Journal Universitas Sarjanawiyata Tamansiswa (UST)
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Designing contextual worksheets to measure creative thinking skills in mathematics on probability
Students' low mathematical creative thinking skills are the motivation for this study. The aim of this research is to develop context-based student worksheets (LKPD) that assess high school students' mathematical creative thinking abilities. This study uses the ADDIE development model with five stages (Analysis, Design, Development, Implementation, Evaluation), and the research is limited to the implementation stage. The subjects were Grade X students of SMAN 2 Majalengka. The instruments used included practicality questionnaires for teachers and students, validity questionnaires for media and material experts, and effectiveness tests through small-scale trials. A Likert scale was used to collect practicality and validity data, while N-gain analysis was applied to measure effectiveness. The results showed that LKPD with a contextual approach was valid, with an average material expert score of 3.17 and media expert score of 3.50. The practicality was also very good, with teacher practicality at 96.15% and student practicality at 87.26%. The average effectiveness was in the moderate category with an N-gain value of 0.38. Based on these results, it can be concluded that the developed LKPD is feasible, practical, and effective in improving students’ mathematical creative thinking skills. The contribution of this research lies in providing empirically tested, context-based LKPD that can be used as an innovative learning resource to foster mathematical creative thinking in high school students
Pengaruh Game Online terhadap Kesantunan Berbahasa Siswa Kelas V SD Muhammadiyah Kalinampu 1
This study aims to determine the influence of online games on the language politeness of fifth-grade students at SD Muhammadiyah Kalinampu 1, located in Bobok Tempel, Seloharjo, Pundong, Bantul, Special Region of Yogyakarta. The background of this research refers to APJII (2023) data, which reported that out of 8,510 respondents, 23.29% had played online games, and 42.23% of them spent more than four hours per day engaging in gaming activities. This research employed a quantitative survey method with 33 fifth-grade students from SD Muhammadiyah Kalinampu 1 as respondents, selected using a total sampling technique. The research instrument was a Likert-scale questionnaire containing indicators for the online game variable and the language politeness variable. Data were collected through the direct distribution of questionnaires in the classroom and completed individually by the students. Data analysis was conducted using simple linear regression. The findings indicate that online games have a significant influence on language politeness, with an r-square value of 0.379, meaning that online games contribute 37.9% to students’ language politeness
Improving Learning Effectiveness: The Role of Self-Efficacy and Teaching Creativity
Education in Indonesia continues to face challenges in achieving optimal learning outcomes, as reflected in persistent gaps between instructional goals and classroom realities. Addressing this issue requires understanding the psychological and pedagogical factors that shape teachers’ instructional effectiveness. This study investigated how strengthening self-efficacy and enhancing teaching creativity can improve learning effectiveness. Using data from 145 high school teachers obtained through a correlational survey, the study examined the relationships among self-efficacy, teaching creativity, and learning effectiveness. The findings revealed three major outcomes. First, teachers’ self-efficacy showed a strong and meaningful association with learning effectiveness (r = 0.65), explaining 42.3% of the variance. Second, teaching creativity demonstrated a substantial contribution to learning effectiveness (r = 0.62, 38.8% variance explained). Third, when combined, both factors accounted for 54% of the improvement in learning effectiveness, indicating their joint and complementary influence. Furthermore, the SITOREM analysis identified several indicators requiring attention, including professional expertise, student motivation support, positive reinforcement, novelty, curiosity, conceptual integration, classroom management, and student potential development. These findings highlight that empowering teachers’ self-efficacy and creative teaching practices can substantially enhance classroom effectiveness
Pengaruh model pembelajaran game based learning terhadap minat belajar siswa pada pembelajaran pendidikan Pancasila kelas V di SD Negeri Gugus V Tempel Sleman
This study has two objectives, the first of which is to describe the effect of the game-based learning model on students' learning interest in Pancasila Education learning for grade V at SD Negeri Gugus V Tempel Sleman. The second study aims to comparatively test the differences in students' learning interests between classes that use the game-based learning model and the problem-based learning model. This type of research is a quantitative experiment. This study used two classes, namely the experimental class and the control class. The experimental class was treated with the game-based learning model, while the control class was treated using the project-based learning model. The population in this study was all grade V students of SD Negeri Banyurejo 2, totaling 18 students, and all grade V students of SD Negeri Banyurejo 4, totaling 16 students; the total population of this study was 34 students. The sampling technique in this study is saturated sampling which can be interpreted as meaning that all populations are sampled. The data collection technique uses questionnaires, documentation, and instruments to obtain data on students' interest in learning Pancasila Education. Pre-tests and post-tests are given to determine the condition of students' interest in learning before and after being given treatment. The results of this study are descriptive (1). Interest in learning Pancasila Education in class V of SD Negeri Banyurejo 2 which uses the game-based learning model, is in the very high category with an average score of 85.94. (2) The interest in learning Pancasila Education of class V of SD Negeri Banyurejo 4, which uses the project-based learning model, is in the high category with an average score of 78.44. Comparatively, there is a significant difference between classes using the game-based learning model and project-based learning with a t-test of 6.579 and a p-value of 0.000. The average interest in learning using the game-based learning model is higher, so it can be concluded that there is a difference in the influence of the application of the game-based learning model on the interest in learning Pancasila Education of class V of SD Negeri Gugus V Tempel Sleman.Penelitian ini memiliki dua tujuan yang pertama secara deskriptif adalah untuk mendeskripsikan pengaruh model pembelajaran game-based learning terhadap minat belajar siswa pada pembelajaran Pendidikan Pancasila kelas V di SD Negeri Gugus V Tempel Sleman. Kemudian yang kedua secara komparatif bertujuan untuk menguji perbedaan minat belajar siswa antar kelas yang menggunakan model pembelajaran game-based learning dan model pembelajaran problem based-learning. Jenis penelitian ini adalah kuantitatif eksperimen. Penelitian ini menggunakan dua kelas, yakni kelas eksperimen dan kelas kontrol. Kelas eksperimen dengan perlakuan model game-based learning sedangkan untuk kelas kontrol diberi perlakuan menggunakan model project based-learning. Populasi dalam penelitian ini adalah seluruh siswa kelas V SD Negeri Banyurejo 2 yang berjumlah 18 siswa dan seluruh siswa kelas V SD Negeri Banyurejo 4 yang berjumlah 16 siswa, jumlah populasi penelitian ini adalah 34 siswa. Teknik pengambilan sampel dalam penelitian ini yaitu sampling jenuh yang dapat diartikan bahwa semua populasi dijadikan sampel. Teknik pengumpulan data menggunakan teknik kuesioner, dokumentasi, dan instrumen untuk memperoleh data minat belajar siswa pada pembelajaran Pendidikan Pancasila. Pre-test dan post-test diberikan untuk mengetahui kondisi minat belajar siswa sebelum dan sesudah diberikan perlakuan. Hasil penelitian ini secara deskriptif (1) minat belajar Pendidikan Pancasila kelas V SD Negeri Banyurejo 2 yang menggunakan model game based-learning dalam kategori sangat tinggi dengan skor rata-rata 85,94. (2) minat belajar Pendidikan Pancasila kelas V SD Negeri Banyurejo 4 yang menggunakan model project based-learning berada dalam kategori tinggi dengan skor rata-rata 78,44. Secara komparatif ada perbedaan yang signifikan antara kelas yang menggunakan model game based learning dan project based learning dengan nilai thitung= 6,579 dan nilai p= 0,000. Rerata minat belajar menggunakan model game based learning lebih tinggi, sehingga dapat disimpulkan bahwa ada perbedaan pengaruh penerapan model game based-learning terhadap minat belajar Pendidikan Pancasila kelas V SD Negeri Gugus V Tempel Sleman
Pengaruh program literasi dan numerasi terhadap motivasi belajar siswa sekolah dasar: studi kuantitatif asosiatif di SD Negeri Deresan
This study aims to analyze the influence of literacy and numeracy programs on the learning motivation of elementary school students. The approach used is associative quantitative with multiple linear regression analysis. The research population included all 57 students in grade V of SD Negeri Deresan, with a sample of 56 students. The research instrument is a questionnaire with a Likert scale that has been validated and reliable. The results showed that the literacy program had a significant effect on students' learning motivation (sig = 0.000 < 0.05) and the numeracy program also had a significant effect (sig = 0.004 < 0.05). Simultaneously, the two programs contributed 53.2% to the increase in learning motivation (Adjusted R² = 0.532). These findings indicate that the implementation of literacy and numeracy programs can meaningfully increase the learning motivation of elementary school students.Penelitian ini bertujuan untuk menganalisis pengaruh program literasi dan numerasi terhadap motivasi belajar siswa sekolah dasar. Pendekatan yang digunakan adalah kuantitatif asosiatif dengan analisis regresi linier berganda. Populasi penelitian mencakup seluruh siswa kelas V SD Negeri Deresan sebanyak 57 orang, dengan sampel 56 siswa. Instrumen penelitian berupa angket dengan skala Likert yang telah divalidasi dan reliabel. Hasil penelitian menunjukkan bahwa program literasi berpengaruh signifikan terhadap motivasi belajar siswa (sig = 0,000 < 0,05) dan program numerasi juga berpengaruh signifikan (sig = 0,004 < 0,05). Secara simultan, kedua program tersebut memberikan kontribusi sebesar 53,2% terhadap peningkatan motivasi belajar (Adjusted R² = 0,532). Temuan ini mengindikasikan bahwa pelaksanaan program literasi dan numerasi dapat meningkatkan motivasi belajar siswa sekolah dasar secara bermakna
Developing Analytical Exposition Texts Based on Pancasila Student Profile for Vocational High School Students Using Sigil-Flip Animation
The needs of English materials that meet English for Specific Purposes (ESP), integrate technology, and focus on writing skills are essential for vocational school students particularly those in fashion major. The aims of this research were to: (1) describe the needs of eleventh-grade fashion students at SMK Muhammadiyah 4 Yogyakarta in English writing skills, (2) describe the development of the analytical exposition texts, and (3) describe the appropriateness of the analytical exposition texts materials developed. The research applied a Research and Development (R&D) model by Borg and Gall and simplified it into four steps, needs analysis, planning, material development, and expert judgement. The participants of the research were eleventh-grade fashion students from SMK Muhammadiyah 4 Yogyakarta. Observation, interviews, and documentation are the data collection techniques used for needs analysis. The needs analysis was served for designing a course grid and then developing a book, complemented by animated videos. Two experts validated the product using questionnaires. The evaluation results verified the appropriateness of the materials developed. The researchers conclude that, although being rarely used by fashion students, analytical exposition text can be effectively developed and utilized for fashion students, particularly through the integration of technology such as Sigil-Flip Animation and diverse methods that can enhance students' ability to write strong and logical arguments while supporting character development in line with the Pancasila student profile
ANALISIS PENGARUH KUALITAS PRODUK, CITRA MEREK, VARIASI PRODUK DAN SUASANA TOKO TERHADAP KEPUTUSAN PEMBELIAN COFFEE SHOP DI KOTA BEKASI
This study aims to analyze the effect of product quality, brand image, product variety, and store atmosphere on purchasing decisions. The increasing number of people consuming coffee is clearly caused by the habits of modern society who enjoy gathering. Millennials and Gen Z now use coffee shops as places to drink coffee and interact with each other due to the shift in modern lifestyle.
This study uses a sample of 100 respondents, namely customers or consumers of coffee shops in Bekasi City. The sampling method used is non-probability sampling with a purposive sampling technique. The testing stages conducted include validity test, reliability test, normality test, multicollinearity test, heteroscedasticity test, multiple linear regression, partial test (t-test), simultaneous test (f-test), and coefficient of determination test.
The results of the study show that product quality, brand image, product variety, and store atmosphere simultaneously influence purchasing decisions. Product quality, brand image, product variety, and store atmosphere partially influence purchasing decisions
PENGARUH CITRA MEREK DAN INOVASI PRODUK TERHADAP KEPUTUSAN PEMBELIAN PRODUK GOOD DAY PADA GENERASI Z DI KOTA SURABAYA
This study aims to analyze the effect of brand image and product innovation on purchase decisions of Good Day instant coffee products among Generation Z in Surabaya City. The background of this research is based on the increasing competition in the ready-to-drink beverage industry and the changing consumption behavior of young generations who view coffee not only as a functional need but also as part of their lifestyle. A strong brand image and relevant product innovation are considered capable of enhancing consumer preference and loyalty toward a brand.
This research employs a quantitative approach with a purposive sampling technique involving 100 respondents who are Good Day consumers from Generation Z. Data were collected through an online questionnaire and analyzed using Structural Equation Modeling (SEM) based on Partial Least Square (PLS).
The results show that brand image has a positive and significant influence on purchase decisions, meaning that the better the consumer’s perception of the Good Day brand, the higher the purchase decision. Furthermore, product innovation also has a positive and significant influence on purchase decisions, indicating that the variety of flavors and innovative packaging of Good Day successfully attract consumer interest and strengthen their purchasing decisions
ANALISIS ONLINE PROMOTION DAN ELECTRONIC WORD OF MOUTH PADA KEPUTUSAN PEMBELIAN PELANGGAN (Studi pada UMKM Diah Cookies di Kota Surabaya)
This study aims to analyse the influence between Online Promotion and Electronic Word of Mouth on Customer Purchase Decisions for Diah Cookies MSME products in Surabaya. The background of this study stems from the increasing role of Digital strategies in shaping modern consumer behaviour, especially in the culinary sector, which is highly dependent on Online Promotion and customer reviews. Through this approach, the study seeks to identify the extent to which the effectiveness of Online Promotion and the power of e-WOM can encourage consumers to make purchasing decisions, while also providing an empirical overview of how MSMEs can optimise their Digital strategies to be more competitive in the era of internet-based Marketing.
The research method used is a quantitative approach with an empirical design. Primary data was collected through an Online questionnaire using purposive sampling techniques from customers who had purchased Diah Cookies products. Data analysis was performed using the Partial Least Square (PLS) method, which allowed researchers to test the correlational relationship between variables simultaneously and measure the contribution of independent variables to purchasing decisions.
Results of the study indicate that both Online Promotion and Electronic Word of Mouth have a positive and significant effect on Customer Purchase Decisions. An R-Square value of 0.758 indicates that these two Digital variables together can explain 75.8% of the variation in customer purchasing decisions. These findings emphasise the importance of consistent Online Promotion and positive e-WOM management to increase customer trust and loyalty to SME products such as Diah Cookies
PENGARUH LINGKUNGAN KERJA DAN WORK LIFE BALANCE TERHADAP KINERJA KARYAWAN DENGAN MOTIVASI KERJA SEBAGAI VARIABEL MEDIASI PADA PT FORTUNA MULTI FINANCE PONTIANAK
This study aims to analyze the effect of work environment and work-life balance on employee performance with work motivation as a mediating variable at PT Fortuna Multi Finance Pontianak.
This study applies a quantitative approach using a sample of 61 employees selected through total sampling. Data were collected using structured questionnaires and analyzed using Partial Least Square–Structural Equation Modeling (PLS-SEM).
The results show that the work environment and work-life balance significantly influence work motivation, while the work environment has a direct and significant impact on employee performance. However, work motivation does not act as a mediating variable in the relationship between work environment and work-life balance on performance. This study highlights that a supportive and conducive work environment is a key factor in determining employee performance in the multifinance industry. Further research is recommended to consider organizational culture and reward systems as potential moderator variables