Journal of Nahdlatul Ulama Sidoarjo University
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Analisis Efektivitas Signage untuk Meningkatkan Navigasi Penumpang di Terminal Keberangkatan Bandar Udara Fatmawati Soekarno Bengkulu
Airport information facilities are crucial in supporting operational activities and services, one of which is signage. This study specifically examines the implementation of signage at the departure terminal of Fatmawati Soekarno Airport in Bengkulu, namely operational signage, public facilities, and concession signage. This study uses a descriptive qualitative research method, with data collection techniques in the form of observation, documentation, and interviews. The results of the study indicate that three points of signage at the departure terminal do not meet standards in terms of size, color, and direction of the signs used. As a result, passengers experience confusion and even difficulty in finding locations/facilities in the departure terminal area. This study contributes to evaluating the implementation of signage at the departure terminal, while also providing an integrated service solution in the form of a digital map to improve the effectiveness of information at Fatmawati Soekarno Airport in Bengkulu.Fasilitas informasi di bandar udara merupakan hal yang penting dalam mendukung kegiatan operasional dan pelayanan di bandar udara salah satunya dengan fasilitas informasi berupa signage. Pada penelitian ini secara khusus mengkaji tentang penerapan signage di terminal keberangkatan Bandar Udara Fatmawati Soekarno Bengkulu, yakni operasional signage serta public and concessionary facility signage. Penelitian ini menggunakan metode penelitian kualitatif deskriptif, dengan teknik pengumpulan data yang terdiri dari observasi, dokumentasi, dan wawancara. Hasil dari penelitian ini menunjukkan bahwa terdapat tiga titik signage di terminal keberangkatan yang belum memenuhi standar dalam segi ukuran, warna, tanda arah (sign) yang digunakan. Akibat yang ditimbulkan adalah penumpang mengalami kebingungan bahkan kesulitan dalam menelusuri lokasi/ fasilitas di area terminal keberangkatan. Penelitian ini berkontribusi dalam memberikan evaluasi terhadap penerapan signage di terminal keberangkatan, sekaligus memberikan solusi layanan yang terintegrasi berupa denah digital untuk meningkatkan efektivitas informasi di Bandar Udara Fatmawati Soekarno Bengkulu
Analisis Usability Game Timpy Doctor for Kids: Penerapan Metode Heuristik untuk Anak Usia 2 – 4 Tahun dalam Desain Antarmuka
This study aims to analyze the application and relationship between the heuristic principles of 2 – 4 year old children and the Golden Rules of User Interface Design in the interface design of Timpy Doctor Games for Kids, focusing on the evaluation of navigation, icon clarity, visual instructions, and button interaction. This study used a heuristic evaluation approach and usability testing with five children aged 2 – 4 years, using direct observation, video recording, and field notes. The assessment was conducted using an instrument consisting of 79 game actions, 7 indicators, and scores of 1-5, and was analyzed descriptively by calculating the average value. The scope of the study was limited to one sub-game, namely tartar cleaning. The results showed that both design principles were consistently applied, as seen from the average interaction success rate of 4.94 and usability level of 4.57. Children were able to recognize icons, understand animation-based instructions, and complete most of the game actions. However, some issues were found, particularly in tasks requiring more complex fine motor coordination, such as connecting borders (2/5), administering drops (4/5), and grouping colors (4/5), as well as inconsistencies in instructions between tasks. The novelty of this study lies in the combination of two evaluation frameworks—child heuristics and the Golden Rules of User Interface Design—to analyze the UI of early childhood educational games, and its application to the previously unstudied Timpy Doctor Games for Kids game. These findings offer practical implications for game developers and child UX researchers in designing clearer, more consistent, and developmentally appropriate instructions for children. Further research could include expanding the number of participants, testing new game versions, and integrating other UX theories for more in-depth analysis.Penelitian ini bertujuan menganalisis penerapan dan keterkaitan antara prinsip heuristik anak usia 2 – 4 tahun dan The Golden Rules of User Interface Design dalam desain antarmuka game Timpy Doctor Games for Kids, dengan fokus pada evaluasi navigasi, kejelasan ikon, instruksi visual, dan interaksi tombol. Penulisan menggunakan pendekatan heuristic evaluation dan usability testing terhadap lima anak usia 2 – 4 tahun melalui observasi langsung, perekaman video, dan catatan lapangan. Penilaian dilakukan menggunakan instrumen 79 aksi permainan, 7 indikator, dan skoring 1-5 serta dianalisis secara deskriptif melalui perhitungan nilai rata-rata. Ruang lingkup penulisan dibatasi pada satu sub-game, yaitu scaling gigi. Hasil penulisan menunjukkan bahwa kedua prinsip desain diterapkan secara konsisten, terlihat dari rata-rata keberhasilan interaksi sebesar 4,94 dan tingkat usability 4,57. Anak mampu mengenali ikon, memahami instruksi berbasis animasi, dan menyelesaikan sebagian besar aksi permainan. Namun ditemukan beberapa permasalahan, terutama pada tugas yang membutuhkan koordinasi motorik halus lebih kompleks, seperti menyambung garis tepian (2/5), meneteskan obat (4/5), dan pengelompokan warna (4/5), serta inkonsistensi instruksi antar-tugas. Kebaruan penulisan terletak pada penggabungan dua kerangka evaluasi; heuristik anak dan The Golden Rules of User Interface Design dalam menganalisis UI game edukasi anak usia dini, serta penerapannya pada game Timpy Doctor Games for Kids yang belum pernah dikaji sebelumnya. Temuan ini memberikan implikasi praktis bagi pengembang game dan penulis UX anak dalam merancang instruksi yang lebih jelas, konsisten, dan sesuai perkembangan kognitif-motorik anak. Penulisan lanjutan dapat diarahkan pada perluasan jumlah partisipan, pengujian versi game baru, dan integrasi teori UX lain untuk analisis yang lebih mendalam
Pengaruh Content Marketing dan Brand Awareness dalam meningkatkan Minat Beli para Pengguna Aplikasi TikTok (Studi Kasus Minat Beli Pengguna Aplikasi Tiktokshop di Daerah Cikarang)
The purpose of this study was to see how content advertising and brand awareness affect the purchase intention of TikTok Shop application users in the Cikarang area. The development of digital technology and social media trends have encouraged business actors to use platforms such as TikTok for their advertisements. There is a belief that interesting marketing content and high levels of brand awareness have the ability to create positive perceptions and increase customer purchase intention. This study uses a quantitative approach and surveys as its instruments. Ninety-one people surveyed were active TikTok users in Cikarang. To find out how much influence each independent variable has on the dependent variable, the multiple linear regression data analysis method was used. The results of the study show that brand knowledge and content marketing have a positive and significant impact on customer interest in purchasing goods on the TikTok Shop application. This shows how important content strategy and brand strengthening are to attract customers\u27 attention and encourage them to purchase goods at social media-based online stores such as TikTok Shop.Tujuan dari penelitian ini adalah untuk melihat bagaimana iklan konten dan kesadaran merek memengaruhi minat beli pengguna aplikasi TikTok Shop di wilayah Cikarang. Perkembangan teknologi digital dan tren media sosial telah mendorong pelaku usaha untuk menggunakan platform seperti TikTok untuk iklan mereka. Ada keyakinan bahwa konten marketing yang menarik dan tingkat kesadaran merek yang tinggi memiliki kemampuan untuk menciptakan persepsi positif dan meningkatkan minat beli pelanggan. Studi ini menggunakan pendekatan kuantitatif dan survei sebagai instrumennya. Sembilan puluh satu orang yang disurvei adalah pengguna aktif TikTok di Cikarang. Untuk mengetahui seberapa besar pengaruh variabel independen masing-masing terhadap variabel dependen, metode analisis data regresi linier berganda digunakan. Hasil penelitian menunjukkan bahwa pengetahuan merek dan content marketing berdampak positif dan signifikan pada minat pelanggan untuk membeli barang di aplikasi TikTok Shop. Ini menunjukkan betapa pentingnya strategi konten dan penguatan merek untuk menarik perhatian pelanggan dan mendorong mereka untuk membeli barang di toko online berbasis media sosial seperti TikTok Shop
Analisis Kelayakan Bisnis UMKM Totebag Squlack Berdasarkan Aspek Produksi, Pemasaran, dan Manajemen Organisasi
Usaha Mikro, Kecil, dan Menengah (UMKM) memiliki peran strategis dalam mendukung pertumbuhan ekonomi nasional. Salah satu tantangan utama UMKM adalah memastikan kelayakan dan keberlanjutan usaha di tengah persaingan pasar yang semakin kompetitif. Penelitian ini bertujuan untuk menganalisis studi kelayakan bisnis UMKM Squlack Tote Bag berdasarkan tiga aspek utama, yaitu aspek produksi, aspek pemasaran, dan aspek manajemen organisasi. Metode yang digunakan adalah penelitian lapangan dengan pendekatan deskriptif kuantitatif. Data diperoleh melalui wawancara, observasi, dan dokumentasi di Desa Ketegan, Kecamatan Tanggulangin, Kabupaten Sidoarjo. Hasil penelitian menunjukkan bahwa dari sisi produksi, usaha Squlack memanfaatkan teknologi sederhana namun mampu menghasilkan produk berkualitas dengan bahan lokal. Dari aspek pemasaran, strategi STP dan bauran pemasaran) yang diterapkan secara digital dinilai efektif dalam menjangkau target pasar generasi muda. Sedangkan dari aspek organisasi, struktur tim yang sistematis dan pembagian tugas yang jelas mendukung efektivitas operasional usaha. Secara keseluruhan, ketiga aspek tersebut menunjukkan bahwa UMKM Squlack Tote Bag layak untuk dikembangkan lebih lanjut dan memiliki potensi besar untuk menjadi brand lokal yang berdaya saing tinggi
Kemampuan Mengelompokkan Benda melalui Kartu Bergambar pada Pembelajaran Matematika Kelas 1 SDN Ketegan
Penelitian ini merupakan Penelitian Tindakan Kelas (PTK) yang dilatarbelakangi oleh rendahnya kemampuan siswa kelas 1 SDN Ketegan dalam mengelompokkan benda, terutama berdasarkan kriteria ganda, yang dibuktikan dengan hasil pra-siklus sebesar 42% ketuntasan klasikal. Tujuan utama penelitian ini adalah meningkatkan kemampuan mengelompokkan benda siswa melalui penerapan media Kartu Bergambar dalam pembelajaran Matematika. Penelitian dilaksanakan dalam dua siklus, masing-masing meliputi tahapan perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian adalah 19 siswa kelas 1 SDN Ketegan. Hasil penelitian menunjukkan peningkatan signifikan. Nilai rata-rata kemampuan mengelompokkan meningkat dari 58 (Pra-Siklus) menjadi 68 (Siklus I), dan mencapai 90 pada Siklus II. Persentase ketuntasan klasikal meningkat tajam dari 42% (Pra-Siklus) menjadi 90% pada Siklus II, yang telah melampaui indikator keberhasilan penelitian (80%). Dengan demikian, penggunaan media Kartu Bergambar terbukti efektif dan berhasil meningkatkan kemampuan mengelompokkan benda pada siswa kelas 1 SDN Ketegan.
This research is a Classroom Action Research (CAR) motivated by the low ability of 1st-grade students at SDN Ketegan to classify objects, particularly based on multiple criteria, evidenced by the pre-cycle classical completeness result of 42%. The main objective of this study is to enhance students\u27 object classification ability through the application of Picture Cards media in Mathematics learning. The research was conducted in two cycles, each cycle including the planning, acting, observing, and reflecting stages. The research subjects were 19 first-grade students at SDN Ketegan. The results showed a significant improvement. The average score for classification ability increased from 58 (Pre-Cycle) to 68 (Cycle I), and reached 90 in Cycle II. The percentage of classical completeness sharply increased from 42% (Pre-Cycle) to 90% in Cycle II, which surpassed the research success indicator (80%). Thus, the use of Picture Cards media proved effective and successful in improving the object classification ability of 1st-grade students at SDN Ketegan
TRANSFORMASI PEMBELAJARAN EKSTRAKURIKULER ROBOTIKA dalam PEMBERDAYAAN KREATIVITAS DAN LOGIKA ANAK SEKOLAH DASAR DI SDN MARGOREJO 1 SURABAYA
Strengthening practical 21st century skills, such as creativity, logical thinking and problem solving, needs to be instilled from an early age to form a generation of learners who are adaptive to technological developments. This community service activity aims to introduce and implement robotics learning to grade 5 students at SDN Margorejo 1 Surabaya as part of an extracurricular program. The program was implemented for two months in the form of weekly workshops which included an introduction to basic robotics concepts, practice assembling line follower robots, as well as child-friendly, visual-based programming logic simulations. The implementation method uses an active-participatory approach through reflection, interactive discussions and direct practice in groups. Evaluation is carried out through qualitative observations and measuring students\u27 enthusiasm and involvement in completing robotics challenges. The results of the activities showed a significant increase in students\u27 interest in learning, logical thinking abilities, and creativity. Responses from teachers and parents also show that this activity is relevant and worthy of adoption as a form of innovative learning at the elementary school level. This program provides evidence that robotics learning can be an effective medium for fostering critical and collaborative thinking skills from an early age.
Keywords: robotics creativity, programming logic, elementary school, community service, educational workshop
Sosialisasi Pengeloalaan Sampah Melalui Webinar dengan Tema “Reduce Trash to Increase Cash”
Kewirausahaan sosial green business memberikan solusi terhadap permasalahan sampah, dengan prinsip perubahan perilaku dan pengelolaan yang bertanggung jawab dengan misi untuk mewujudkan masyarakat Indonesia yang bertanggung jawab atas sampahnya. Komposisi sampah yang dihasilkan dari aktivitas manusia adalah sampah organik sebanyak 60-70% yang sebagian berasal dari rumah tangga dan sisanya adalah sampah non organik 30-40%. Hal ini menjadi masalah sekaligus peluang bagi kita untuk menyelesaikan masalah persampahan dari sumbernya dengan cara melibatkan masyarakat dan mengedukasi dengan cara memberikan pemahaman tentang pentingnya mengelola sampah sejak dari sumbernya yaitu dengan prinsip 3R (Reduce, Reuse, Recycle), penggolongan jenis – jenis sampah dan penanganannya dengan tepat. Kegiatan pengabdian masyarkat ini bertujuan untuk membantu masyarakat menambah wawasan dalam pengelolaan sampah khusunya sampah organic pada lingkungan rumah tangga dan sampah anorganik umumnya, sehingga daerah – daerah yang memiliki jumlah sampah banyak memaksimalkan masyarakat disekitar mampu mengelola sampah dan membuka bisnis dari bahan baku sampah
The Influence of Organizational Commitment and Work Environment on Employee Performance at KPPN Jakarta IV
The main factor in the success of a company is Human Resources, humans are the main asset for a company, so the company needs special care in special training and management. To get specific employees requires HR who are creative, useful and loyal to the company/organization. This study aims to test whether Organizational Commitment has a partial influence on employee performance, whether the Work Environment has a partial influence on employee performance, and whether simultaneously (together) Organizational Commitment and Work Environment affect employee performance at the State Treasury Service Office (KPPN) Jakarta IV. This study involved samples of 45 employees at KPPN Jakarta IV. The type of research conducted is explanatory research. This study intends to test the hypothesis of the impact of organizational commitment and work environment on employee performance. The data was gathered directly from respondents through a questionnaire. According to the results of the study, the author found that: Organizational commitment positively and significantly influences employee performance; the work environment also positively and significantly impacts employee performance; and collectively, organizational commitment and the work environment have a positive and significant effect on employee performance
Enhancing ESG Disclosure: The Role of Profitability, Financial Slack, and Board Gender Diversity in Indonesian and Malaysian Banks Sector
This study employs a quantitative method with multiple regression analysis to examine the influence of profitability, financial slack, and board gender diversity on ESG disclosure among companies listed on the Jakarta and Kuala Lumpur Stock Exchanges. The population consists of 234 companies, with a sample of 60 companies selected through purposive sampling method. Data were analyzed using SPSS software for hypothesis testing. The results indicate that profitability, financial slack, and board gender diversity significantly enhance ESG disclosure by enabling companies to allocate resources more effectively for social and environmental activities. The study’s implications highlight the importance of digitalization in accelerating data collection and improving the accuracy and transparency of ESG disclosures, enabling companies to be more accountable in sustainability reporting. These findings contribute valuable insights for advancing sustainable and transparent corporate governance practices
Total Quality Control (TQC) Analysis of Paris Hijab Products at the Wholesale Center of Dodolan Hijab Surabaya Using Six Sigma, New Seven Tools and Kaizen Methods
Dodolan Hijab is a hijab shop located on Jl. Medayu Utara Gg. VIII A No.19, Medokan Ayu, Surabaya. This shop offers various types of hijab, with Hijab Paris being one of the most popular and in-demand products. However, for some time, there has been a significant problem related to the high level of damage to Hijab Paris products, which includes 33% torn hijabs, 35% slanted cuts, and 32% pulled threads. This study aims to identify the types of defects that cause the high defect rate in Hijab Paris products over 12 month, as well as to analyze the factors that affect their quality. For this reason, the Six Sigma, New Seven Tools, and Kaizen approaches were applied to analyze the root cause and provide improvement solutions. Of the 11,745 hijabs produced, 281 units were found to be damaged. The results of the study showed that torn hijab defects were a top priority to be repaired in order to improve overall product quality. The suggested improvements were expected to make the production process more efficient, enhance the quality of Paris hijab products, and ultimately increase customer satisfaction