EJournal Universitas Kanjuruhan Malang
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    Efektivitas Elemen Gamifikasi dalam Virtual Economy Simulation Model (VESM) terhadap Motivasi Belajar Mahasiswa

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    The advancement of digital technology in higher education has driven a transformation in learning methods that demand active participation and intrinsic motivation among students. This study aims to analyze the effectiveness of gamification elements in the Virtual Economy Simulation Model (VESM) on the learning motivation of university students majoring in Office Administration Educationin Universitas Negeri Malang. The VESM model was developed with four main gamification components: points, badges, leaderboards, and real-time feedback. A quantitative approach was employed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The sample involved 70 students (Offerings A and E) enrolled in the Introduction to Economics course. The analysis results showed that all indicators were valid (loading factor > 0.70), with high reliability (α = 0.91; CR = 0.94) and an R² value of 0.742, indicating that 74.2% of the variance in learning motivation was explained by the gamification elements. The path coefficient (β = 0.861, t = 19.432, p < 0.001) demonstrated a significant effect. The feedback element contributed most dominantly (β = 0.699), followed by points (β = 0.642), leaderboard (β = 0.613), and badges (β = 0.571). These findings confirm that the implementation of gamification in VESM effectively enhances university students’ learning motivation and has the potential to become an innovative interactive learning model in economics education

    Computational Thinking Using MathWay Software On Algebra Material In The Era Of Technology-Based Learning

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    Computational thinking ability is one of the important skills in the 21st century. The MathWay application offers interactive features that support mathematics learning, especially in algebra material. This study aims to systematically review the existing literature related to the effectiveness of using MathWay on students\u27 computational thinking skills. The research uses the Systematic Literature Review (SLR) method, with data collection techniques carried out by studying relevant literature related to computational thinking, MathWay applications, and algebra. The article selection process is carried out by formulating research questions, conducting systematic literature searches, applying inclusion and exclusion criteria, and analyzing and summarizing findings, followed by making conclusions. The analysis uses the PRISMA (Preferred Reporting Items for Systematic Review and Meta-Analyses) diagram method, with four relevant scientific articles obtained. The results of the study indicate that the use of MathWay is effective in improving students\u27 computational thinking skills, especially in problem solving and algorithmic thinking patterns

    KONFLIK BATIN TOKOH UTAMA DALAM NOVEL SRI KUNING KARYA R. HARDJOWIROGO (Kajian Psikologi Sastra)

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    The purpose of this study is to 1) describe the main characters, Srikuning and Sudjana, in the novel Sri Kuning by R. Hardjowirogo; 2) explain the nature of inner conflict; 3) identify the causing factors; and 4) explain how the characters resolve their conflict. This research used a qualitative descriptive method with Sigmund Freud\u27s literary psychology approach that relates to the id, ego, and superego. The data collection technique is carried out through a literature study by reading carefully over and over again. The results of this study are as follows: 1) Srikuning\u27s character: coquettish, assertive, wise, etc.; Sudjana\u27s character: skilled in fighting, careful, honest, etc. 2) The form of Srikuning\u27s inner conflict: anger, sadness, inner conflict, etc., whereas Sudjana\u27s: anger, sadness, heartlessness, etc. 3) Factors that cause Srikuning\u27s inner conflict: being set up by Subagja and Bendara Juru, being defamed by Bendara Juru, etc., whereas Sudjana\u27s are: Subagja interfering with his affairs with Srikuning, being emotionally provoked by Pak Thiwul, etc. 4) Direct aggression, diversion, and rationalisation are Srikuning\u27s methods of resolving conflict, whereas Sudjana uses regression and rationalisation to handle it.Penelitian ini bertujuan untuk mendeskripsikan 1) perwatakan tokoh utama Srikuning dan Sudjana dalam novel Sri Kuning karangan R. Hardjowirogo; 2) wujud konflik batin, 3) faktor yang menyebabkan serta 4) cara tokoh mengatasi konfliknya. Penelitian ini menggunakan metode deskriptif kualitatif dengan pendekatan psikologi sastra Sigmund Freud yaitu berhubungan dengan id, ego, dan superego. Teknik pengumpulan data dilakukan dengan studi pustaka dengan membaca secara cermat berulang-ulang. Hasil penelitian yang telah dilakukan adalah 1) watak Srikuning: centil, tegas, bijaksana, dll, watak Sudjana: terampil berkelahi, berhati-hati, jujur dll. 2) wujud konflik batin Srikuning: marah, sedih, pertentangan batin, dll sedangkan Sudjana: marah, sedih, tidak tega dll. 3) Faktor yang menyebabkan konflik batin Srikuning akan dijodohkan dengan Subagja dan Bendara Juru, disakiti oleh Subagja, dll sedangkan Sudjana: mendengar ucapan yang menyakitkan, difitnah oleh Bendara Juru dan Surasentika dll. 4) Cara Srikuning mengatasi konflik dengan agresi langsung, pengalihan dan  rasionalisasi, sedangkan Sudjana mengatasinya dengan regresi dan rasionalisasi

    Active learning using PBL and DELMAN method to enhance students’ Higher Order Thinking Skills (HOTS) on Coulomb’s Law material

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    This study aimed to investigate: (1) the enhancement of students\u27 HOTS, and (2) the effectiveness of the Problem Based Learning (PBL) model combined with the DELMAN method in enhancing students\u27 HOTS in the context of Coulomb\u27s Law. This study employed a quasi-experimental design utilizing a non-equivalent control group. The participants consisted of two classes of Grade 12 students: one class of Science 2 students as the experimental group, while a class of Science 1 students as the control group. A HOTS test consisting of 12 multiple-choice questions was used as the research instrument. Data analysis was conducted using N-Gain scores and General Linear Model (GLM). The findings showed a notable difference in the improvement of HOTS between the experimental and control groups, with a significance level of <0.05. The experimental group, which utilized the PBL model combined with the DELMAN method, achieved a gain score classified as moderate, while the effect size was considered very large. These findings suggest that the PBL model combined with the DELMAN method is effective in enhancing the HOTS of high school students

    Pengembangan Media Pembelajaran Interaktif Pada Mata Pelajaran Ilmu Pengetahuan Sosial Kelas VIII SMP Negeri 2 Muara Kaman

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    This research aims to develop and determine the feasibility of interactive media in class VIII social studies subjects that can be used to support the learning process. The research method is Research and Development (R&D) with the ADDIE development model namely analysis, design, development, implementation and evaluation. This research was carried out from January to February 2024. While the object of the research was interactive powerpoint media. This data collection technique uses questionnaires and interviews which are analyzed descriptively. The results of this research are interactive learning media for class VIII social studies subjects (1) the results of validation by material experts are included in the assessment criteria "Very Feasible", (2) the results of media expert validation are included in the assessment criteria "Very Feasible", (3) the results of small group trials are included in the assessment criteria "Very Feasible" and (4) the results of large group trials are included in the assessment criteria "Very Feasible".Conclusion, PowerPoint which is used as an interactive learning media in class VII social studies subjects is "worthy" of use.Munculnya Penelitian ini bertujuan untuk mengembangkan dan mengetahui kelayakan media interaktif pada mata pelajaran IPS kelas VIII yang dapat digunakan untuk mendukung proses pembelajaran. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE, yaitu analysis, design, development, implementation dan evaluation. Penelitian ini dilaksakan pada bulan Januari hingga Februari 2024. Subjek pada penelitian ini adalah para ahli dan siswa kelas VIII B SMP Negeri 2 Muara Kaman. Teknik pengumpulan data ini menggunakan instrumen angket dan wawancara. Hasil penelitian media pembelajaran interaktif pada mata pelajaran IPS kelas VIII (1) hasil validasi ahli materi dengan kategori “Sangat Layak” persentase kelayakan 94%, (2) hasil validasi ahli media dengan kategori “Sangat Layak” persentase kelayakan 87,50%, (3) hasil uji coba kelompok kecil dengan kategori “Sangat Layak” persentase kelayakan 87,6% serta (4) hasil uji coba kelompok besar dengan kategori “Sangat Layak” persentase kelayakan 89,62%. Kesimpulan, powerpoint yang dijadikan sebagai media pembelajaran interaktif pada mata pelajaran IPS kelas VII “Layak” untuk digunakan

    Klasifikasi Status Stunting Pada Balita di Kecamatan Singgahan dengan Algoritma

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    Stunting is a chronic health issue that significantly impacts the physical growth and cognitive development of children, particularly in developing countries such as Indonesia. This study aims to classify stunting status among toddlers in the Singgahan District by applying the Support Vector Machine (SVM) algorithm, optimized using Grid Search Cross-Validation. The dataset consists of 642 toddler records with nine attributes representing nutritional and growth conditions. The classification process involves several stages, including data preprocessing, handling data imbalance using the SMOTE method, and model performance evaluation through 5-fold cross-validation. The results show that the SVM algorithm without optimization achieved an accuracy of 69.83%, while optimization with Grid Search Cross-Validation significantly increased the accuracy to 93.33%. These findings indicate that the application of SVM with hyperparameter tuning via Grid Search Cross-Validation is effective in improving classification accuracy for stunting status in toddlers. This research contributes to the use of machine learning in supporting decision-making processes in public health sectors.Stunting adalah salah satu masalah Kesehatan kronis yang mempengaruhi pertumbuhan fisik dan perkembangan kognitif anak-anak, terutama di negara-negara berkembang seperti Indonesia. Tujuan dari penelitian ini adalah untuk mengklasifikasikan status stunting pada balita dikecamatan Singgahan dengan menerapkan algoritma Support Vector Machine. Dataset yang digunakan terdiri dari 642 data dengan 9 atribut yang mencerminkan kondisi gizi dan pertumbuhan. Proses klasifikasi berlangsung dalam beberapa fase, antara lain ; pre-processing data,penanganan keseimbangan data dengan SMOTE dan evaluasi performa model dengan 5 fold cross-validation. Hasil penelitian menunjukan bahwa algoritma Support Vector Machine menghasilkan akurasi 69.83%. kemudian, setelah optimasi dengan grid search cross-validation akurasi meningkat secara signifikan menjadi 93.33%. Temuan ini menunjukan bahwa pemanfaatan algoritma Support Vector Machine dengan tuning hyperparameter melalui grid search cross-validation sangat efektif dalam meningkatkan akurasi klasifikasi status stunting pada balita

    Pengaruh Konseling Kelompok Teknik Cognitive Restructuring terhadap Self-Esteem Siswa

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    This study aims to examine the effect of group counseling using cognitive restructuring techniques on the self-esteem of 7th-grade students in class VII C at SMPN 02. The method employed in this research is quantitative, utilizing an experimental design, specifically the one-group pretest-posttest design. The population under study consists of 30 students from class VII C, with 6 students selected as the sample through purposive sampling. The instrument used is a self-esteem questionnaire for middle school students. The results showed that the t-value was greater than the t-table (34.5824 > 2.13185), thus the alternative hypothesis (Ha) is accepted, and the null hypothesis (Ho) is rejected. Therefore, the conclusion drawn from this study is that group counseling using cognitive restructuring techniques has an effect on students\u27 self-esteem. It is hoped that this research will provide a positive contribution to the development of knowledge, particularly in the field of education, especially within the realm of guidance and counseling, in efforts to improve the quality of students, and serve as a reference for further research, thereby providing a foundation for future studies

    Upaya Menurunkan Burnout Belajar Melalui Bimbingan Kelompok Teknik Role Playing Pada Siswa

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    This study aims to determine the reduction of academic burnout through role-playing techniques among students at SMPN 02 Silo. This research is a counseling guidance action research. The subjects of the study were all seventh-grade students at SMPN 02 Silo, totaling 177 students, with 6 students selected through purposive sampling as the sample. Data collection was conducted using questionnaires. The results showed that 84% successfully exceeded the success indicators, with the sample experiencing a significant decrease in academic burnout. These findings indicate that group counseling services using role-playing techniques can effectively reduce academic burnout among students at SMPN 02 Silo. This study recommends that similar programs be implemented in other schools to test the generalizability of the findings and to explore other factors that may influence student academic burnout, such as social support and environmental influences. Thus, it can be concluded that group counseling with role-playing techniques can reduce students’ academic burnout

    Pemberdayaan Masyarakat dalam Pelestarian Warisan Budaya melalui Festival Pituturan Kendal di Kecamatan Pageruyung

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    Festivals with various activities held can be an effort to preserve cultural heritage. Because festivals are celebratory events that can attract the enthusiasm of many people and can be packaged according to their objectives. This is realized through the Kendal Pituturan Festival which is designed in the form of a regional cultural festival held by surrounding locations in seven sub-districts in Kendal Regency, one of which is in Pageruyung District. Activities carried out with a collaborative approach and inviting various partners from the community around this location can be an event for community empowerment that provides material and non-material benefits, ranging from improving the economy, social, skills, and experience. This was then proven from the entire process of the implementation stage of the activity, starting from coordination and pre-activity preparation, activity realization, to activity evaluation. Overall, the Kendal Pituturan Festival in Pageruyung District was carried out smoothly and without any obstacles. Various positive responses indicate that the festival can be a useful activity and is expected to be a model for the implementation of further activities

    Pengaruh gratis ongkos kirim dan cash on delivery (COD) terhadap keputusan pembelian pada pengguna e-commerce lazada di Surabaya

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    In this era of digital industry, the development of technology and information systems greatly influences consumer behavior. The role of technology is also growing in line with the development of human life. Relationships between fellow humans that continue to develop in various parts of the world are also facilitated by the rapid development of technology and information in various fields today. Lazada is one of the information technologies that makes it easier for consumers to shop online. This study aims to determine the effect of Free Shipping and Cash On Delivery (COD) on Purchasing Decisions on Lazada E-Commerce users in Surabaya. This study uses a quantitative approach method. This study uses Lazada users as the population. While the research sample is Lazada E-Commerce users in Surabaya. The researcher uses a non-probability sampling calculation method with a purposive sampling technique. The data collection technique uses a questionnaire with a total of 130 respondents consisting of ages 17-35 years. The data is then analyzed using SmartPLS 3.0. The results of the study show that Free Shipping has a significant positive effect on Purchasing Decisions. This means that the more free shipping promotions given by Lazada, the higher the level of purchasing decisions. Cash On Delivery (COD) has a significant positive effect on Purchasing Decisions. This means that the Cash On Delivery (COD) payment method increases purchasing decisions on the Lazada application.

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