Journal Universitas Sarjanawiyata Tamansiswa (UST)
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ANALISIS BEBAN KERJA DAN KOMPENSASI TERHADAP TURNOVER INTENTION PADA PERUSAHAAN TRANSPORTASI X DI JAWA TIMUR
This study aims to examine the effect of workload and compensation on employee turnover intention at a transportation company in East Java. Turnover intention refers to an employee's desire to leave the organization, which can be triggered by unfavorable working conditions such as excessive workload and inadequate compensation. This research is essential to provide strategic input for companies in reducing high turnover rates. The method used in this study is a quantitative approach with an associative type of research. The population consisted of 35 employees, all of whom were selected as the sample using a saturated sampling technique. Data were collected through questionnaires and analyzed using multiple linear regression with the help of statistical software. The results indicate that workload has a positive and significant effect on turnover intention, meaning that a higher workload increases employees’ intention to leave the company. Conversely, compensation has a negative and significant effect on turnover intention, indicating that fair and sufficient compensation can reduce employees’ desire to resign. These findings highlight the importance of managing workload and providing appropriate compensation to retain employees and enhance organizational stability
PENGARUH SELF-CONFIDANCE DAN RISK TAKING PROPENSITY TERHADAP INTENSI BERWIRAUSAHA (STUDI KASUS PADA MAHASISWA FAKULTAS EKONOMI DAN BISNIS UNIVERSITAS NEGERI PADANG
Unemployment is still a serious problem that is difficult to overcome, many college graduates have difficulty finding work. They can take advantage of opportunities to create jobs with entrepreneurship, but prefer to look for work. This study was conducted to determine the effect of Self-Confidance and Risk Taking Propensity on Entrepreneurial Intention in students of the Faculty of Economics and Business, Universitas Negeri Padang.
The type of research used is causative research with a quantitative approach. The population in this study were 1,574 students with a sample size of 95 students using proportional random sampling technique. The data collection technique was carried out through a survey using a questionnaire with a Likert scale. The variable indicators in this study consist of: Self-confidance variable (X1) indicators, (1) Facing failure, (2) Having mental readiness and skills (3) Optimistic about business success. Variable risk taking propensity indicators, (1) Decision making (decision making), (2) Courage to act (3) Able to bear losses / risks. Variable entrepreneurial intention indicators, (1) Desires, (2) Preferences, (3) Plans (4) Behaviour Expectancies. This instrument has passed the validity and reliability test, using multiple linear regression analysis method with SPSS version 25 which has passed the classical assumption prerequisite test, namely normality test, multicollinearity test and heteroscedasticity test, the hypothesis is then tested using the f-test, t-test, and coefficient of determination.
The results of this study indicate that self-confidance and risk taking propensity affect entrepreneurial intention. This means that the higher the level of self-confidence and courage of students in taking risks, the higher their tendency to have intentions and plans in starting a business. Thus, strengthening psychological aspects such as self-confidence and the ability to face risks needs to be a concern in the development of entrepreneurship curriculum on campus in order to be able to produce graduates who are not only looking for work, but also able to create jobs
STIMULATION OF INNOVATIVE WORK BEHAVIOR: THE ROLE OF TRANSFORMATIONAL LEADERSHIP AND INTRINSIC MOTIVATION WITH CREATIVE SELF-EFFICACY AS MEDIATION
Knowing how innovative work behaviour (IWB), intrinsic motivation (IM), and transformational leadership (TL) relate to creative self-efficacy (CSE) and providing empirical insight into the factors that drive innovation among civil servants are the objectives of this study.
A quantitative descriptive approach was used, with data collected through questionnaires from 99 ASNs at the Regional Secretariat (SETDA) of Lebak Regency using SEM-PLS version 3.0. used to evaluate the structural model (inner model) and measurement (outer model).
The results showed that there was no positive relationship between TL and IM on IWB. However, TL and IM have a positive influence on CSE. Furthermore, CSE plays a mediating role in the relationship between TL and IWB as well as between IM and IWB. These results highlight the importance of CSE in fostering innovation in the workplace and help organisational leaders to consider other factors that influence IWB.
Keywords: Transformational Leadership,
Intrinsic Motivation, Creative Self-Efficacy, Innovative Work Behavior.
 
Perancangan Sistem Pakar Rekomendasi Jurusan Perguruan Tinggi Universitas PGRI Pontianak Berbasis Web
In Indonesia, the rate of inaccurate major selection among first-year university students reaches 35%, primarily caused by external pressures without adequate self-assessment, leading to a 68% decrease in learning motivation and an increase in the dropout rate by 25%. This study aims to design a web-based expert system using a weighted forward-chaining algorithm to provide accurate major recommendations with a minimum accuracy of ≥80%, while also evaluating user acceptance levels. The research adopts a Research and Development (R&D) approach with a Model-View-Controller (MVC) architecture and a knowledge base comprising 50 decision rules integrating academic performance, RIASEC test results (30 items), non-academic experiences (15 items), and career aspirations (6 items). Validation involved 120 high school students (Grade XII) in West Kalimantan, employing a confusion matrix for accuracy testing and the System Usability Scale (SUS) for usability evaluation. Results show the system achieved 86% accuracy, 85% precision, 87% recall, with an average response time of 2.3 seconds. Expert validation yielded scores ranging from 4.0 to 4.4/5.0, while the SUS score reached 82.5±6.3 (“Excellent” category), with a 40% improvement in user trust through the explanation facility. The proposed expert system effectively provides accurate, adaptive, and user-accepted recommendations, contributing to reducing major mismatch and supporting the digital transformation of higher education.Pemilihan jurusan yang tidak tepat di kalangan mahasiswa baru sering kali disebabkan oleh tekanan dari luar tanpa adanya penilaian diri yang mendalam. Makalah ini menyajikan rancangan sistem pakar berbasis web yang menggunakan algoritma forward-chaining berbobot untuk merekomendasikan jurusan kuliah yang sesuai. Basis pengetahuan mengkodekan 50 aturan keputusan yang mencakup minat akademis, kemampuan kognitif, dan preferensi karier. Mesin inferensi mencocokkan respons pengguna dengan kondisi aturan, menghitung bobot aturan secara dinamis, dan memberikan rekomendasi serta fasilitas penjelasan. Prototipe yang dibangun dengan Laravel dan MySQL menyediakan antarmuka yang responsif dan analisis dasbor. Desain ini membuka jalan untuk panduan berbasis bukti, mengurangi risiko putus sekolah, dan meningkatkan transformasi digital dalam pendidikan tinggi
Effectiveness of Scratch-based interactive learning media on students' mathematical problem-solving
Mathematical problem-solving ability is a fundamental skill essential for students’ academic success and real-world challenges. This study aims to design a Scratch-based educational game, "Aritmashop," as a learning medium to enhance students’ mathematical problem-solving skills, particularly in social arithmetic. Using the R&D (Research and Development) method with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), the study involved 33 eighth-grade students from SMPN 1 Kalinyamatan. Data were collected through validation sheets (media and material experts), teacher/student questionnaires, and problem-solving tests. Results demonstrated that "Aritmashop" met validity, practicality, and effectiveness criteria, with students responding positively to its interactive design, engaging material presentation, and conceptual clarity. This research contributes to mathematics education by providing an empirically validated digital tool that bridges abstract concepts with real-world applications through gamified learning. The findings affirm that Scratch-based games like "Aritmashop" can significantly support mathematics instruction. The study concludes that technology-based educational games such as "Aritmashop" can be a viable and effective solution to improve students’ motivation and mathematical problem-solving abilities in the classroom. This research contributes to mathematics education by offering a theoretically grounded and empirically validated gamified learning tool that integrates technology into the curriculum, enhancing both student engagement and conceptual understanding
Pengembangan E-Modul Fisika Berbasis AR Terintegrasi Mitigasi Bencana Tanah Longsor untuk Penguasaan Konsep dan Kesiapsiagaan
This study aims to develop an Augmented Reality (AR)-based physics e-module that integrates landslide disaster mitigation within the topic of work and energy to improve students’ conceptual mastery and disaster preparedness. To support contextual learning, the study also identifies the predominant frequency (f₀), amplification factor (A0), and seismic vulnerability index (Kg) at MAN Insan Cendekia Bengkulu Tengah using the microtremor method. The development followed the 4D model Define, Design, Develop, and Disseminate including needs analysis, product design, expert validation, and both limited and large-scale trials. Expert validation showed the module was highly feasible, with scores of 99% for content and 97% for media. The large-scale trial involved 45 students, namely 30 in the experimental group using the AR-based e-module and 15 in the control group using printed textbooks. Results indicated that the experimental group achieved an average N-Gain of 0.470 (moderate), with 70% of students in the moderate to high category. In contrast, the control group obtained an N-Gain of only 0.180 (low). An independent t-test showed a statistically significant improvement within the experimental group (p = 0.001) and a significant difference between groups (p = 0.000). The Chi-Square test revealed significant differences in cognitive (p = 0.000) and conative (p = 0.003) aspects, while the affective aspect remained statistically insignificant. Overall, the AR-based e-module proves to be a relevant and effective tool to strengthen students’ conceptual understanding and readiness in responding to disaster risks through contextual physics educationPendidikan memiliki peran penting dalam membentuk karakter manusia menjadi lebih baik. Penelitian ini bertujuan untuk mengembangkan e-modul pembelajaran fisika berbasis Augmented Reality (AR) yang terintegrasi dengan mitigasi bencana longsor pada materi usaha dan energi guna meningkatkan penguasaan konsep dan kesiapsiagaan bencana peserta didik. Penelitian ini juga mengidentifikasi karakteristik frekuensi predominan (f₀), faktor amplifikasi (A), dan indeks kerentanan seismik (Kg) di MAN Insan Cendekia Bengkulu Tengah menggunakan metode mikrotremor, serta menilai kelayakan dan keefektifan e-modul dalam pembelajaran fisika yang kontekstual dan adaptif terhadap isu kebencanaan. Metode penelitian menggunakan model pengembangan 4D (Define, Design, Development, Disseminate) melalui tahapan analisis kebutuhan, desain produk, validasi ahli, dan uji coba terbatas serta skala luas. Hasil validasi menunjukkan bahwa e-modul sangat layak digunakan dengan skor validasi ahli materi 99% dan ahli media 97%. Uji coba dilakukan pada kelas eksperimen (n = 30) yang menggunakan e-modul dan kelas kontrol (n = 15) yang menggunakan buku cetak. Hasil analisis menunjukkan rata-rata N-Gain kelas eksperimen sebesar 0,47 (kategori sedang), dengan 70% siswa berada pada kategori tinggi dan sedang. Sebaliknya, kelas kontrol hanya mencapai N-Gain 0,18 (kategori rendah). Uji t menunjukkan peningkatan signifikan di kelas eksperimen (p = 0,001) dan perbedaan signifikan antar kelas (p = 0,000). Uji Chi-Square menunjukkan perbedaan signifikan pada aspek kognisi (p = 0,000) dan konasi (p = 0,003), tetapi tidak pada afeksi. Dengan demikian, e-modul fisika berbasis AR terbukti efektif meningkatkan penguasaan konsep dan kesiapsiagaan bencana peserta didik.
Kata kunci: e-modul, Augmented Reality, penguasaan konsep, kesiapsiagaan bencana, usaha dan energ
Optimisation of creativity students on finite element analysis and simulation learning using industrial product
The challenge of industrial product competitiveness often lies in product design, where industries face obstacles in producing prototypes suitable for commercialization. Collaboration between universities and small and medium enterprises offers opportunities to develop diversification and product capacity through learning. This research engages students in solving industrial problems creatively using Finite Element Analysis (FEA) and simulation for product development. Conducted at the Product Design Laboratory, Department of Mechanical Engineering Education, Universitas Negeri Yogyakarta, the study involved an experimental class of 15 students and a control class of 18 students. A pretest-posttest control group design was applied: the experimental class used real industrial products in FEA and simulation learning, while the control class used textbooks or job sheets. Research stages included identifying product problems, redesigning, conducting FEA analysis and simulation, comparing old and new product results, and concluding recommendations. The study emphasizes student creativity in addressing product design challenges, highlighting how creative processes can produce measurable impacts on product evaluation. Findings reveal significant improvements in creativity when students learn through real industrial applications. This research contributes to strengthening university–industry partnerships, ensuring sustainable and impactful learning to enhance industrial product qualit
Strategy for developing discipline character through rewards and punishments in vocational high school:
This research aims to: (1) Analyze strategies growth character Teacher attendance discipline at Muhammadiyah 1 Playen Vocational School, (2) Analyzing strategies growth character Teacher attendance discipline at Muhammadiyah 1 Playen Vocational School, (3) Analyzing implications growth The character of teacher attendance discipline at SMK Muhammadiyah 1 Playen This strategy is expected to be able to create a more conducive work environment and improve the quality of education at SMK Muhammadiyah 1 Playen. This study uses a qualitative research method with a research location at SMK Muhammadiyah 1 Playen. The research subjects include teachers, principals, vice principals, and students. Data collection techniques are carried out through in-depth interviews, while data analysis is carried out using Atlas.ti 8 software to group and interpret data systematically. The results of the research carried out were (1) strategies for developing teacher discipline character through rewards and punishments. includes (a) measuring instruments (b) warnings . (2) the form of implementing the development of teacher discipline character through rewards and punishments includes (a) the form of rewards and punishments (b) method,(3) The implications of developing the character of teacher discipline through rewards and punishments are that (a) the disposition is right on target (b) human resources are more disciplined (c) communication between superiors and subordinates becomes more focused.Penelitian ini bertujuan untuk: (1) Menganalisis strategi penumbuhan karakter disiplin kehadiran guru di SMK Muhammadiyah 1 Playen, (2) Menganalisis strategi penumbuhan karakter disiplin kehadiran guru di SMK Muhammadiyah 1 Playen, (3) Menganalisis implikasi penumbuhan karakter disiplin kehadiran guru di SMK Muhammadiyah 1 Playen. Strategi ini diharapkan mampu menciptakan lingkungan kerja yang lebih kondusif dan meningkatkan mutu pendidikan di SMK Muhammadiyah 1 Playen. Penelitian ini menggunakan metode penelitian kualitatif dengan lokasi penelitian di SMK Muhammadiyah 1 Playen. Subjek penelitian meliputi guru, kepala sekolah, wakil kepala sekolah, dan siswa. Teknik pengumpulan data dilakukan melalui wawancara mendalam, sedangkan analisis data dilakukan dengan menggunakan software Atlas.ti 8 untuk mengelompokkan dan menginterpretasi data secara sistematis. Hasil penelitian yang dilakukan adalah (1) strategi pengembangan karakter disiplin guru melalui reward and punishment. meliputi (a) alat ukur dan (b) peringatan. (2) Bentuk pelaksanaan pengembangan karakter disiplin guru melalui reward dan punishment meliputi (a) Bentuk reward dan punishment, (b) Metode, (3) Implikasi dari pengembangan karakter disiplin guru melalui reward dan punishment yaitu (a) Disposisi tepat sasaran, (b) Sumber daya manusia lebih berdisiplin, (c) Komunikasi atasan dan bawahan menjadi lebih terarah
Pengaruh model pembelajaran conceptual understanding procedures berbantuan media papan putaran terhadap kemampuan pemahaman konsep siswa kelas V sekolah dasar
This research aims to determine the influence of the Conceptual Understanding Procedures Learning Model assisted by round board media on concept understanding. This type of research is Quasi Experimental Design in the form of Nonequivalent Control Group Design. The population in this study were all students at SD Negeri Langensari 01 and SD Negeri Langensari 03. The sample used was non-probability sampling with a purposive sampling technique. The sample for this research is class V 01 as the experimental class and V 03 as the control class. Data collection techniques are test and non-test techniques. Test techniques use pretest and posttest while non-test techniques use observation, questionnaires and documentation. Data analysis techniques using normality test, homogeneity test, independent sample t-test and simple linear regression. The results of the research show: (1) There is a difference in students' ability to understand concepts regarding the use of the Conceptual Understanding Procedures model assisted by round board media, with a significance value of 0.002 <0.05 (2) There is an influence of using the Conceptual Understanding Procedures learning model assisted by round board media on students' ability to understand concepts with significance values of 0.001 and 0.000 < 0.05.Penelitian ini bertujuan untuk mengetahui Pengaruh Model Pembelajaran Conceptual Understanding Procedures berbantuan media papan putaran terhadap pemahaman konsep. Jenis penelitian ini adalah Quasi Eskperimental Design dengan bentuk Nonequivalent Control Group Design. Populasi dalam penelitian ini seluruh siswa SD Negeri Langensari 01 dan SD Negeri Langensari 03. Sampel yang digunakan adalah non probability sampling dengan teknik sample purposive sampling. Sampel penelitian ini adalah kelas V SD Negeri Langensari 01 sebagai kelas eksperimen dan V SD Negeri Langensari 03 sebagai kelas kontrol. Teknik pengumpulan data adalah teknik tes dan non tes. Teknik tes menggunakan prestest dan posttest sedangkan teknik non tes menggunakan observasi, angket dan dokumentasi. Teknik analisis data dengan uji normalitas, uji homogenitas, uji independent sample t-test dan regresi linear sederhana. Hasil penelitian menunjukkan: (1) Terdapat perbedaan kemampuan pemahaman konsep siswa terhadap penggunaan model Conceptual Understanding Procedures berbantuan media papan putaran, dengan nilai signifikansi 0,002 < 0,05 (2) Terdapat pengaruh pengunaan model pembelajaran Conceptual Understanding Procedures berbantuan media papan putaran terhadap kemampuan pemahaman konsep siswa dengan nilai signifikansi 0,001 dan 0,000 < 0,05
Identifikasi Faktor Penentu Keberhasilan Pembelajaran Bola Voli Pada Siswa Kelas 5 SDN 4 Batangsaren Kabupaten Tulungagung
The researcher's observations during instruction and observation at SDN 4 Batangsaren Tulungagung Regency served as the basis for this study. Specifically, several fifth-grade pupils struggled with volleyball. Because of this, kids frequently make mistakes when serving or passing, which makes the match less entertaining to watch. It is well known that service determines the start of the match. The aim of this study is to identify the determining factors for the success of volleyball learning in grade 5 students of SDN 4 Batangsaren Tulungagung Regency. This study employed descriptive quantitative research as its research methodology. Twelve students made up the population, and each one served as a research sample. Methods for gathering data that make use of validity-tested research questionnaires. Tables, diagrams, graphs, pictograms, mean, median, mode, average computations, and standard deviations are used to gain data analysis. The study's findings 1) Internal elements are 73.75% in the high category for the physical category and 63.75% in the high category for the psychological category. 2) External elements are 71.67% in the high category for teachers, 69.27% in the subject matter category, 68.75% in the facilities and infrastructure category, 70.83% in the environment category, and 58.33% in the role of parents category. The study's findings indicate that the internal factor specifically, the physical category, which accounts for 73.75% of the total is the biggest determinant of volleyball learning success.Penelitian ini didasari dari pengamatan peneliti saat pembelajaran dan observasi di SDN 4 Batangsaren Kabupaten Tulungagung, terlebih pada kelas 5 banyak siswa yang mengalami kesulitan saat bermain bola voli. Akibatnya ketika siswa melakukan servis maupun pasing banyak terjadi kesalahan yang dilakukan oleh siswa, seperti diketahui bahwa servis merupakan penentu dimulainya pertandingan tetapi para siswa banyak sekali melakukan kesalahan sehingga pada waktu pertandingan menjadi kurang menarik untuk ditonton. Tujuan penelitian ini yaitu untuk melakukan identifikasi faktor penentu keberhasilan pembelajaran bola voli pada siswa kelas 5 SDN 4 Batangsaren Kabupaten Tulungagung. Metode penelitian yang digunakan dalam penelitian ini yaitu menggunakan penelitian kuantitatif deskriptif. Dengan jumlah populasi sebanyak 12 siswa yang semuanya dijadikan sampel penelitian. Teknik pengumpulan data dengan menggunakan kuesioner penelitian yang telah di uji validitas. Sedangkan analisis data diperoleh melalui tabel, diagram, grafik, piktogram, mean, median, mode, perhitungan rata-rata, serta standar deviasi. Hasil penelitian 1) faktor internal kategori fisik sebesar 73,75% kategori tinggi, kategori psikis sebesar 63,75% kategori tinggi. 2) faktor eksternal kategori guru sebesar 71,67% kategori tinggi, materi pelajaran sebesar 69,27% kategori tinggi, sarana dan prasarana sebesar 68,75% kategori tinggi, lingkungan sebesar 70,83% kategori tinggi, peran orang tua sebesar 58,33% kategori tinggi. Kesimpulan yang didapatkan dari penelitian ini yaitu faktor penentu keberhasilan pembelajaran bolavoli terbesar ada pada faktor internal yaitu kategori fisik sebesar 73,75%, selebihnya faktor lain