E-Journal Universitas Teknokrat Indonesia
Not a member yet
1349 research outputs found
Sort by
CHARLES SANDERS PEIRCE’S TRICHOTOMY OF OBJECT IN THE FREE PALESTINE CAMPAIGN POSTERS FROM PINTEREST
This research explores semiotic analysis by focusing on the trichotomy of object including icon, index, and symbol found in the Free Palestine campaign posters, emphasizing their role in conveying messages in visual media about the campaign. The visual media are posters that effectively disseminate information and mobilize support through social media platforms. This research uses a qualitative method, by analyzing five selected posters taken from the pinterest platform that reflect the campaign theme. Using Charles Sanders Peirce's trichotomy of object regarding icons, indexes, and symbols, this analysis reveals how each poster uses different visual elements to communicate a comprehensive narrative. The analysis showed that of the five posters studied, a total of 9 icons, 8 indexes, and 7 symbols were identified. The conclusion of this study shows that the combination of visual representations and symbolic meanings in the posters serves not only as a communication tool, but also as a powerful act of support for the liberation of Palestine.
Keywords: Charles Sanders Peirce; Free Palestine Campaign Posters; Semiotics; Trichotomy of Objec
APLIKASI AUGMENTED REALITY MENGGUNAKAN METODE MARKERLESS UNTUK PROMOSI UNDANGAN BERBASIS MOBILE
Pelayanan dan pengelolaan informasi pada percetakan CV. Jastra card sejauh ini masih menggunakan cara konvensional untuk mempromosikan percetakan undangan pelanggan datang ke percetakan untuk melihat undangan yang tersedia. Promosi konvensional tersebut menghadapi beberapa tantangan, seperti halnya biaya yang tinggi, terbatasnya jangkauan, serta perkembangan tren digital. Dengan semakin berkembangnya teknologi dan penetrasi internet, banyak orang beralih ke media digital untuk mencari informasi dan produk. Promosi konvensional kurang efektif dalam menjangkau target pasar yang lebih muda atau lebih terhubung secara digital. Untuk mengatasi permasalahan ini, bisnis undangan dapat mempertimbangkan strategi promosi yang lebih terarah dan efektif. Beberapa contoh strategi yang bisa diterapkan adalah memanfaatkan pemasaran digital, beriklan secara online melalui suatu platform yang interaktif, seperti halnya teknologi augmented reality. Penelitian ini bertujuan membangun Aplikasi Augmanted reality berbasis mobile menggunakan metode markerless sebagai media promosi, mempermudah pelanggan, menghemat waktu dan biaya. Sistem dibangun menggunakan metode pengembangan waterfall dengan memanfaatkan beberapa perangkat lunak tambahan, yakni Unity 3D, Sketchup dan Blender. Kelayakan sistem berhasil memperoleh penilaian dengan predikat Sangat Baik yang merupakan representasi dari Skala Likert dari pengujian ISO 25010 yang mencakup aspek functional suitability mencapai 100% dan aspek usability mencapai 91.2%
Improvement Mathematical Concept Understanding of High School Student Through Problem-Based Learning Model Assisted by Quizizz
This study aims to see the improvement of high school students' mathematical concept understanding through the Problem-Based Learning (PBL) model with the help of Quizizz. The method used is quasi-experiment with nonequivalent control group design. The subjects of this study were grade X students in one of the high schools in Bandung Regency consisting of two classes, namely class X-H as the control class and class X-I as the experimental class, each totaling 36 students. The research instrument was a description test of mathematical concept understanding. The results showed that the improvement in the ability to understand the mathematical concepts of students who used the PBL model with the help of Quizizz was higher than students who used the PBL model
Development of Interactive Mathematics E-Modules Based on Local Issues with a Personalized Approach to Facilitate Junior High School Students' Computational Thinking Skills
Computational thinking is a method or problem-solving technique that uses concepts from computer science, some characteristics of computational thinking are abstraction, problem decomposition, algorithmic thinking, and generalization. One of the efforts that can generally be done to facilitate students' computational thinking is to facilitate teaching materials (e-modules). Several previous studies have conducted various developments of mathematics e-modules, but there are several weaknesses including the materials and instruments are less related to the context or local issues in the student's environment, the materials and instruments are not oriented to the computational thinking aspect, the e-modules developed pay less attention to the interactivity aspect, so that students do not get optimal feedback from teachers and make it difficult for teachers to control students' abilities, and the e-modules developed do not facilitate students' diverse initial abilities, so a personalized approach is needed in developing e-modules. Therefore, this study aims to produce interactive mathematics e-modules based on local issues or local issues with a personalized approach to facilitate junior high school students' computational thinking abilities. This research is a research & development (R&D) using the Borg and Gall development model. The results of our study indicate that interactive mathematics e-modules based on local issues or local issues with a personalized approach are declared feasible, practical, and effective in facilitating junior high school students' computational thinking. These findings can provide significant contributions in the field of education, especially in teaching mathematics that is more contextual and adaptive to students' needs
PEMBUATAN APLIKASI PELAYANAN ADMINISTRASI KEPENDUDUKAN KELURAHAN BAGI APARAT PEMERINTAH KELURAHAN PANGOLOMBIAN
− Kegiatan PKM ini bertujuan untuk membantu Kelurahan Pangolombian, Kecamatan Tomohon Selatan, Kota Tomohon dalam membuat sistem/aplikasi pelayanan administrasi dan database kependudukan yang akan memudahkan baik pihak aparat maupun masyarakat dalam pengurusan administrasi sehingga lebih efektif lagi dalam pelayanan administrasi yang ada. Dalam pengembangannya, kegiatan ini akan menggunakan metode SDLC (Software Development Life Cycle) yang terdiri dari lima tahap, yaitu analisis kebutuhan, perancangan, pengembangan, pengujian, dan implementasi. Selain itu, proposal ini juga akan menerapkan metode Waterfall yang akan membantu dalam mengatur tahapan-tahapan pengembangan website dengan lebih terstruktur. Dalam penerapan kegiatan ini, akan dilakukan analisis terhadap permasalahan yang dihadapi oleh masyarakat dan pemerintah kelurahan/kelurahan dalam mengakses informasi kependudukan dan data kependudukan. Adapun hal lainnya terdapat permasalahan lainnya dalam proses pelayanan administrasi yang dapat membantu aparat kelurahan dalam pembuatan surat-menyurat dan lain sebagainya. Solusi yang ditawarkan adalah pembuatan sistem pelayanan administrasi kependudukan yang dilengkapi dengan database kependudukan yang memudahkan masyarakat dalam mengakses informasi terkait kependudukan kelurahan dan data kependudukan. Kontribusi dari pembuatan website kependudukan kelurahan ini adalah memberikan akses informasi yang lebih mudah dan transparan kepada masyarakat tentang data kependudukan dan kependudukan kelurahan. Dengan adanya website ini, masyarakat dapat dengan mudah mengakses informasi dan mengambil keputusan yang tepat terkait dengan kebutuhan dan kepentingan mereka. Dalam jangka panjang, diharapkan website ini dapat meningkatkan partisipasi masyarakat dalam pembangunan kelurahan serta mempercepat proses pengambilan keputusan oleh pemerintah keluraha
Penerapan Aplikasi Mobile Company Profile Tambang Batu Andesit Pada CV Handika Karya
Di era digital saat ini, kehadiran teknologi mobile telah mengubah cara perusahaan berkomunikasi dengan pelanggan dan pemangku kepentingan. CV. Handika Karya, sebuah perusahaan penambangan batu andesit yang masih menjalankan sistem manajemen secara konvensional, dapat memanfaatkan aplikasi mobile company profile untuk meningkatkan visibilitas, mempromosikan praktik penambangan yang berkelanjutan, mengedukasi masyarakat, serta meningkatkan daya saing. Kegiatan pengabdian kepada masyarakat yang dilakukan oleh tim dosen Universitas Pembangunan Nasional "Veteran" Yogyakarta bertujuan untuk menerapkan aplikasi mobile company profile sebagai solusi strategis dalam menghadapi tantangan digitalisasi. Melalui tahapan observasi, pelaksanaan, dan pelaporan, tim PKM mengembangkan aplikasi yang memungkinkan CV. Handika Karya menampilkan informasi penting seperti profil perusahaan, produk batu andesit, proses penambangan ramah lingkungan, serta program tanggung jawab sosial secara digital. Implementasi aplikasi ini memberikan manfaat signifikan termasuk peningkatan transparansi, kemudahan akses informasi, partisipasi masyarakat dalam pengawasan, edukasi industri tambang, pengembangan ekonomi lokal, dan peningkatan kualitas komunikasi. Kegiatan ini mendapat respons sangat positif dari perusahaan, ditunjukkan dengan partisipasi aktif karyawan dan penyediaan fasilitas yang diperlukan, serta terbukti efektif berdasarkan hasil kuesioner kepuasan dan kemudahan penggunaan. Bagi tim dosen, program ini menjadi wadah untuk mengaplikasikan ilmu pengetahuan dan berkontribusi kepada masyarakat melalui pengembangan solusi teknologi informasi yang inovatif
Implementing Project Based Learning in Mathematics Learning Media Course
In order to describe the implementation of PjBL in the Mathematics Learning Media course as a learning assessment material, a classroom action research (PTK) was conducted. The research subjects were 3rd semester students of Mathematics Education at Alkhairaat University Palu in the academic year 2023/2024. Data were collected through observation, interviews, questionnaires, and documentation, which were then analysed using the Miles & Huberman model. In addition, data triangulation was also carried out to obtain valid and credible data. The results of this study resulted in 7 (seven) evaluation materials, namely the effectiveness of PjBL, challenges of PjBL implementation, students' reactions, students' skills, students' creativity, use of learning media and recommendations for improvement. With these findings, it is hoped that it can be our concern so that we can correct deficiencies and improve the learning process
Analysis of TPS Learning (Think, Pair, Share) Based on Differentiation Process on Students' Numeration Abilities
Numeracy is a skiil in applying number concepts, artihmetic operations skiils and solving mathematical problems in various contexts related to real life. So cooperative learning type TPS (Think, Pair, Share) based on process differentiation is learning that is able to adapt to the needs and level of understanding of each student and has the potential to improve students’ numeracy abilities. This research aims to find out if there is a difference in increasing the numeracy skills of the low group, the middle group and the high group before and after treatment and aims to evaluate students’ numeracy abilities in cooperative learning type TPS (Think, Pair, Share) based on process differentiation. The research method used is One Group Pretest-posttest. The subjects in this research were students in class VIII-B of SMP Plus Arroudhoh with a total of 32 students. The data collection techique uses a pretest-posttest of data content and uncertainty in the event material, involving a total of 6 descriptive questions. Based on the research results, there were differences in the increase in numeracy skills of the low group, middle group, and high group before and after treathment. This is based on the results of the One-Way Anova test analysis of the N-Gain Score of the pretest-posttest data for the three group showing that the Sig. equal to 0.004< 0.05 then H0 s rejected. As well as the average posttest score for each group, it can be seen that the indicator most mastered by students is the 1st indicator and the indicator less mastered by students is the 3rd indicator
Exploration of Ethnomathematics in Batik Pandanwangi as a Source of Contextual Learning
Ethnomathematics can serve as a bridge between school mathematics learning and everyday culture. Mathematical concepts found in cultural artifacts can be used as learning resources, allowing students to gain two or more types of knowledge simultaneously, at least in terms of culture and mathematics. Cianjur Regency is famous for Pandanwangi rice, known for its distinct fragrance. The uniqueness of Pandanwangi rice is expressed in batik. This study aims to explore the ethnomathematics present in Pandanwangi Batik, which can be utilized as a learning resource for teaching mathematical concepts. A qualitative research approach with an ethnographic method was employed to explore the mathematical concepts embedded in Pandanwangi Batik. Data were collected through observation, in-depth interviews with traditional confectionery makers, and documentation of the production process. The study used a human instrument, where the researcher directly acted as the data collector by interacting with the research environment. Data collection techniques included observing the activities of batik-making, conducting interviews to understand cultural and mathematical aspects, and documenting patterns and processes involved. The research findings indicate that Pandanwangi Batik contains various ethnomathematical concepts, including proportions (e.g., proportionality, equivalent ratios, inverse ratios), number patterns, geometry, geometric transformations (translation, reflection, rotation), and social arithmetic. These mathematical concepts are derived from the production process, crafting techniques, patterns, and sales outcomes of the batik
IMPACT OF ORGANIZATIONAL CULTURE ON KNOWLEDGE SHARING IN INDONESIAN SOFTWARE DEVELOPMENT COMMUNITY
In the dynamic landscape of software development, effective knowledge sharing is vital for fostering collaboration and innovation among development teams. This study examines the intricate dynamics influencing knowledge sharing among software developers within organizational contexts, focusing on the pivotal factors of organizational culture. Key factors such as communication, trust, leadership, reward systems, and organizational structure are investigated to comprehend their impact on knowledge-sharing behavior. The research model posits hypotheses exploring positive relationships between trust, communication, leadership, organizational structure, reward systems, and knowledge sharing. Data was collected through online surveys completed by 62 software developers in Indonesia, and SmartPLS 3 was used for the analysis. Measurement models were employed to evaluate internal consistency reliability, convergent validity, and discriminant validity, while structural models assessed the explanatory potential. Results indicate that the explanatory power of the model is weak, suggesting a need for further exploration. Leadership and reward systems were found to have a positive influence on knowledge sharing, although the impact of organizational structure remains inconclusive. The study emphasizes the critical roles of reward structures and leadership in encouraging knowledge sharing and presents practical implications for companies aiming to enhance their knowledge management practices. These findings highlight the necessity for organizations to foster leadership and implement effective reward systems to promote a culture of knowledge sharing. Furthermore, the study suggests improvements in assessment techniques and calls for a reevaluation of the connection between organizational structure and knowledge sharing. This research contributes to the understanding of how organizational culture impacts knowledge sharing within the software development community in Indonesia, providing valuable insights for both academic researchers and industry practitioners