Online Journal System-Kumpulan Jurnal STKIP Singkawang ((Sekolah Tinggi Keguruan Dan Ilmu Pendidikan Singkawang)
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    Co-Creation of Value dan Customer Experience: Aplikasi dalam Mobile Banking di Indonesia

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    AbstractThis study aims to analyze the effects of co-creation of value on the customer experience in mobile banking usage in Indonesia, focusing on the roles of consumer creativity, connectivity, and knowledge. The study uses a quantitative approach with a survey method involving 210 respondents who are active users of mobile banking applications in Indonesia. The collected data were analyzed using Structural Equation Modeling-Partial Least Squares (SEM-PLS). The results show that co-creation of value has a positive impact on customer experience, with consumer creativity and connectivity being the main factors supporting value co-creation. Consumer knowledge shows no significant effect on the model. These findings suggest that consumer's involvement in the co-creation process strengthens the relationship between banks and customers, especially through digital platforms. This research's practical implication is that the banks should focus more on the creativity and connectivity aspects in developing mobile banking services to enhance customer experience and strengthen competitive positioning in the market.Keywords: Co-Creation of Value, Customer Experience, and Mobile Bankin

    Audio-visual Development : Composed Song Through Dolanan Song to Improve Learning Outcomes of Writing Aksara Jawa Pasangan

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    The purpose of carrying out this research and development is to produce composed song learning media products through Dolanan song and audio-visual based that have been tested for feasibility, so that they are effective in improving the learning outcomes of sixth grade students on the material of writing aksara Jawa pasangan that researched at Pesantren State Elementary School, Mijen, Semarang City. Using research and development models from Borg and Gall covering potential and problem stages, data collection, product design, design validation, design revision, product testing, product revision, usage testing, product revision, and mass production. The instruments are questionnaires for teacher and student needs; media and material expert validation questionnaire; questionnaire of teacher and student responses; and pretest-posttest questions. The media due diligence uses the percentage of eligibility criteria obtained from the results of expert validators, teacher responses, and student responses. The media effectiveness test is using the criteria of increasing the average value based on the N-Gain formula obtained from the pretest and postest values. The result is that this product is very feasible for use in usage trials with a percentage of 94.68% of media expert validators; 93.05% of material experts; 94.4% of teachers' responses; and 95.9% of student responses. The N-Gain test result is 0.55; So that the product has been effective in improving student learning outcomes with moderate improvement criteria

    The Contribution Of Creative Entrepreneurial Learning Outcomes, Emotional Intelligence, And The Implementation Of Tefa On The Entrepreneurial Interest Of Class XII

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    This study aims to examine the relationship between Productive Creative Entrepreneurship learning outcomes, emotional intelligence, and the implementation of the Teaching Factory on students’ entrepreneurial interest. The background of this research is based on the need to strengthen entrepreneurial spirit among vocational students to prepare them as job creators in an increasingly competitive labor market. Entrepreneurial interest is seen as a critical factor that determines students’ motivation and readiness to start a business after graduation. This research used a quantitative correlational approach involving 105 students of class twelve at SMKN 2 Gunung Talang. Data were collected through questionnaires and documentation, then analyzed using multiple linear regression techniques. The sampling technique used was proportional stratified total sampling 75 Students. The results showed a significant positive relationship between learning outcomes in Productive Creative Entrepreneurship and entrepreneurial interest (t = 2.418, p < 0.05), emotional intelligence and entrepreneurial interest (t = 6.309, p < 0.05), and Teaching Factory implementation and entrepreneurial interest (t = 4.420, p < 0.05). Furthermore, the joint analysis revealed that all three variables simultaneously had a significant influence on entrepreneurial interest (F = 21.897, p < 0.05). In conclusion, the study indicates that improving learning outcomes, emotional intelligence, and practical experience through Teaching Factory are crucial factors in fostering students’ interest in entrepreneurship. These findings suggest that a comprehensive educational approach integrating cognitive, emotional, and practical aspects is essential to prepare students to become successful young entrepreneurs

    Innovation Of Mobile Virtual Laboratory As a Learning Facility

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    The presence of Informatics subjects is a response to preparing human resources (HR) who can adapt to the industrial revolution 4.0 and society 5.0. Unfortunately, there are obstacles in implementation, especially related to computer laboratory facilities. So innovation is needed that can help schools implement Informatics subjects so that students can have adequate digital literacy in facing the industrial revolution 4.0 and society 5.0. The aim of the research is to develop and test the feasibility of being an Informatics learning facility for high school students in Pontianak City, as well as seeing the students' response to the mobile virtual laboratory. The method used is Research and Development (R&D), with a development design using DDD-E. Research subjects consist of development subjects, namely design experts, media experts and material experts and students to determine the response to the media being developed. Data analysis techniques use a data analysis approach Qualitative and quantitative. The results of the research are that the media was developed using DDD-E, the suitability of the media based on material experts and media experts is in the very good category and suitable for use. Student responses to the media that have been developed are very good for use

    Transformation of the Teaching Process in Learning Population Geography Subjects Through Lesson Study with LOC-R: A Real Action

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    This study explores the effectiveness of integrating Lesson Study with the LOC-R (Literacy, Orientation, Collaboration, Reflection) learning model in teaching Population Geography in higher education—the research aimed to enhance student literacy, learning activity, and the overall teaching process. A classroom action research approach was employed, incorporating two cycles of Lesson Study with LOC-R implementation. Data was collected through observations, interviews, and document analysis. The findings reveal that the combined model significantly improved student literacy, particularly in data interpretation and understanding. It also fostered active student participation, collaboration, and critical thinking skills. The Lesson Study cycles provided a platform for teacher professional development, leading to improved teaching practices and a more collaborative learning environment. This research suggests that integrating Lesson Study with LOC-R offers a promising approach to enhancing Population Geography teaching and learning. Further studies are recommended to explore the application of this model in other disciplines and contexts

    Development of an E-Module for Physical Education, Sports, and Health Learning in Martial Arts (Karate) for High School Students in Fase E.

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    Physical Education (PJOK) develops students' physical and character skills through sports like Karate. However, students struggle to learn basic techniques (Kihon, Kata, Kumite) with conventional methods. A multimedia E-Module was developed to enhance understanding, especially for tech-savvy Generation Z students. This R&D study used the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Conducted at SMA Negeri 2 Padang, data was collected via questionnaires, tests, and observations. The E-Module includes videos, images, and audio for interactive learning. The results show that the PJOK Karate Learning E-Module was successfully developed and tested. The E-Module integrates multimedia elements such as images, videos, and audio to facilitate better comprehension of basic Karate techniques. Validity tests yielded high scores in language (91.67%), content (95%), and media (98.33%), while reliability was confirmed with a Cronbach’s Alpha value of 0.638. Practicality assessments from both students and teachers were highly positive, ranging from 84.96% to 100%. Additionally, the E-Module proved highly effective, with student effectiveness scores between 82.32%–85.26% and teacher evaluations ranging from 92%–99%. In conclusion, this study demonstrates that the Karate Learning E-Module is a valid, practical, and effective tool for enhancing students' understanding and performance in Karate. Its multimedia-based approach aligns with the learning preferences of Generation Z, making it a valuable resource for modern PJOK educatio

    The Influence of Project-Based Learning Models on the Activities and Learning Outcomes of Vocational Students in Informatics Subjects

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    This study investigates the effectiveness of the Project-Based Learning (PjBL) model in enhancing student engagement and learning outcomes in Informatics at a vocational high school. The research was motivated by the low initial understanding and passive learning behavior among students, which often leads to suboptimal academic achievement. The objective was to determine whether the PjBL approach could significantly improve both student activity and performance. A quasi-experimental design with a pretest-posttest control group was employed, involving 51 Grade X students from SMKN 1 Painan, divided into an experimental group (PjBL) and a control group (conventional teaching). Data were collected through tests, observations, and documentation, and analyzed using descriptive and inferential statistics. Results showed a significant increase in the experimental group’s posttest scores (mean = 78.04; N-Gain = 0.56) compared to the control group (mean = 64.56; N-Gain = 0.28). Student activity also improved across three meetings. Statistical tests confirmed the differences were significant (p < 0.05). These findings indicate that PjBL is more effective than traditional methods in promoting academic success and active learning in vocational educatio

    Preventive Legal Education and Digital Literacy on the Dangers of Online Gambling for Students of Kapuas Pontianak Private High School

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    The problem of teenagers' involvement in online gambling practices is a crucial issue that requires educative and preventive handling. This fact has caused concern among teachers and principals of private high schools in Kapuas Pontianak. Private SMAs in Pontianak City have never received education on online gambling practices so they need it as an effort to prevent their students from participating in online gambling practices. This Community Service activity aims to provide preventive legal education and digital literacy to students of SMA Swasta Kapuas Pontianak City as an initial step to prevent online gambling practices. The methods used included interactive lectures and dissemination of educational materials. The evaluation of the activity was attended by 35 participants by providing descriptive impressions and messages and the results of the evaluation indicated an increased awareness of the risks and legal impacts of online gambling. This finding proves that an integrative approach between legal aspects and digital literacy is effective in building students' understanding and critical attitude towards digital threats. This activity is important as an educational intervention model that can be replicated in other schools, as well as developed in the form of a long-term school-based education programme on the dangers of online gambling practices.Edukasi Hukum Preventif dan Literasi Digital Tentang Bahaya Judi Online Bagi Siswa SMA Swasta Kapuas PontianakABSTRAKPermasalahan maraknya keterlibatan remaja dalam praktik judi online menjadi isu krusial yang memerlukan penanganan edukatif dan preventif. Fakta yang terjadi ini membuat kekhawatiran para guru dan kepala sekolah SMA Swasta Kapuas Pontianak. SMA Swasta Kota Pontianak belum pernah mendapatkan edukasi terhadap praktek judi online sehingga mereka memerlukan hal tersebut sebagai upaya untuk mencegah siswa dan siswi mereka ikut dalam praktek judi online. Kegiatan Pengabdian kepada Masyarakat ini bertujuan untuk memberikan edukasi hukum preventif dan literasi digital kepada siswa SMA Swasta Kapuas Kota Pontianak sebagai langkah awal pencegahan terhadap praktik judi online. Metode yang digunakan meliputi ceramah interaktif serta penyebaran materi edukatif. Evaluasi egiatan diikuti oleh 35 peserta dengan meberikan kesan dan pesan secara deskriptif dan hasil dari evaluasi tersebutpeserta mengindikasikan peningkatan kesadaran terhadap risiko dan dampak hukum dari judi online. Temuan ini membuktikan bahwa pendekatan integratif antara aspek hukum dan literasi digital efektif dalam membangun pemahaman dan sikap kritis siswa terhadap ancaman digital. Kegiatan ini penting sebagai model intervensi edukatif yang dapat direplikasi di sekolah lain, serta dikembangkan dalam bentuk program edukasi jangka panjang berbasis sekolah tentang bahaya praktek judi online.Kata Kunci :Judi online; Edukasi hukum; Literasi digital

    Profil Kemampuan Berpikir Kritis dalam Pembelajaran IPA di Sekolah Dasar pada Era Digital

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    Penelitian ini bertujuan untuk menelaah sejauh mana kemampuan berpikir kritis siswa dalam konteks pembelajaran Ilmu Pengetahuan Alam (IPA). Studi ini dilangsungkan pada semester genap tahun ajaran 2024/2025 dengan melibatkan siswa kelas VI B di SDN Kertajaya I, Surabaya, Jawa Timur, sebagai subjek penelitian. Pendekatan yang digunakan adalah kuantitatif deskriptif dengan instrumen utama berupa soal esai. Kemampuan berpikir kritis dievaluasi melalui lima indikator, meliputi: kemampuan mengemukakan penjelasan sederhana, keterampilan dasar, penalaran lanjutan, penarikan kesimpulan, serta kemampuan merumuskan prediksi dan integrasi. Berdasarkan hasil pengukuran, rata-rata nilai siswa adalah 42 dengan rincian: penjelasan sederhana (41), keterampilan dasar (36), kesimpulan (39), penjelasan lanjutan (38), dan strategi serta integrasi (66). Temuan ini mengisyaratkan bahwa kapasitas berpikir kritis siswa masih tergolong rendah. Oleh karena itu, dibutuhkan alternatif strategi pembelajaran yang lebih dinamis dan inovatif, seperti penggunaan media flipbook digital, untuk mendorong penguatan kemampuan berpikir kritis dalam pembelajaran IPA.Kata Kunci: Kemampuan Berpikir Kritis; Pembelajaran IPA; Flipbook DigitalProfile of Critical Thinking Ability in Science Learning in Elementary Schools in the Digital EraABSTRACTThis study aims to examine the level of students’ critical thinking skills within the context of Science (IPA) instruction. The research was conducted during the second semester of the 2024/2025 academic year, involving sixth-grade students from class VI B at SDN Kertajaya I, Surabaya, East Java. A descriptive quantitative approach was employed, using essay-based test items as the main research instrument. Critical thinking abilities were assessed through five indicators: the ability to provide simple explanations, develop basic skills, offer advanced clarification, draw conclusions, and formulate predictions and integration. The test results revealed an average student score of 42 with the following breakdown: simple explanation (41), basic skills (36), conclusion (39), advanced clarification (38), and strategy and integration (66). These findings indicated that students’ critical thinking skills remain at a relatively low level. Therefore, a more dynamic and innovative instructional strategy such as the implementation of digital flipbook media is needed to foster improvement in students’ critical thinking abilities in Science learning

    PENERAPAN DISCOVERY LEARNING DALAM PEMBELAJARAN IPA UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA SEKOLAH DASAR

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    Kemampuan berpikir kritis merupakan keterampilan esensial dalam pembelajaran Ilmu Pengetahuan Alam (IPA), terutama di jenjang sekolah dasar yang menjadi fondasi bagi pengembangan nalar ilmiah siswa. Namun, dalam praktiknya, pembelajaran IPA masih banyak berfokus pada hafalan dan penyampaian informasi secara langsung, sehingga kurang memberikan ruang bagi siswa untuk berpikir secara mendalam dan mandiri. Penelitian ini bertujuan untuk mengkaji efektivitas model pembelajaran Discovery Learning dalam meningkatkan kemampuan berpikir kritis siswa sekolah dasar pada mata pelajaran IPA. Metode yang digunakan adalah studi literatur sistematis terhadap empat artikel hasil penelitian yang relevan, dengan pendekatan deskriptif kualitatif. Analisis dilakukan melalui tahap reduksi data, penyajian data, serta penarikan kesimpulan dan verifikasi temuan antar studi. Hasil penelitian menunjukkan bahwa Discovery Learning secara konsisten berkontribusi positif terhadap peningkatan kemampuan berpikir kritis siswa. Model Discovery Learning memungkinkan siswa terlibat aktif dalam proses pembelajaran melalui pengamatan, percobaan, dan penarikan kesimpulan, sehingga memperkuat pemahaman konseptual dan mendorong pemikiran analitis. Temuan juga menunjukkan bahwa indikator keterampilan berpikir kritis seperti kemampuan menganalisis, menyimpulkan, dan mengklarifikasi ide mengalami peningkatan di setiap siklus. Dengan demikian, Discovery Learning dapat menjadi alternatif strategi pembelajaran yang efektif untuk membentuk pola pikir ilmiah sejak dini

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    Online Journal System-Kumpulan Jurnal STKIP Singkawang ((Sekolah Tinggi Keguruan Dan Ilmu Pendidikan Singkawang)
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