stages, namely (1) pre-test, (2) socialization through songs and props; (3) final test. The results showed there was a change in children's interest in eating nutritious foods, as well as a decrease in children's interest in eating foods that were categorized as less nutritious. This means, the media song and props are quite successfully used in early childhood. From each result of data analysis, it can be seen that the media song and props have a positive impact on increasing interest in eating nutritious food at an early age in Cigugurgirang, Parongpong, Indonesia. With this research, it is expected to increase children's interest in consuming nutritious food so their Nutritional Adequacy Rate (RDA) will be fulfilled.
本研究旨在确定媒体歌曲和道具如何影响儿童对营养食品的兴趣。研究方法采用描述性定性方法和数据收集技术,通过对12名幼儿(4男8女)进行问卷调查。本研究分3个阶段进行,即(1)前测阶段;(2)歌曲和道具社会化阶段;(3)终试。结果显示,孩子们对营养食品的兴趣发生了变化,而对营养含量较低的食品的兴趣则有所下降。这意味着,媒体歌曲和道具在幼儿时期的运用是相当成功的。从每一个数据分析的结果都可以看出,媒体歌曲和道具对印度尼西亚Parongpong, Cigugurgirang的儿童早期对营养食物的兴趣的提高产生了积极的影响。通过这项研究,期望提高儿童对营养食品的消费兴趣,从而实现他们的营养充足率(RDA)。
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引用次数: 0
Game Design For an Environmental-themed 2D Adventure Mobile Game 环境主题2D冒险手机游戏的游戏设计
Pub Date : 2022-12-01 DOI: 10.34010/injuratech.v2i1.7950
Muhammad Adhithyas Prasetyo, Chandra Gelar Pamungkas, Gayuh Budi Luhur
Game is a game based on technology media, which is currently one of the entertainments today. The development of games has become a technology that can be felt, through computers to cellphones. One of the game media, namely mobile games, is an attraction for gamers (people who play games) now. Game makers are competing to make games interesting and useful for game lovers. The genres presented are also diverse, such as RPG, Open World, Horror, Puzzle, Sport, and others. At this time the design of the mobile game focuses on the slide type game, where the camera in the game moves right and left, and the illustrations presented are 2D. This game takes the topic of the environment, which through the game tries to invite players to preserve, learn, and understand about the environment, presented with the spices of RPG (Role Playing Game) games as well as a strong story presentation
游戏是一种基于技术媒介的游戏,是当今社会的娱乐方式之一。游戏的发展已经成为一种可以通过电脑和手机感受到的技术。其中一种游戏媒体,即手机游戏,现在对玩家(玩游戏的人)具有吸引力。游戏开发者都在竞相为游戏爱好者制作有趣且有用的游戏。游戏呈现的类型也多种多样,如RPG、开放世界、恐怖、益智、体育等。此时的手游设计主要集中在幻灯片类型的游戏上,游戏中的镜头左右移动,呈现的插画为2D。这款游戏以环境为主题,通过游戏尝试邀请玩家保存、学习和理解环境,呈现出RPG(角色扮演游戏)游戏的香料以及强大的故事呈现
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引用次数: 0
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International Journal of Research and Applied Technology
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