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RESENSI BUKU ALL WE CAN SAVE: TRUTH, COURAGE AND SOLUTIONS FOR THE CLIMATE CRISIS
Judul : All We Can Save: Truth, Courage and Solutions for The Climate Crisis
Penyunting : Ayana Elizabeth Johnson & Katharine K. Wilkinson
Penerbit : One World, New York
Tahun : 2020
Halaman : 448 halaman
ISBN : 978-0593-13877-
Rancang bangun sistem presensi berbasis artificial intelligence menggunakan microservice pada flask
Conventional attendance systems often face various problems such as inefficiency, inaccuracies in attendance logging, and limitations in recapitulation processes. Manual systems are prone to human error and time-consuming, while fingerprint-based systems may fail when the sensor is affected by dirty, wet, or damaged fingers. This study aims to develop an attendance system based on Artificial Intelligence (AI) by utilizing the face_recognition function in Python and implementing a microservice architecture to improve efficiency and accuracy in attendance recording. The system is developed using the Agile Feature-Driven Development (FDD) method, which focuses on building system features based on prioritized business values. This method is applied within the Software Development Life Cycle (SDLC) to ensure a structured, iterative, and user-oriented development process. Facial recognition is performed by comparing the encoding of the captured face image with the data stored in the database. The results show that the system is capable of recording attendance automatically, accurately, and in real-time. Furthermore, the recapitulation process becomes more efficient as the system manages and presents the data systematically
Analisis Perhitungan Biaya Untuk Menentukan Harga Jual Jasa Pemain Pengganti Game Online
Cost is important information for organization to determine the selling prices and profit targets. This research aims to explore the cost calculation for online game substitute services in order to determine the selling price. This research focuses on cost calculations and the methods used to determine the selling price. The research method used is direct interviews to online game substitute services providers. The providers taking 3 (three) genres, including MOBA, RPG, and FPS. The results show that the method used to calculate costs is relatively simple and no special calculations. The selling price offered to consumers is more based on the market price and the cost calculation is a minor consideration.Informasi biaya merupakan informasi penting bagi pelaku usaha untuk penentuan harga jual ataupun untuk menentukan target laba. Penelitian ini bertujuan untuk mengeksplorasi mengenai perhitungan biaya pada jasa pemain pengganti game online dalam menentukan harga jual jasa. Penelitian ini berfokus pada perhitungan biaya serta metode yang digunakan untuk penentuan harga jual jasa. Metode penelitian yang digunakan dalam penelitian ini adalah wawancara secara langsung kepada pemilik layanan penyedia jasa pemain pengganti game online dengan mengambil 3 (tiga) genre diantaranya adalah MOBA, RPG, dan FPS. Hasil wawancara menunjukan bahwa metode yang digunakan untuk menghitung biaya masih tergolong sederhana dan belum ada perhitungan khusus. Harga jual jasa yang ditawarkan kepada konsumen lebih berpatokan pada harga pasar yang berlaku dan perhitungan biaya merupakan pertimbangan minor
Pengembangan Media Minecraft Education Edition untuk Menunjang Kemampuan Mengimplementasikan TPACK
This research aims to produce Minecraft learning media that can support students' TPACK skills. This research was conducted in the Learning class at State University of Malang with a total of 97 students from various majors, namely guidance and counseling, chemistry, PGPAUD (Early Childhood Education Teacher Education), special education, art and design, and educational technology with the number of classifications based on gender, namely 79 female students and 19 male students. The model used in this research is the development model according to Lee & Owens with the stages of assessment/analysis, design, development, implementation, and evaluation. The data collection process was carried out by distributing questionnaires and analyzed using the highest average according to Sugiyono. The results showed that Minecraft Education media to support students' mastery of TPACK was declared feasible based on content experts, and media experts. The content expert validation score gets an average score of 5.00 while the media expert gets an average score of 4.75 so this media is declared feasible. This media also received good responses regarding whether there was an increase in how to integrate Minecraft Education technology in learning based on the questionnaire that had been distributed and received a score of 3.34 from the expected average value of 4.00.This research aims to produce media in Minecraft Education that can support students' TPACK skills. This research was conducted in the Learning Learning class at the State University of Malang with a total of 97 students from various departments, namely the departments of guidance and counseling, chemistry, PGPAUD (Early Childhood Education Teacher Education), special education, art and design, and educational technology with a total classification based on gender, namely 79 female students and 19 male students. gender, namely 79 female students and 19 male students. . The model used in this research is the development model according to Lee & Owens with the stages of assessment/analysis, design, development, implementation, and evaluation. The results showed that Minecraft Education media to support students' mastery of TPACK was declared feasible based on content experts, and media experts. The content expert validation score gets an average score of 5.00 while the media expert gets an average score of 4.75 so this media is declared feasible. This media also received good responses regarding whether there was an increase in how to integrate Minecraft Education technology in learning based on the questionnaire that had been distributed and received a score of 3.34 from the expected average value of 4.00
PENINGKATAN HASIL BELAJAR MODEL TGT BERBANTUAN MEDIA ULAR TANGGA DI SEKOLAH DASAR
This study aims to improve Civic Education learning outcomes through the implementation of the Team Games Tournament (TGT) learning model, supported by snakes and ladders game media, among sixth-grade students at SD 3 Wergu Wetan. The research was conducted as Classroom Action Research (CAR), employing the Kemmis and McTaggart model over two cycles. The participants were 26 Grade VI students. Data were collected through observations, questionnaires, and tests. Initial assessments revealed that most students had kinesthetic and visual learning styles, indicating the need for active and engaging learning strategies. During the pre-cycle phase, conventional teaching methods resulted in a classical mastery level of only 65%. After applying the TGT model with the snakes and ladders game in Cycle I, the mastery level increased to 77%. Further improvements were made in Cycle II to address issues such as unequal participation among group members. In Cycle II, classical mastery reached 85%, with a notable increase in students’ average scores. The TGT model, when combined with game-based learning, fostered an enjoyable, competitive, and collaborative classroom environment. Students became more active, confident, and enthusiastic throughout the learning process. The findings indicate that this approach effectively enhances students’ cognitive learning outcomes, motivation, and participation in Civic Education. Therefore, implementing the TGT model supported by the snakes and ladders game proves to be an effective strategy for improving the quality of Civic Education instruction at the elementary school level
The impact of internal marketing on job satisfaction, organizational commitment, and employee loyalty
Internal marketing is critical in influencing job satisfaction and organizational commitment. Accordingly, this research analyzes the impact of internal marketing on job satisfaction, organizational commitment, and employee loyalty at AirNav Indonesia Denpasar Branch. Using the Structural Equation Modeling (SEM) analysis method, we analyzed the data from 125 respondents of the company’s operational employees. Our findings demonstrate that internal marketing affects job satisfaction and organizational commitment, not employee loyalty. The indirect effect of internal marketing on employee loyalty is mediated by job satisfaction and organizational commitment. Meanwhile, job satisfaction positively affects organizational commitment and employee loyalty. Our study informs AirNav Indonesia or similar companies of the importance of internal marketing to improve employee performance and loyalty through greater job satisfaction and commitment.Pemasaran internal memegang peranan penting dalam mempengaruhi kepuasan kerja dan komitmen organisasi. Penelitian ini merupakan penelitian kuantitatif dengan menggunakan metode analisis Structural Equation Modeling (SEM). Unit analisisnya adalah individu. Jumlah sampel yang diperoleh dan memenuhi kriteria inklusi sebanyak 125 sampel yang merupakan karyawan operasional AirNav Indonesia Cabang Denpasar. Data diolah dengan menggunakan SPSS 22 dan AMOS 22. Penelitian ini dilakukan untuk menganalisis pengaruh pemasaran internal terhadap kepuasan kerja, komitmen organisasi dan loyalitas karyawan pada AirNav Indonesia Cabang Denpasar. Berdasarkan hasil penelitian, pemasaran internal ternyata tidak memiliki pengaruh positif dan signifikan terhadap loyalitas karyawan. Terdapat pengaruh tidak langsung dari pemasaran internal terhadap loyalitas karyawan yaitu apabila pengaruh keduanya dimediasi oleh kepuasan kerja atau komitmen organisasi. Sedangkan kepuasan kerja dapat memiliki pengaruh positif dan signifikan terhadap komitmen organisasi dan loyalitas karyawan. Begitu pula dengan komitmen organisasi dapat memiliki pengaruh positif dan signifikan terhadap loyalitas karyawan. Implikasinya diharapkan dapat memberikan informasi peran pemasaran internal dalam meningkatkan kepuasan kerja, komitmen, dan loyalitas karyawan
Equipping Youth: Membangun Kesuksesan Remaja JKI Keluarga Kerajaan Salatiga melalui Manajemen Diri dan Peningkatan Kepercayaan Diri
Self-management and increasing self-confidence are crucial elements in shaping teenagers' success, enabling them to manage stress, develop leadership skills, and build a solid foundation for achieving life goals. Increasing self-confidence is the main key to achieving goals, increasing intrinsic motivation, and overcoming obstacles with belief in one's potential. This research explores the central role of self-management and increasing self-confidence in shaping adolescent success, especially in the JKI Keluarga Kerajaan. In addressing the unique challenges of adolescents in this environment, researchers implemented a specially designed Equipping program. The impact of equipping is reflected in the youth's ability to appear in the 7-minute sermon at every Kingdom Generation service on Sunday. This research is expected to provide in-depth insight into the important role of self-management and self-confidence in shaping adolescent success, especially in the context of spiritual life and ecclesial service.Manajemen diri dan peningkatan kepercayaan diri merupakan elemen krusial dalam membentuk kesuksesan remaja, memungkinkan mereka mengelola stres, mengembangkan keterampilan kepemimpinan, dan membangun fondasi yang kokoh untuk mencapai tujuan hidup. Peningkatan kepercayaan diri menjadi kunci utama dalam mencapai tujuan, meningkatkan motivasi intrinsik, dan mengatasi hambatan dengan keyakinan pada potensi diri. Penelitian ini mengeksplorasi peran sentral manajemen diri dan peningkatan kepercayaan diri dalam membentuk kesuksesan remaja, terutama di JKI Keluarga Kerajaan. Dalam menghadapi tantangan unik remaja di lingkungan ini, peneliti menerapkan program Equipping yang dirancang khusus. Dampak dari Equipping tercermin pada kemampuan remaja saat tampil dalam 7 minutes preaching di setiap ibadah Kingdom Generation pada hari Minggu. Penelitian ini diharapkan memberikan wawasan mendalam tentang peran penting manajemen diri dan kepercayaan diri dalam membentuk kesuksesan remaja, khususnya di konteks kehidupan rohani dan pelayanan gerejawi
Pembekalan Civic with Society Sebagai Penguatan Karakter dan Literasi Kewarganegaraan bagi Mahasiswa
Kegiatan ini bertujuan untuk mengeksplorasi peran pembekalan Civic with Society dalam memperkuat karakter dan literasi kewarganegaraan di kalangan mahasiswa. Sebagai calon pemimpin dan agen perubahan, mahasiswa perlu mengembangkan rasa tanggung jawab yang kuat, partisipasi aktif, dan kesadaran akan peran mereka dalam masyarakat serta sistem demokrasi. Kegiatan ini menekankan pentingnya mengintegrasikan pendidikan kewarganegaraan ke dalam pendidikan tinggi untuk membekali mahasiswa dengan pengetahuan dan keterampilan yang diperlukan untuk memberikan kontribusi positif kepada komunitas dan bangsa. Kegiatan ini dilakukan melalui berbagai kegiatan, termasuk diskusi, seminar, program pengabdian masyarakat, dan simulasi, yang bertujuan untuk membangun pemahaman yang lebih dalam tentang nilai-nilai kewarganegaraan seperti demokrasi, keadilan, dan hak asasi manusia. Hasil kegiatan menunjukkan bahwa partisipasi dalam kegiatan ini secara signifikan meningkatkan karakter mahasiswa, seperti empati, tanggung jawab, dan kemampuan berpikir kritis, serta meningkatkan literasi mereka dalam isu-isu kewarganegaraan, termasuk pengetahuan tentang hak, kewajiban, dan pentingnya keterlibatan politik aktif. Kesimpulannya, program pembekalan Civic with Society terbukti menjadi strategi yang efektif dalam memperkuat karakter dan literasi kewarganegaraan mahasiswa. Dengan mendorong partisipasi aktif dan memberikan pemahaman yang lebih mendalam tentang peran mereka sebagai warga negara yang bertanggung jawab, program ini berkontribusi pada pembangunan masyarakat yang demokratis dan adil, dimana mahasiswa siap untuk membuat keputusan yang bijak dan berkontribusi pada pembangunan nasional.The purpose of this study is to explore the role of Civic with Society training in strengthening character and citizenship literacy among university students. As future leaders and agents of change, students need to develop a strong sense of responsibility, active participation, and awareness of their role in society and the democratic system. This research emphasizes the importance of integrating civic education into higher education to equip students with the necessary knowledge and skills to contribute positively to their communities and the nation. The study was conducted through various activities, including discussions, seminars, community engagement programs, and simulations, aimed at fostering a deeper understanding of citizenship values such as democracy, justice, and human rights. The results indicate that participation in these activities significantly enhanced students' character, such as empathy, responsibility, and critical thinking, while also improving their literacy in citizenship-related issues, including the knowledge of rights, duties, and the importance of active political involvement. In conclusion, the Civic with Society training program proves to be an effective strategy in strengthening the character and citizenship literacy of university students. By fostering active participation and providing a deeper understanding of their roles as responsible citizens, the program contributes to building a democratic and just society, where students are prepared to make informed decisions and contribute to national development
Meningkatkan kinerja SVM: Dampak berbagai teknik seleksi fitur pada akurasi prediksi
Pada akreditasi Perguruan Tinggi, kelulusan mahasiswa memainkan peran penting sebagai salah satu kriteria penilaian. Prediksi kelulusan merupakan fokus utama untuk membantu institusi dalam menilai seorang mahasiswa lulus tepat waktu. Penelitian ini mengambil data historis dari mahasiswa yang telah lulus, yang diambil melalui kuesioner dari mahasiswa Program Studi Sistem Informasi dan Teknik Informatika Universitas Semarang. Metode seleksi fitur digunakan untuk menyeleksi atribut yang paling relevan pada prediksi kelulusan. Hasil seleksi ini diujikan menggunakan Algoritma Support Vector Machine (SVM). Tujuan utama dari penelitian ini adalah untuk mengevaluasi dampak seleksi fitur terhadap prediksi kelulusan. Hasil pengujian menunjukkan bahwa SVM dengan seleksi fitur menggunakan weight by relief mencapai akurasi sebesar 82%, presisi 83,42%, dan recall 80,83%. Sebaliknya, SVM tanpa menggunakan weight by relief menunjukkan akurasi 69,23%, presisi 70,83%, dan recall 67,86%. Penggunaan seleksi fitur berhasil mengurangi fitur dari 27 menjadi empat fitur yang paling berpengaruh.In Higher Education accreditation, student graduation plays an important role as one of the assessment criteria. Graduation prediction is the main focus of helping institutions assess a student to graduate on time. This study takes historical data from students who have graduated, which is taken through a questionnaire from the Department of Information Systems and Informatics Engineering at Semarang University students. The feature selection selects the most relevant attributes in graduation prediction. The results of this selection are tested using the Support Vector Machine (SVM) Algorithm. The main objective of this study is to evaluate the impact of feature selection on graduation prediction. The results show that SVM with feature selection using weight by relief achieves an accuracy of 82%, a precision of 83.42%, and a recall of 80.83%. In contrast, SVM without weight by relief shows an accuracy of 69.23%, a precision of 70.83%, and a recall of 67.86%. The use of feature selection successfully reduces features from 27 to four of the most influential features.
Product bundling and substitution recommendation system: Facilitating marketing improvement strategy of retail business
Toko retail adalah tempat di mana berbagai macam barang sehari-hari dijual. Supermarket perlu menggunakan taktik berbeda untuk menjual produknya dan menarik konsumen. Berdasarkan wawancara dengan karyawan Supermarket X, salah satu strategi yang digunakan supermarket adalah dengan menggabungkan produk. Dua atau lebih produk digabungkan ke dalam satu paket dan menjualnya dengan harga diskon. Supermarket terkadang membutuhkan bantuan dalam memilih produk yang akan digabung dan menemukan produk serupa karena keterbatasan stok. Berdasarkan uraian masalah, dapat disimpulkan bahwa sistem pada supermarket menggunakan algoritma Apriori untuk membuat bundling produk dan metode Technique for Order of Preference by Kemiripan ke Solusi Ideal (TOPSIS) untuk menampilkan produk serupa dan memprediksi apakah ada produk yang stoknya sedikit. Kinerja sistem telah dievaluasi melalui uji coba dan validasi di supermarket. Temuan menunjukkan bahwa algoritma mampu menentukan produk mana yang dapat dimasukkan ke dalam kemasan menggunakan sistem otomasi pengemasan produk. Hasilnya cukup menjanjikan, menunjukkan bahwa memilih produk pengganti dapat membantu menurunkan persediaan barang yang tidak berfungsi dengan baik.A retail store is a place where a variety of everyday items are sold. Supermarkets need to use different tactics to sell their products and attract consumers. According to an interview with an employee of Supermarket X, one strategy supermarkets use is to bundle products. This involves combining two or more products into one package and selling them at a discounted price. Supermarkets sometimes need help choosing the products to bundle and finding similar products due to limited stock. Based on the problem description, it can be inferred that the supermarket system will utilize the Apriori algorithm for creating product bundling and the Technique for Order of Preference by Similarity to Ideal Solution (TOPSIS) method to showcase similar products and predict if any products are running low on stock. The system's performance has been evaluated through trials and validation at the supermarket. The findings showed that they were able to determine which products may be included in the package with the use of this product packaging automation system. The results were promising, indicating that choosing replacement products can aid in lowering the inventory of goods that are not doing well