E-Journal Universitas Islam Darul Ulum Lamongan
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PENGARUH METODE JOYFULL LEARNING BERBASIS ICE BREAKING TERHADAP MINAT BELAJAR SISWA KELAS V MIN 1 TEGAL PADA MATA PELAJARAN IPAS: minat belajar siswa
Penelitian ini menguji pengaruh metode Joyful Learning berbasis Ice Breaking terhadap minat belajar siswa kelas V MIN 1 Tegal pada mata pelajaran IPAS. Penelitian ini dilatarbelakangi oleh rendahnya minat belajar siswa, yang seringkali disebabkan oleh metode pembelajaran konvensional yang minim partisipasi. Menggunakan pendekatan kuantitatif dengan desain kuasi-eksperimen (posttest-only control group design), penelitian ini melibatkan kelas V.1 sebagai kelompok eksperimen dan kelas V.3 sebagai kelompok kontrol. Data dikumpulkan menggunakan angket minat belajar yang telah diuji validitas dan reliabilitasnya. Hasilnya menunjukkan adanya perbedaan minat belajar yang signifikan antara kedua kelompok, dengan nilai signifikansi uji-t sebesar 0,000 (< 0,05). Analisis effect size Cohen’s d sebesar 2,06 menunjukkan pengaruh yang sangat besar, dan ketika dikonversi, metode ini berkontribusi pada 51,5% peningkatan minat belajar siswa. Peningkatan ini disebabkan oleh lingkungan belajar yang menyenangkan dan interaktif yang mendorong siswa untuk berpartisipasi aktif. Sebagai kesimpulan, metode ini merupakan alternatif efektif untuk meningkatkan minat belajar siswa pada mata pelajaran IPAS secara signifikan
PENGEMBANGAN MODUL PEMBELAJARAN BERBASIS PROJECT BASED LEARNING UNTUK MENINGKATKAN KETERAMPILAN PROSES SAINS DAN BERPIKIR KRITIS SISWA
ABSTRAK, Penelitian ini mengembangkan modul pembelajaran berbasis Project Based Learning (PjBL) yang valid, praktis, dan efektif untuk meningkatkan keterampilan proses sains serta kemampuan berpikir kritis siswa. Jenis penelitian ini adalah penelitian pengembangan dengan menggunakan model Analysis, Design, Development, Implementation Evaluation (ADDIE). Uji Validasi modul ini dinilai oleh dua ahli materi, media, dan bahasa, sedangkan uji kepraktisan dilakukan melalui observasi pembelajaran dengan modul di kelas dan kuesioner guru serta siswa. Selain dari pada itu uji keefektifan modul ini dinilai dengan menggunakan perhitungan N-gain dan kuesioner guru serta siswa. Modul ini diujicobakan pada kelas 7G SMP Negeri 3 Sugio, Kabupaten Lamongan, yang terdiri dari 24 siswa. Hasil menunjukkan bahwa modul ini: (1) memiliki tingkat validitas tinggi dengan skor 4,4 (kategori “sangat baik”); (2) dinilai praktis dalam pembelajaran IPA (Biologi), dengan skor kuesioner 4,3 (“sangat baik”) dan hasil observasi 4,1 (“baik”); dan (3) terbukti efektif dengan peningkatan N-gain sebesar 0,4 (kategori “sedang”) serta skor angket 4,1 (“baik”). Berdasarkan hasil uji kevalidan, kepraktisan dan keefektifan dapat ditarik kesimpulan bahwa modul pembelajaran berbasis PjBL ini layak diterapkan karena telah memenuhi aspek validitas, kepraktisan, dan efektivitas dalam mendukung peningkatan keterampilan proses sains dan kemampuan berpikir kritis siswa pada pembelajaran IPA (Biologi).
Kata Kunci: Modul Pembelajaran, PjBL, Keterampilan Proses Sains Dan Berpikir Kritis
ABSTRACT, This research designs a valid, practical, and effective Project Based Learning learning module to improve students' science process skills and critical thinking. The type of this research is Research and Development (R&D). The method used in this research is Analysis, Design, Development, Implementation, Evaluation (ADDIE). The validity test was conducted by 2 experts. The practicality test included classroom observation, and teacher and student response questionnaires. The effectiveness test included the N-gain test and teacher and student response questionnaires. The testing of this module was carried out at SMP Negeri 3 Sugio, Lamongan in class 7 G that consists of 24 students. The results of this study stated that (1) this module is valid by experts with a score of 4.4 with the criteria of "very good"; (2) this modul is practical for teaching Science (Biology) from the results of teacher and student responses got a score of 4.3 with the criteria of "very good", from the results of observations got a score of 4.1 with the criteria of "Good"; (3) this module is effective for the teaching from the result of N-gain calculation obtained score 0.4 with the criteria of "moderate". Meanwhile, from the results of the teacher and student response questionnaire got score 4.1 with the criteria of "Good". Thus, it can be concluded that the development of this PjBL-based learning module is feasible in terms of validity, practicality and effectiveness in improving students' scientific process skills and critical thinking in science learning (Biology).
Keywords: Learning Module, PjBL, Science Process Skills and Critical Thinkin
DEVELOPING ENGLISH SURVIVORS: A VOCABULARY LEARNING GAME FOR EFL LEARNERS
This study outlines the design, implementation, and evaluation of English Survivors, an instructional media developed to support EFL learners in intentional vocabulary acquisition using digital gaming principles. The implementation, following the ADDIE model, incorporates quizzes and immediate feedback to enhance vocabulary retention and support learner motivation. An iterative refinement cycle included a pilot study with five learners, succeeded by a controlled classroom implementation involving fifteen participants, and concluded with external validation by experts in educational media and linguistics. Quantitative analysis indicates that 88% of participants considered the vocabulary tasks relevant, 86.67% valued immediate feedback, and 85.34% responded positively to the quiz-based format. A media expert assigned a functionality score of 39 out of a possible 40, with the content expert awarded 40 out of 40. The evidence collectively supports the platform's operational viability and motivational capacity. Statistically significant vocabulary gains, along with trials in authentic instructional settings, support the theory that pedagogical games designed through systematic methods and refined through iterative user and expert evaluation is possible, when integrated into controlled instructional frameworks, significantly improve vocabulary mastery
Analisis Faktor Acute Flaccid Paralysis Di Provinsi Jawa Timur Menggunakan Regresi Poisson Inverse Gaussian
Acute Flaccid Paralysis (AFP) is a paralysis condition that occurs suddenly and is weak, usually experienced by children under 15 years of age and is not caused by an accident. In 2005, Indonesia experienced its first case of the polio virus, when it almost received an international polio-free certificate. East Java Province, as one of the provinces with the largest population in Indonesia, has big challenges in controlling AFP cases. In this study there were 7 variables used including 1 dependent variable, namely the number of cases of Acute Flaccid Paralysis (AFP), and 6 independent variables including Population Density (), Percentage of Polio Immunization (), Number of Health Workers (), Percentage of Clean Water Availability (), Number of Poor Population (), and Human Development Index (HDI) (). In this research data, the variance value is much greater than the average (overdispersion), so to handle this, the Poisson inverse Gaussian regression method is used because it is very suitable for dealing with count data that experiences overdispersion. The best modeling form of Poisson inverse Gaussian regression for the number of AFP cases in East Java Province is as follows:. Based on hypothesis testing, the factors that have the most influence on the best model of AFP cases in East Java Province using Poisson inverse Gaussian (PIG) regression are the Percentage of Polio Immunization (), and the Number of Health Workers
Peramalan Produksi Gula Indonesia dengan Model ARIMA(2,2,0) Serta Bagaimana Strategi Swasembada Gula Terjadi Pada tahun 2030
Indonesia is an agrarian country with the agricultural sector playing a vital role in meeting basic needs and boosting the social, economic, and trade sectors. One of the widely cultivated crops is sugar cane, which is the raw material for sugar. Sugar is a strategic commodity and plays a vital role in the economy and community food security. The demand for sugar is enormous, but sugar production is still unable to meet all of this demand. Indonesia continues to strive to achieve sugar self-sufficiency. Therefore, the author is interested in conducting research related to how to forecast Indonesian sugar production for 2025-2030 using the ARIMA method? And what strategies are there to achieve Indonesian sugar self-sufficiency in 2030? The results obtained are: forecasting Indonesian sugar production can be done using the ARIMA (2,2,0), with an Sun Square Residuals value of 0.210136. Indonesia's sugar production forecasts from 2025 to 2030 are: 2.497 million tons, 2.450 million tons, 2.601 million tons, 2.635 million tons, 2.646 million tons, and 2.755 million tons, respectively. To achieve sugar self-sufficiency in Indonesia by 2030, the Indonesian government needs to add 1.19 million hectares of new land for sugarcane farming
ANALISIS PERCEPATAN WAKTU DAN BIAYA PADA PROYEK REAHABILITASI GEDUNG SERBAGUNA LONTAR SURABAYAMENGGUNAKAN METODE CRASHING
Proyek konstruksi merupakan rangkaian pekerjaan yang sensitif karena setiap aspeknya saling mempengaruhi. Dalam pelaksanaan proyek konstruksi sering terjadi konflik antara jadwal rencana kerja yang tidak sesuai dengan realisasi di lapangan. Penyebab sering terjadinya keterlambatan adalah karena adanya perubahan situasi saat pelaksanaan proyek, perubahan desain, faktor cuaca, kebutuhan tenaga kerja, dan lain sebagainya. Proyek Pembangunan Gedung Serbaguna Lontar Kota Surabaya yang memiliki estimasi waktu pengerjaan kurang lebih 24 minggu saat ini tengah mengalami permasalahan yaitu adanya permintaan percepatan waktu pengerjaan proyek yang dalam pelaksanaannya mengalami keterlambatan pekerjaan. Penelitian ini bertujuan untuk menganalisis penghematan durasi dan biaya proyek dengan menggunakan metode crashing program yang bertujuan untuk menggambarkan aktivitas jaringan dan melakukan optimasi dengan bantuan software Microsoft Project. Hasil yang diperoleh yaitu durasi waktu normal 164 hari kalender setelah aktivitas crashing dengan penambahan jam kerja (lembur) menjadi 108 hari kalender, sedangkan jika menggunakan alternatif penambahan tenaga kerja menjadi 123 hari kalender. Dengan penambahan biaya akibat kegiatan crashing dengan penambahan jam kerja (lembur) sebanyak 4 jam selama 56 hari adalah sebesar Rp. 159.350.156. Sedangkan perbandingan biaya yang dibutuhkan untuk percepatan dengan alternatif penambahan tenaga kerja selama 41 hari adalah sebesar Rp. 106.433.952
PENGARUH STRATEGI PROMOSI GRATIS ONGKOS KIRIM, DISKON, DAN CASHBACK SHOPEE TERHADAP KEPUTUSAN PEMBELIAN GEN Z DI ERA DIGITAL MARKETING (studi kasus pada gen z di kecamatan karanggeneng)
The advancement of digital technology has significantly influenced consumer behavior, especially in online shopping. Generation Z, born between 1997 and 2012, is a generation highly familiar with digital platforms and actively uses e-commerce services such as Shopee. This study aims to examine the effect of Shopee’s promotional strategies—free shipping, discounts, and cashback—on the purchasing decisions of Gen Z in Karanggeneng District, Lamongan. This research uses a quantitative approach with an associative method. Data were collected through questionnaires distributed to 100 Gen Z respondents who had made at least two purchases on Shopee within the last six months. The sampling technique used was purposive sampling. Data analysis was performed using multiple linear regression with the help of SPSS software. The findings from Chapter IV reveal that the variables of free shipping, discount, and cashback each have a positive and significant effect on purchasing decisions both partially and simultaneously. Among these, free shipping has the most dominant influence on Gen Z’s decision-making process. The R² value of 0.625 indicates that 62.5% of the variation in purchasing decisions can be explained by the three promotional variables studied. The remaining 37.5% is influenced by other factors not examined in this study. Additionally, the F-test confirms that the three promotional strategies together significantly affect purchasing decisions. These results confirm that promotional features such as free shipping, discounts, and cashback are effective tools for influencing purchasing behavior among Gen Z. This research contributes to the understanding of digital marketing effectiveness and offers insights for e-commerce businesses in tailoring promotional strategies to young consumers
PENGARUH DIGITAL MARKETING , CUSTOMER TRUST, DAN PRODUCT QUALITY TERHADAP KEPUTUSAN PEMBELIAN DENGAN KEPUASAN PELANGAN SEBAGAI VARIABEL INTERVENING DI E-COMMERCE TIKTOK SHOP
Penelitian ini bertujuan menganalisis pengaruh Digital Marketing, Customer Trust, dan Product Quality terhadap Keputusan Pembelian dengan Kepuasan Pelanggan sebagai variabel intervening pada pengguna TikTok Shop. Metode penelitian menggunakan pendekatan kuantitatif dengan analisis Structural Equation Modeling-Partial Least Squares (SEM-PLS) melalui perangkat lunak SmartPLS 4.1.1.2. Sampel penelitian terdiri dari 88 responden mahasiswa Fakultas Ekonomi Universitas Islam Darul ’Ulum Lamongan yang pernah bertransaksi di TikTok Shop. Hasil penelitian menunjukkan bahwa Digital Marketing tidak berpengaruh signifikan terhadap kepuasan pelanggan, namun berpengaruh signifikan terhadap keputusan pembelian. Customer Trust berpengaruh positif signifikan terhadap Kepuasan Pelanggan maupun keputusan pembelian. Product Quality berpengaruh signifikan terhadap kepuasan pelanggan, tetapi tidak berpengaruh signifikan terhadap keputusan pembelian. Keputusan Pembelian memiliki pengaruh positif signifikan terhadap kepuasan pelanggan. Temuan ini menegaskan bahwa pada konteks social commerce seperti TikTok Shop, kepercayaan pelanggan dan kualitas produk menjadi faktor kunci yang memengaruhi perilaku pembelian, sedangkan Digital Marketing lebih efektif dalam mendorong niat beli dibandingkan meningkatkan kepuasan pasca pembelian. Penelitian ini memberikan kontribusi teoritis pada literatur pemasaran digital dan implikasi praktis bagi pelaku usaha dalam merancang strategi pemasaran berbasis kepercayaan dan kualitas produk
PERANCANGAN E-SPORTS CENTER SURABAYA DENGAN GAYA ARSITEKTUR FUTURISTIK
Industri E-Sports di Indonesia, khususnya di Surabaya, berkembang pesat namun belum ditunjang oleh infrastruktur yang memadai, sementara persepsi masyarakat terutama generasi orang tua masih cenderung negatif. Untuk menjawab tantangan tersebut, dirancanglah E-Sports Center di Surabaya dengan pendekatan arsitektur futuristik yang mencerminkan kemajuan teknologi dan inovasi digital. Proses perancangan mengikuti metode BASIC dengan konsep makro “Function Follows Form” yang mengadopsi bentuk stik PlayStation sebagai simbol budaya gaming, serta konsep mikro melalui penggunaan material fleksibel seperti aluminium dan ACP, serta lampu LED untuk memperkuat kesan futuristik. Bangunan ini mencakup fasilitas seperti hall utama, auditorium, ruang latihan, ruang bisnis, dan komunitas, serta berdiri di atas lahan ±2,8 hektar di Surabaya Barat. Diharapkan, E-Sports Center ini dapat menjadi ikon arsitektur masa depan serta mendorong tumbuhnya ekosistem E-Sports yang profesional dan inklusif di Indonesia
ANALYSIS OF THE USE OF DICTION IN REPORTING SOCIAL ISSUES IN KOMPAS.COM MARCH 2025 EDITION
This study analyzes the use of diction in reporting social issues on Kompas.com. Appropriate diction is important to convey information accurately and effectively. This study examines ten categories of diction in three news articles as case studies. The results of this study are expected to provide new insights into applied linguistics studies and become a practical reference for journalists in choosing the right and effective words in reporting social issues in the digital era. This study identifies and classifies ten types of diction, analyzes the frequency and dominance of the use of diction types, reveals Kompas.com's linguistic patterns and strategies in framing social issues, and examines the effectiveness of diction selection in bridging the complexity of social issues with public understanding. Keywords: Diction, Kompas.com media, Analysis of Diction Type