EJournal Universitas Kanjuruhan Malang
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    Pengaruh Transparansi, Akuntabilitas dan Sistem Pengendalian Internal Terhadap Kinerja Pemerintah Pada OPD Provinsi Maluku

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    Penelitian ini bertujuan untuk mengetahui secara empiris pengaruh transparansi, akuntabilitas dan sistem pengendalian internal terhadap kinerja pemerintah di Provinsi Maluku. Jenis penelitian yang digunakan ialah penelitian kuantitatif. Populasi dalam penelitian ini adalah Organisasi Perangkat Daerah (OPD) di Provinsi Maluku sebanyak 43 OPD dengan jumlah sampel yaitu 267 responden. Teknik pengambilan sampel yang digunakan adalah purposive sampling. Jenis data yang digunakan ialah data primer. Metode pengumpulan data dilakukan dengan penyebaran kuesioner dan pengujian hipotesis diolah menggunakan SMART PLS 3. Hasil dari penelitian ini secara parsial menunjukkan bahwa akuntabilitas dan sistem pengendalian internal berpengaruh positif terhadap kinerja pemerintah di Provinsi Maluku, sedangkan transparansi tidak berpengaruh terhadap kinerja pemerintah di Provinsi Maluku

    PERANCANGAN METODE HUMAN CENTERED DESIGN USER INTERFACE DAN USER EXPERIENCE PADA SISTEM HARGA KEBUTUHAN POKOK KABUPATEN MALANG

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    The Ministry of Communication and Information with all its diverse society requires overlapping in terms of equalizing services, especially in terms of data information. The problem is caused by inaccurate data information so that the asset data used as the basis of the data affects the data information received which does not match the field conditions. The running of data processing so far is still based on technicalities that tend to be conventional so that a capable system is needed to accommodate the problem. By using a mixed method, this study uses Human Centered Design as the basis for designing an application design called SIHARKEPO (Basic Needs Price Information System). This study will later focus on two main problems, namely the SIHARKEPO user interface design process and the analysis of users of the Basic Needs Price Information System (SIHARKEPO) in providing data information to users. The results of this study are concrete applications that can be applied to the process of providing basic needs price information data services and make it easier for the public to obtain them

    Upaya Meningkatkan Partisipasi Aktif dan Hasil Belajar Sejarah pada Materi Perang Dunia II melalui Strategi Permainan Edukatif ‘Lompat Sejarah’

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    This study aims to increase students\u27 active participation and learning outcomes in History subjects, especially World War II material, through the application of the “Jump History” educational game strategy. This study used a Classroom Action Research (PTK) approach with the Kemmis and McTaggart model consisting of two cycles. The research subjects were grade XI students at MAN Sumenep totaling 34 people. The instruments used include student activity observation sheets, learning outcomes tests, and documentation. The results showed a significant increase in students\u27 active participation characterized by increased activeness in group discussions, answering questions, and involvement in the learning process. In addition, student learning outcomes also improved from pre-action to the second cycle. The application of the educational game “Jump History” proved to be able to create a fun learning atmosphere, increase motivation, and help students understand historical material more contextually. Thus, this strategy can be used as an alternative in the history learning process in the classroom.This study aims to increase students\u27 active participation and learning outcomes in History subjects, especially World War II material, through the application of the “Jump History” educational game strategy. This study used a Classroom Action Research (PTK) approach with the Kemmis and McTaggart model consisting of two cycles. The research subjects were grade XI students at MAN Sumenep totaling 34 people. The instruments used include student activity observation sheets, learning outcomes tests, and documentation. The results showed a significant increase in students\u27 active participation characterized by increased activeness in group discussions, answering questions, and involvement in the learning process. In addition, student learning outcomes also improved from pre-action to the second cycle. The application of the educational game “Jump History” proved to be able to create a fun learning atmosphere, increase motivation, and help students understand historical material more contextually. Thus, this strategy can be used as an alternative in the history learning process in the classroo

    IMPLEMENTASI MEDIA PEMBELAJARAN BERBASIS KAHOOT PADA MATA PELAJARAN IPS DI MTS MA’ARIF NU KOTA MALANG

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    As technology in education continues to develop, teachers are required to be more creative in designing learning methods. Based on observations at MTs Ma’arif NU Kota Malang, it was found that Social Studies learning—particularly in history material—is often considered boring, with too many reading materials that make students reluctant to read. In response to this issue, the Social Studies teacher at MTs Ma’arif NU Kota Malang implemented game-based learning using Kahoot. The research problem in this study is how the implementation of Kahoot-based media in Social Studies learning at MTs Ma’arif NU Kota Malang is carried out, as well as the supporting and inhibiting factors. The approach used is a qualitative approach with a descriptive type, utilizing interview, observation, and documentation techniques. The results of the study show that the implementation of Kahoot-based media in Social Studies learning at MTs Ma’arif NU Kota Malang consists of three stages: planning, implementation, and evaluation. The supporting factors in using Kahoot include the availability of facilities and infrastructure, support from the school, the teacher’s skills, and students’ enthusiasm. On the other hand, the inhibiting factors include technical issues, limited time, dense material, and lack of student preparation. Despite these supporting and inhibiting factors, the researcher found that learning media using Kahoot is suitable for classroom application and can serve as an alternative for teachers to diversify learning models.Seiring berkembangnya teknologi dalam pendidikan, guru dituntut lebih kreatif dalam membuat metode pembelajaran. Berdasarkan observasi di MTs Ma’arif NU Kota Malang ditemukan permasalahan bahwa pembelajaran IPS terutama pada materi sejarah seringkali dianggap membosankan, buku bacaannnya banyak sehingga siswa malas membaca. Menanggapi permasalahan tersebut, guru IPS di MTs Ma’arif NU Kota Malang kemudian menerapkan media pembelajaran berbasis kahoot. Rumusan masalah dalam penelitian ini adalah bagaimana implementasi media berbasis kahoot pada pembelajaran IPS di MTs Ma’arif NU Kota Malang serta apa saja faktor pendukung dan penghambatnya. Pendekatan yang digunakan adalah pendekatan kualitatif dengan jenis deskriptif melalui teknik wawancara, observasi dan dokumentasi. Hasil penelitian menunjukkan bahwa dalam implementasi media berbasis Kahoot pada pembelajaran IPS di MTs Ma’arif NU Kota Malang terdapat tiga tahap yaitu tahap perencanaan, pelaksanaan dan evaluasi. Adapun faktor pendukung dalam penerapan kahoot adalah adanya sarana prasarana, dukungan dari sekolah, keterampilan dari guru, serta keantusiasan dari siswa. Sedangkan faktor penghambatnya adalah adanya kendala teknis, keterbatasan waktu, padatnya materi, serta kurangnya persiapan siswa. Meskipun dengan adanya faktor pendukung dan penghambat tersebut, dapat peneliti lihat bahwa media pembelajaran dengan menggunakan media kahoot ini cocok untuk diterapkan di kelas serta dapat menjadi opsi bagi guru dalam memvariasikan model pembelajaran.             Kata Kunci : Media, Kahoot, Pelajaran IP

    Pelatihan Penyusunan Lembar Kerja Peserta Didik Berbasis Masalah dan Proyek

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    This community service activity was motivated by the problem of the low quality of Student Worksheets (LKPD) used by teachers at SMP Negeri 16 Malang City. The LKPD in circulation are generally not in line with the characteristics of innovative learning models such as Problem Based Learning (PBL) and Project Based Learning (PjBL), so they are not optimal in supporting the development of 21st century skills. The purpose of this activity is to improve teachers\u27 understanding of the PBL and PjBL models and the deep learning approach, train teachers in compiling LKPD based on these models with the help of live worksheet technology, and produce contextual and applicable LKPD. The method used is service learning through four stages: survey, preparation, implementation, and evaluation-follow-up. The results show that the training activities carried out using blended learning are able to significantly improve teachers\u27 understanding, facilitate the preparation of LKPD that are in line with PBL and PjBL syntax, and encourage critical reflection through presentations and peer feedback. Evaluation through questionnaires showed a positive response from participants, especially in terms of material relevance and resource person competence

    Peningkatan Kapasitas Kelompok Pembudidaya Ikan Kumis Jaya melalui Pelatihan Formulasi Bahan Pakan Alternatif Lele

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    This community service program aims to enhance the capacity of the Fish Farmers Group (POKDAKAN) Kumis Jaya in independently formulating catfish feed. The main problems faced by the partner are their dependence on expensive commercial feed and limited knowledge about fish nutritional needs, particularly the ideal protein content. These issues result in high production costs and suboptimal fish growth. The activities included delivering material on catfish nutritional requirements, introducing locally available feed ingredients, and providing training on feed formulation using the Pearson Square method. A participatory approach was applied to ensure that group members actively understood the basic concepts while also practicing formulation calculations. The evaluation results showed a significant increase of 75% in participants’ understanding. They recognized the importance of 25–30% protein content in feed to support healthy catfish growth and were able to calculate feed formulations independently using local ingredients. This activity successfully improved the independence of Kumis Jaya in feed formulation, while also providing opportunities to reduce production costs and strengthen the sustainability of catfish farming

    Financial Self Efficacy Memediasi Mental Accounting dan Literasi Keuangan Terhadap Perilaku Pengelolaan Keuangan

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    Many individuals still face difficulties in managing their finances due to a limited understanding of personal financial management. University students, as part of the younger generation dealing with academic pressures and future uncertainty, are particularly vulnerable to financial management problems. This research aims to determine the effect of financial self-efficacy in mediating mental accounting and financial literacy on financial management behavior. This study uses primary data sources with quantitative research types. Sampling used a random sampling technique. The sample used was active Accounting students from three public universities in Surabaya, with analysis carried out using SmartPLS4 software. Based on the test results, it can be concluded that mental accounting, financial literacy, and financial self-efficacy play an important role in influencing the formation of individual financial management behavior. Mental accounting and financial literacy directly influence financial management behavior. In addition, financial self-efficacy mediates between financial literacy and financial management behavior, but not the relationship between mental accounting and financial management behavior. The implications of this study highlight the importance of improving financial literacy and applying mental accounting to strengthen healthy financial management behavior among university students

    Opening the gateway to effective learning: Identifying the need for android-based mobile learning media

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    The development of digital technology in the Industrial Revolution 4.0 era has encouraged innovation in education, one of which is through Android-based mobile learning. However, students\u27 mobile learning media use still needs improvement. This research aims to identify special needs in developing physics learning media based on Android applications that can effectively support the teaching and learning process. The method used was a descriptive survey with a mixed-methods approach involving class XI students and high school physics teachers who had implemented technology in learning. Data was collected through questionnaires and semi-structured interviews, which were analyzed thematically and descriptively. The results showed that 90% of students are interested in physics, but 75% find it difficult. As many as 87.5% of students feel more interested when using learning media, and 80% need Android-based applications to increase interest in learning physics. However, only 25% of students have ever used application-based pocketbooks, indicating the low adoption of digital media in physics. This research concludes that developing interactive mobile learning applications that suit student needs and the curriculum is necessary to increase the effectiveness of physics learning. The implications of this research emphasize the need for collaboration between application developers, educators and educational stakeholders to create innovative and relevant learning media. The main recommendation is that schools and educational institutions consider integrating mobile learning applications in the physics curriculum and provide training to teachers to maximize the use of technology in learning

    Pemberdayaan Laskar Anak Pekerja Migran melalui Program Nayanika sebagai Digitalisasi Wisata Alam Pantai Kondang Bandung

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    Artikel ini mendeskripsikan implementasi program Nayanika, pemberdayaan Laskar Anak Pekerja Migran (LAPM) melalui digitalisasi wisata alam Pantai Kondang Bandung Purwodadi, Donomulyo, Malang. Program ini bermitra dengan LAPM sebagai kelompok remaja berlatar belakang keluarga pekerja migran. Program Nayanika menyelesaikan permasalahan mitra yaitu minimnya aktivitas produktif LAPM. Program Nayanika bertujuan (1) menyusun program pemberdayaan LAPM; (2) menerapkan program Nayanika; dan (3) mengevaluasi dampak penerapan program terhadap perubahan mitra. Program dilaksanakan melalui tahapan 4P yaitu persiapan, pelaksanaan, penutupan, dan penyusunan laporan. Hasil kegiatan pengabdian terdiri dari (1) Program Nayanika meliputi Nayanika Edu, Nayanika Craft, Nayanika Tech dan Nayanika Fest; (2) terlaksananya program Nayanika berupa sosialisasi-edukasi dari Nayanika Edu, Craft, Tech, dan Fest.; (3) terciptanya kesadaran, pengetahuan, dan keterampilan LAPM dalam mengelola wisata alam, penataan fasilitas wisata, pengelolaan media sosial @kondangbandung_beach dan aplikasi Nayanika untuk branding Pantai Kondang Bandung, terciptanya Nayanika agent dan buku pedoman guna keberlanjutan program Nayanika. Program ini berhasil mengatasi masalah utama mitra dengan menghadirkan serangkaian kegiatan produktif yang berdampak positif terhadap LAPM dan potensi wisata alam Pantai Kondang Bandung.Artikel ini mendeskripsikan implementasi program Nayanika, pemberdayaan Laskar Anak Pekerja Migran (LAPM) melalui digitalisasi wisata alam Pantai Kondang Bandung Purwodadi, Donomulyo, Malang. Program ini bermitra dengan LAPM sebagai kelompok remaja berlatar belakang keluarga pekerja migran. Program Nayanika menyelesaikan permasalahan mitra yaitu minimnya aktivitas produktif LAPM. Program Nayanika bertujuan (1) menyusun program pemberdayaan LAPM; (2) menerapkan program Nayanika; dan (3) mengevaluasi dampak penerapan program terhadap perubahan mitra. Program dilaksanakan melalui tahapan 4P yaitu persiapan, pelaksanaan, penutupan, dan penyusunan laporan. Hasil kegiatan pengabdian terdiri dari  (1) Program Nayanika meliputi Nayanika Edu, Nayanika Craft, Nayanika Tech dan Nayanika Fest; (2) terlaksananya program Nayanika berupa sosialisasi-edukasi dari Nayanika Edu, Craft, Tech, dan Fest.; (3) terciptanya kesadaran, pengetahuan, dan keterampilan LAPM dalam mengelola wisata alam, penataan fasilitas wisata, pengelolaan media sosial @kondangbandung_beach dan aplikasi Nayanika untuk branding Pantai Kondang Bandung, terciptanya Nayanika agent dan buku pedoman guna keberlanjutan program Nayanika. Program ini berhasil mengatasi masalah utama mitra dengan menghadirkan serangkaian kegiatan produktif yang berdampak positif terhadap LAPM dan potensi wisata alam Pantai Kondang Bandung

    Pengaruh Kompensasi Finansial dan Non Finansial Terhadap Kinerja Karyawan: Studi Literatur

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    Sistem penilaian kinerja memberikan informasi yang berguna bagi manajer dan karyawan untuk membantu mereka menentukan tindakan yang bermanfaat bagi perusahaan. Sementara itu di sisi lain, kompensasi ditenggarai sebagai faktor yang berpengaruh terhadap kinerja individu. Penelitian ini mencoba menelusuri sejauh mana peran kompensasi, baik finansial maupun non finasial terhadap kinerja individun. Penelitian ini adalah penelitian kualitatif dengan metode studi literatur dan sumber data sekunder dari literatur penelitian yang ada. Referensi yang ada menunjukkan bahwa kompensasi, baik finansial maupun non finansial telah berperan penting pada kinerja individu. Individu yang termotivasi oleh skema kompensasi yang ditawarkan oleh perusahaan akan berusaha untuk meningkatkan kinerjanya yang berujung pada peningkatan performa perusahaan. Secara keseluruhan, semakin baik kompensasi yang ditawarkan oleh perusahaan, semakin baik kinerja individu yang perusahaan harapkan

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