Portal Jurnal Elektronik Universitas Kristen Satya Wacana (UKSW)
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    2262 research outputs found

    Pembelajaran Kognitif Melalui Pemanfaataan Enterprise Resource Planning (ERP) Simulation Game

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    Kompleksitas sistem ERP menyebabkan sistem ini dipelajari dengan banyak cara dan model pembelajaran. Salah satu dari metode pembelajaran ERP adalah dengan menggunakan game simulasi. Game simulasi ERP digunakan untuk mempelajari konsep dasar pemrosesan data dalam sistem ERP dan menjadi sarana pembelajaran pengambilan keputusan. Penelitian ini bertujuan untuk meneliti faktor-faktor apa yang mempengaruhi sikap individu terhadap game simulasi ERP yang digunakan dalam proses pembelajaran dengan menggunakan pendekatan teori Technology Acceptance Model (TAM). Uji hipotesis dalam penelitian ini dilakukan dengan regresi yang dibantu menggunakan software WarpPLS. Hasil pengujian ini menunjukkan bahwa persepsi pengguna terhadap kebermanfaatan game simulasi, kemudahan penggunaan game simulasi, dan kegembiraan pengguna saat menggunakan game simulasi berperngaruh positif terhadap pembelajaran kognitif individu.ERP simulation game is used to learn the basic concepts of data processing in an ERP system and become a learning tool for decision making. This study aims to examine what factors influence individual attitudes towards ERP simulation game used in the learning process by using the theory of Technology Acceptance Model (TAM) approach. The research involved 167 students of accounting undergraduate program of Soegijapranata Catholic University Semarang as respondents who answered the e-questionnaire via Google-form. Hypothesis testing in this study was conducted using WarpPLS software. The results indicate that perceived of usefulness, perceived ease of use and perceived enjoyment have a positive impact on individual cognitive learning. It can be concluded that simulation games have become one of the popular learning tools in the learning process, and in selecting simulation games to be used it is better to consider the factors of usefulness, ease of use and enjoyment of the user so that they can provide optimal results in the ERP learning proces

    PERANCANGAN FILM DOKUMENTER KERIS KERATON SURAKARTA SEBAGAI UPAYA PELESTARIAN WARISAN LELUHUR BUDAYA BANGSA

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    Keris merupakan salah satu warisan budaya Indonesia yang perlu dilestarikan, dan dikenalkan untuk generasi sekarang. Berdasarkan hasil penelusuran yang dilakukan, ditemukan data bahwa masih adanya masyarakat Surakarta yang beranggapan bahwa keris hanya digunakan sebagai pajangan atau jimat yang masih disangkut-pautkan dengan hal-hal yang berkaitan mistis.  Selain itu kurangnya kesadaran masyarakat akan pengetahuan tentang keris dan adanya perbedaan antara keris dalam keraton dan luar keraton Surakarta masih sangat minim di masyarakat. Sehingga perlu adanya media informasi yang mampu memperkenalkan dan memberikan informasi mengenai keris Keraton dan perbedaan keris ini dengan keris luar Keraton melalui media audio visual, salah satunya adalah film dokumenter. Penelitian ini menerapkan metode kualitatif dan strategi linier dalam proses perancangan film dokumenter, sehingga diharapkan mampu menghasilkan media informasi audio visual yang dapat memberikan pengenalan secara detail dan aktual mengenai detail keris dalam keraton dan perbedaanya dengan keris luar keraton kepada masyarakat Surakarta secara khusus dan masyarakat Indonesia secara umum

    Mekanisme Proses Deposisi Gadolinium Pada Dentate Nucleus: Sebuah Studi Monte Carlo

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    GBCA (Gadolinium-Based Contrast Agent) adalah material kontras yang digunakan untuk peningkatan pencitraan MRI (Magnetic Resonance Image). Gadolinium beracun bagi manusia, oleh karena itu diberikan kepada manusia dalam bentuk kelat. Gadolinium memiliki efek toksik yaitu terlepas dari kelat dan mengendap dalam jaringan. Penelitian ini bertujuan untuk mengetahui mekanisme gadolinium yang terdeposit dan mengendap dalam otak di dentate nucleus yang disebabkan oleh karena terlepasnya elat dari gadolinium yang menjadi penangkal ketoksikan. Analisa simulasi dilakukan dengan menggunakan simulasi Monte Carlo Cell untuk mensimulasikan pergerakan dari reaksi molekul di dalam organ dan menggunakan aplikasi Originlab untuk analisis grafik yang dihasilkan dari setiap molekul gadolinium yang dilihat dari react data hasil simulasi. Visualisasi dan pembuatan model cerebellum serta dentate nucleus menggunakan aplikasi blender 2.93. Bentuk geometri yang digunakan dalam simulasi dibuat menyerupai cerebellum dan dentate nucleus. Kecepatan difusi gadolinium akan meningkat seiring dengan jumlah molekul gadolinium yang masuk. Dalam penelitian ini, pada simulasi dengan jumlah molekul gadolinium 8000 dan berinteraksi dengan zat besi menunjukkan proses transmetalasi yang paling cepat dibanding jumlah molekul Gadolinium yang dibawah 8000. Gadolinium yang masuk ke dalam dentate nucleus bereaksi dengan zat besi yang ada di organ tersebut sehingga kelat yang mengikat gadolinium terlepas lalu mengikat zat besi dan kemudian gadolinium menjadi ion bebas dan terdeposisi di dentate nucleus

    Pengembangan E-Modul IPA Berbasis Flipbook Digital Untuk Meningkatkan Literasi Sains Siswa SMP

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    This research aims to describe the validity, practicality, and effectiveness of digital flipbook-based science e-modules to improve science literacy of junior high school students. This form of development research, which was conducted at SMP Negeri 7 Jember with a total of 31 students in class VIII F, employed the ADDIE paradigm (Analyze, Design, Develop, Implement, and Evaluate). Interviews, observations, questionnaires, tests, and documentation are all used as data gathering strategies. Research instruments include validation sheets, learning implementation observation sheets, pre-test and post-test inquiries, and student response questionnaire sheets. With a very valid category, the product validity values are 88%. Results for product practicality during learning are 94% in the category of being highly practical. Based on a review of the N-gain, product efficacy results fell into the high category at 0.84, and the findings of the student response questionnaire fell into the good area at 76%. The results of this research indicate that the developed digital flipbook-based Science e-module is valid, practical, effective, and appropriate for improving students' science literacy in science learning in junior high schools.  This research aims to describe the validity, practicality, and effectiveness of digital flipbook-based science e-modules to improve science literacy of junior high school students. This form of development research, which was conducted at SMP Negeri 7 Jember with a total of 31 students in class VIII F, employed the ADDIE paradigm (Analyze, Design, Develop, Implement, and Evaluate). Interviews, observations, questionnaires, tests, and documentation are all used as data gathering strategies. Research instruments include validation sheets, learning implementation observation sheets, pre-test and post-test inquiries, and student response questionnaire sheets. With a very valid category, the product validity values are 88%. Results for product practicality during learning are 94% in the category of being highly practical. Based on a review of the N-gain, product efficacy results fell into the high category at 0.84, and the findings of the student response questionnaire fell into the good area at 76%. The results of this research indicate that the developed digital flipbook-based Science e-module is valid, practical, effective, and appropriate for improving students' science literacy in science learning in junior high schools

    Implementation of Teams Games Tournament to Improve Primary School Students' Collaboration Skills

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    Penelitian ini bertujuan untuk meningkatkan keterampilan kolaborasi siswakelas V Sekolah Dasar dengan menerapkan model  Teams Games Tournament (TGT). Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang mengacu pada desain Kemmis dan Mc Taggart yang dilaksanakan sebanyak 2 siklus dengan tahapan :1) Perencanaan (planning); 2) Pelaksanaan tindakan dengan model TGT serta pengamatan (acting and observasing); 3) Refleksi  pada setiap akhir siklus (reflecting). Teknik pengumpulan data menggunakan observasi untuk menilai kolaborasi siswaserta dokumentasi. Intrumen yang digunakan berupa lembar observasi keterampilan kolaborasi siswayang disesuaikan dengan indikator keterampilan kolaborasi menurut Greenstein. Teknik analisis data penelitian ini adalah deskriptif kuantitatif untuk mendeskripsikan data keterampilan kolaborasi peserta didik. Hasil penelitian menunjukan adanya kenaikan jumlah siswadengan kategori keterampilan kolaborasi sangat tinggi dan tinggi yaitu pra siklus sebanyak 24%, siklus 1 meningkat menjadi 68% dan siklus 2 meningkat menjadi 88%. Hasil ini menunjukkan bahwa penerapan model pembelajaran Teams Games Tournament (TGT) dapat meningkatkan keterampilan kolaborasi siswaSekolah Dasar. Oleh sebab itu itu, sebaiknya guru dapat menerapkan model pembelajaran Teams Games Tournament (TGT) untuk meningkatkan keterampilan berkolaborasi siswa yang dapat sarana peningkatan motivasi belajar dan hasil belajar siswa.This research aims to improve the collaboration skills of fifth grade elementary school students by implementing the Teams Games Tournament (TGT) model. This study is a Classroom Action Research (CAR) based on Kemmis and McTaggart's design, which is conducted in two cycles with the following stages: 1) Planning; 2) Implementing the action using the TGT model and observation; 3) Reflecting at the end of each cycle. Data collection techniques use observation and documentation techniques to see students' collaborative skills. The instrument used is a collaboration skill observation sheet with a collaborative skill indicator according to Greenstein. Analysis techniques use quantitative descriptive analysis techniques to describe students' collaborative skills. Data is categorized and made percentage achievement of each category to determine the level of student collaboration skills. The research results showed an increase in the number of students with very high and high collaboration skills categories, namely pre-cycle as much as 24%, cycle 1 increased to 68% and cycle 2 increased to 88%. These results indicate that the application of the Teams Games Tournament (TGT) learning model can improve elementary school students' collaboration skills. Therefore, teachers should be able to apply the Teams Games Tournament (TGT) learning model to improve students' collaboration skills which can be a means of increasing learning motivation and student learning outcomes

    Pengaruh Konsentrasi Kepemilikan terhadap Kinerja Perusahaan

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    Penelitian ini bertujuan untuk membuktikan pengaruh konsentrasi kepemilikan terhadap kinerja perusahaan. Kinerja perusahaan diukur dengan menggunakan Return on Asset (ROA). Sedangkan Konsentrasi kepemilikan diukur dengan presentase kepemilikan saham terbesar (TOP 1). Penelitian ini juga melakukan uji robustness dengan menggunakan presentase kepemilikan keluarga dan presentase kepemilikan institusional sebagai ukuran konsentrasi kepemilikan. Populasi pada penelitian ini terdiri dari seluruh perusahaan manufaktur yang terdaftar di Bursa Efek Indonesia periode 2016-2020. Sampel ditentukan dengan teknik purposive sampling dan didapatkan hasil 430 data sampel penelitian. Metode Regresi Linear Berganda digunakan dalam menganalisis hipotesis. Hasil penelitian ini menunjukkan bahwa konsentrasi kepemilikan berpengaruh positif terhadap kinerja perusahaan. Uji robustness dengan menggunakan presentase kepemilikan keluarga dan presentase kepemilikan institusional sebagai ukuran konsentrasi kepemilikan menunjukkan hasil yang konsisten dan mendukung uji utama.  This study aims to prove the effect of ownership concentration on company performance. Company performance is measured by using Return on Assets (ROA). Meanwhile, ownership concentration is measured by the largest share ownership percentage (TOP 1). This study also conducted a robustness test using the percentage of family ownership and the percentage of institutional ownership as a measure of ownership concentration. The population in this study consisted of all manufacturing companies listed on the Indonesia Stock Exchange for the 2016-2020 period. The sample was determined by purposive sampling technique and the results gain were 430 research sample data. Multiple Linear Regression method is used in analyzing the hypothesis. The results of this study showed that the concentration of ownership has a positive effect on company performance. Robustness test using the percentage of family ownership and the percentage of institutional ownership as a measure of concentration of ownership showed consistent results and supports the main test

    Keberhasilan Harga Saham dan Aksi Stock Split

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    Stock split is a corporate action taken by a company to increase stock liquidity. There is a phenomenon of companies that failed and succeed after carrying out stock split actions. This study aims to examine the company's financial performance and market performance against the success of the stock price after the stock split. The sample of this study is companies listed on the Indonesia Stock Exchange and conducted a stock split in the period 2018 – 2021, using purposive sampling and obtained 41 companies. For the benefit of hypothesis testing using multiple linear regression analysis techniques. The results of the study that financial performance and market performance had no effect on the success of the stock price after the stock split. The results of this study imply that the stock split has not been able to be used as a signaling instrument about the company's positive prospects.Stock split adalah aksi yang dilakukan perusahaan untuk meningkatkan likuiditas saham. Terdapat fenomena perusahaan yang gagal dan berhasil pasca melakukan aksi stock split. Studi ini bertujuan untuk menguji pengaruh kinerja keuangan dan kinerja pasar perusahaan terhadap keberhasilan harga saham pasca stock split.  Sampel studi ini adalah  perusahaan yang terdaftar di Bursa Efek Indonesia dan melakukan stock split pada periode 2018 – 2021, dengan menggunakan purposive sampling dan didapatkan 41 perusahaan. Untuk kepentingan pengujian hipotesis menggunakan teknik analisis regresi linear berganda. Hasil studi menunjukan bahwa kinerja keuangan dan kinerja pasar tidak berpengaruh pada keberhasilan harga saham pasca stock split. Hasil studi ini menyiratkan bahwa stock split belum mampu digunakan sebagai instrumen signaling tentang prospek positif perusahaan

    PENGEMBANGAN MUTU PENDIDIKAN MENGGUNAKAN PENDEKATAN PDCA TERHADAP SEKOLAH EBC FILIAL MAUBISSE

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    Tujuan penelitian ini adalah untuk mengetahui implementasi PDCA terhadap mutu pendidikan pada sekolah EBC Filial Maubisse yang berdampak terhadap kinerja Guru. Penelitian ini menggunakan pendekatan deskriptif kualitatif, populasinya adalah kepala sekolah dan tenaga guru pada EBC Filial Maubisse, Kecamatan Maubisse Kabupaten Ainaro Timor Leste. Selain itu, dapat mengetahui serta memastikan dampak PDCA terhadap kepala sekolah dalam meningkatkan kinerja guru serta mengetahui faktor-faktor yang dapat meningkatkan profesionalisme guru dalam pencapaian standar pendidikan nasional. Dengan demikian, kepala sekolah dituntut agar mampu membuat perencanaan program, menjalankan rencana kerja, melaksanakan kepemimpinan sekolah, serta menerapkan sistem informasi sekolah. Tanggung jawab kepala sekolah memiliki berbagai tugas dalam mengelolah sekolah sehingga tugas pokok dan fungsi kepala sekolah tentang perencanaan program, melaksanakan rencana kerja, dan evaluasi dapat terlaksana dengan baik sehingga melalui PDCA yang baik dapat meningkatkan mutu pendidikan

    Fostering Creativity With Learning Models: Literature Review

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    This research aims to discuss learning models that can help teachers foster students' creativity. Creativity is one of the skills that a person needs in his life, and creativity can develop because it is not something static, so it is important to provide the right stimulus. This research uses a literature study. The literature used is in the form of publications collected from the Web of Science and Scopus databases in the period 2014–2023. The keywords used were "creativity" AND "learning model". From these keywords, 588 articles were obtained, which were then filtered, and 8 articles were selected. The results of the article review Some of the learning models obtained are as follows: cooperative learning, project-based learning (PjBL), problem-based learning (PBL), guided inquiry learning model, SSCS learning model, and science-entrepreneurship learning model. Students who are given a stimulus tend to have more abilities than students who are not given a stimulus, as well as creativity.Penelitian ini bertujuan untuk membahas tentang model pembelajaran yang dapat membantu guru dalam menumbuhkan kreativitas siswa. Kreativitas menjadi salah satu keterampilan yang dibutuhkan seseorang dalam kehidupannya dan kreativitas dapat berkembang karena bukan sesuatu yang statis, sehingga penting memberikan stimulus yang tepat. Penelitian ini menggunakan studi Pustaka. Literatur yang digunakan berupa publikasi yang dikumpulkan dari database Web of Science dan Scopus dalam kurun waktu 2014-2023. Kata kunci yang digunakan "creativity" AND "Learning model". Dari kata kunci tersebut, diperoleh 588 artikel yang kemudian disaring dan dipilih 8 artikel. Hasil dari review artikel tersebut Beberapa model pembelajaran yang didapat adalah sebagai berikut: pembelajaran kooperatif, pembelajaran berbasis proyek dan masalah /project based learning (PjBL) dan problem based learning (PBL), model pembelajaran inkuiri terbimbing (guided inquiry learning model), model pembelajaran SSCS, dan model pembelajaran science-wastepreneurship. Siswa yang diberi stimulus cenderung akan memiliki kemampuan yang lebih dibandingkan dengan siswa yang tidak diberi stimulus, begitu pun dalam kreativitas mereka

    Upaya Peningkatkan Collaboration Skills Peserta Didik SD Melalui Penerapan Project Based Learning (PjBL)

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    This study aims to improve the collaboration skills of third-grade students at SD N Ledok 01 Salatiga by applying the Project Based Learning (PjBL) Model. The type of this research is a collaborative classroom action research (PTKK). The subject of this research were 26 third-grade students. This study uses a spiral spin model design developed by Kemmis and Mc Taggart. This research was conducted in 2 cycles. Each cycle consists of 3 stages, namely the planning stage, the implementation and observation stage, also the reflection stage. This research is successful if it achieves success indicators<80%. Data collection techniques are in the form of observation, interviews and documentation. Data analysis used is descriptive qualitative and quantitative. The results showed that the Project Based Learning (PjBL) Model can increase collaboration skills occurring in each cycle which has been shown that students can interact with group mates while doing assignments, which is shown in the pre-cycle of 0%, cycle I of 54%, and cycle II by 81%. Mutual assistance has increased as shown in the pre-cycle of 0%, cycle I of 62%, and cycle II of 85%. Student’s ability to be responsible increased as shown in the pre-cycle of 0%, cycle I of 58%, and cycle II of 85%.This study aims to improve the collaboration skills of third-grade students at SD N Ledok 01 Salatiga by applying the Project Based Learning (PjBL) Model. The type of this research is a collaborative classroom action research (PTKK). The subject of this research were 26 third-grade students. This study uses a spiral spin model design developed by Kemmis and Mc Taggart. This research was conducted in 2 cycles. Each cycle consists of 3 stages, namely the planning stage, the implementation and observation stage, also the reflection stage. This research is successful if it achieves success indicators<80%. Data collection techniques are in the form of observation, interviews and documentation. Data analysis used is descriptive qualitative and quantitative. The results showed that the Project Based Learning (PjBL) Model can increase collaboration skills occurring in each cycle which has been shown that students can interact with group mates while doing assignments, which is shown in the pre-cycle of 0%, cycle I of 54%, and cycle II by 81%. Mutual assistance has increased as shown in the pre-cycle of 0%, cycle I of 62%, and cycle II of 85%. Student’s ability to be responsible increased as shown in the pre-cycle of 0%, cycle I of 58%, and cycle II of 85%

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