Jurnal Universitas Muhammadiyah Metro (UM Metro)
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IMPLEMENTASI GAME QUIZ BAHASA KOREA BERBASIS MOBILE APPS MENGGUNAKAN METODE GDLC
Bahasa Korea memiliki sistem penulisan sendiri yang disebut Hangeul (한글) yang dibangun pada abad ke-15 oleh Raja Sejong dan para ilmuwan di Dinasti Joseon. Tujuan dari penelitian ini adalah untuk membuat aplikasi berbasis ponsel yang berfungsi sebagai permainan interaktif yang akan membantu siswa belajar bahasa Korea dengan cara yang lebih menyenangkan dan tidak membosankan. Game ini biasanya mengandung materi pembelajaran seperti kosakata, angka, tata bahasa dasar, dan percakapan sehari-hari yang dikemas dalam bentuk tantangan, kuis, atau simulasi permainan. Dilengkapi dengan elemen hiburan, pengguna tidak hanya membaca atau menghafal tetapi juga aktif berpartisipasi dalam memecahkan soal, menjawab pertanyaan, atau menyelesaikan misi tertentu
Pengaruh Pendidikan Kewirausahaan, Lingkungan Keluarga Dan Keterampilan Berwirausaha Terhadap Motivasi Berwirausaha (Studi Pada Mahasiswa Manajemen Angkatan 2019 UNiversitas Muhammadiyah Metro)
With the still high Labor Force Participation Rate (TPAK) in the Lampung Province area, Muhammadiyah Metro University's class of 2019 management students themselves are felt capable of overcoming this problem, namely by increasing entrepreneurial motivation, because it is hoped that by increasing the number of entrepreneurs in Indonesia it can open new jobs, reduce unemployment rate and can also help improve the economy of the surrounding community and also the country. This research aims to find out whether entrepreneurship education, work environment and entrepreneurial skills influence entrepreneurial motivation. Meanwhile, in this research the researcher used a quantitative type of research. The population in this study was 138 management students from the class of 2019 at Muhammadiyah Metro University. Determining the number of samples using the Sovlin formula with a margin of error of 5%, obtained a sample of 102 samples. The data collection technique used was using interviews and questionnaires. Data analysis used includes validity test, reliability test, normality test, linearity test, homogeneity test and multiple linear regression analysis with the help of the SPSS version 25.0 application. Entrepreneurship education, work environment and entrepreneurial skills have a positive and significant influence on the entrepreneurial motivation of management students class of 2019 at Metro Muhammadiyah University
Pengaruh Etika Kerja Dan Disiplin Kerja Terhadap Kinerja Karyawan Dengan Budaya Organisasi Sebagai Variabel Intervening Pada CV. Tani Jaya Metro Barat
This research aims to determine whether work ethic and work discipline influence employeeperformance with organizational culture as an intervening variable. Quantitative methodswere used in this research. The population in this study were employees at CV. Tani JayaMetro Barat, numbering 50 people. The sampling technique used in this research is themethod for determining saturated samples obtained by the author at CV. Tani Jaya MetroBarat has 50 employees. The data collection technique used was interviews andquestionnaires. Data analysis used includes validity tests, reliability tests, normality tests,linearity tests, homogeneity tests and Path Analysis with the help of the SPSS version 25.0application. The research results can be concluded that there is a direct influence of workethics on organizational culture at CV. Tani Jaya Metro Barat. There is a direct influence ofwork discipline on organizational culture at CV. Tani Jaya Metro Barat. There is a directinfluence of Work Ethic on Employee Performance at CV. Tani Jaya Metro Barat. There is adirect influence of Work Discipline on Employee Performance at CV. Tani Jaya Metro Barat.There is a direct influence of organizational culture on employee performance at CV. TaniJaya Metro Barat
Analisis Pemilihan Supplier Bahan Baku Produksi Pada Industri Kecil Mebel Kayu Dengan Menggunakan Metode Fuzzy Technique For Order Preference By Similarity To Ideal Solution (Topsis) Pada Mebel Kayu Amanah Di Kecamatan Natar
Amanah Wood Furniture is a small and medium enterprise operating in the furniture industry using wood as the main material in making furniture, which prioritizes aesthetics in the results. There are several suppliers who provide the company's raw material needs. The previous supplier selection process was simple and manual, so it was less efficient and the results were not optimal. The method that can be used for supplier selection is the Fuzzy TOPSIS (Technique For Order Preference By Similarity To Ideal Solution) method. The problems that occur in Amanah Wooden Furniture are: (1) How to select suppliers according to the required criteria based on decision making preferences using the Fuzzy TOPSIS method in the Amanah Furniture business? (2) Using the Fuzzy Topsis method, who is the best supplier who can work together according to the company's conditions and capabilities? The sample used in this research used a purposive sampling technique because the Fuzzy YOPSIS method requires decision makers who are experts in analyzing raw material suppliers. To solve the problem, this research uses the Fuzzy TOPSIS method which is a combination of fuzzy concepts with the topsis method which is designed to pay more attention to the level of uncertainty and ambiguity that arises, as well as a weighting technique to weight the criteria objectively. Based on the research results, it shows that the decision support system uses the results of the Fuzzy TOPSIS method considering the criteria, the weight of each criterion, as well as the decision maker's assessment of suppliers based on the criteria considered to give suppliers top priority from the available alternative
THE ROLE OF HEUTAGOGY APPROACH IN RELATION TO CHILDREN'S CREATIVITY IN MATHEMATICAL PROBLEM SOLVING IN ELEMENTARY SCHOOL
This research explores the implementation of the heutagogy approach in mathematics learning to enhance creativity and independence among elementary students. Using a descriptive qualitative method, the study was conducted with grade VI students at SDN 010 Tanjungpinang Timur to evaluate its effectiveness in solving high-level math problems (HOTS). Results indicate that only one out of 30 students answered correctly, with misconceptions persisting even among students with high creative thinking skills, particularly regarding the semicircle circumference formula. Many students struggled to verify their answers despite the application of student-centered learning. The findings suggest that heutagogy requires thorough planning, suitable learning media, and sufficient teacher guidance to achieve its objectives. Effective strategies include providing exercises with progressive difficulty, leveraging interactive media, and emphasizing conceptual understanding. Further investigations are needed to address the root causes of misconceptions. This study underscores the importance of teacher facilitation in helping students move beyond rote memorization to deep comprehension. When implemented effectively, heutagogy can significantly enhance students’ creative thinking and problem-solving abilities in mathematics
Penelitian ini mengeksplorasi implementasi pendekatan heutagogi dalam pembelajaran matematika untuk meningkatkan kreativitas di kalangan siswa sekolah dasar. Dengan menggunakan metode kualitatif deskriptif, penelitian ini dilakukan pada 30 siswa kelas VI di SDN 010 Tanjungpinang Timur untuk mengevaluasi efektivitas pendekatan heutagogi dalam memecahkan masalah matematika tingkat tinggi (HOTS). Hasil penelitian menunjukkan bahwa hanya satu dari 30 siswa yang menjawab dengan benar, dengan miskonsepsi yang masih ada bahkan di antara siswa dengan kemampuan berpikir kreatif yang tinggi, terutama mengenai rumus keliling setengah lingkaran. Banyak siswa yang kesulitan untuk memverifikasi jawaban mereka meskipun telah menerapkan pembelajaran yang berpusat pada siswa. Temuan ini menunjukkan bahwa heutagogi membutuhkan perencanaan yang matang, media pembelajaran yang sesuai, dan bimbingan guru yang cukup untuk mencapai tujuannya. Strategi yang efektif termasuk memberikan latihan dengan tingkat kesulitan yang semakin meningkat, memanfaatkan media interaktif, dan menekankan pemahaman konseptual. Investigasi lebih lanjut diperlukan untuk mengatasi akar penyebab miskonsepsi. Penelitian ini menggarisbawahi pentingnya fasilitasi guru dalam membantu siswa bergerak melampaui hafalan menuju pemahaman yang mendalam. Jika diterapkan secara efektif, heutagogi dapat secara signifikan meningkatkan kemampuan berpikir kreatif dan pemecahan masalah siswa dalam matematika
DEVELOPMENT OF CPS-BASED LEARNING MEDIA USING GOOGLE SITES TO IMPROVE STUDENTS' MATHEMATICAL LITERACY SKILLS
Rendahnya literasi matematis siswa merupakan tantangan utama dalam pembelajaran matematika tingkat SMP. Literasi yang lemah menyebabkan siswa kesulitan memahami dan menerapkan konsep matematika secara kontekstual. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Creative Problem Solving (CPS) menggunakan platform web google sites, serta menguji kelayakan dan efektivitas media tersebut. Penelitian dilaksanakan di SMPN 16 Kota Jambi dengan subjek sebanyak 29 siswa kelas VIII. Metode yang digunakan adalah model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Instrumen penelitian mencakup angket validasi ahli, angket respons pendidik dan siswa, serta tes literasi matematis. Teknik analisis data dilakukan secara deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan dinilai sangat valid (validasi materi sebesar 83,33% dan desain 92,63%), sangat praktis (kepraktisan oleh guru 96,52% dan siswa 90,74%), serta sangat efektif (efektivitas 86,20%). Peningkatan kemampuan literasi matematis siswa tercermin dari nilai N-Gain sebesar 0,63 yang tergolong dalam kategori sedang. Dengan demikian, media pembelajaran berbasis CPS menggunakan web google sites yang dikembangkan melalui model ADDIE dinyatakan valid, praktis, dan efektif dalam meningkatkan literasi matematis siswa. Implikasi penelitian ini menunjukkan bahwa pengintegrasian pendekatan Creative Problem Solving dengan teknologi berbasis web dapat menjadi alternatif inovatif dalam pengembangan media pembelajaran interaktif. Selain itu, hasil ini memberikan kontribusi terhadap penguatan literasi matematis siswa melalui pembelajaran yang kontekstual, menantang, dan berbasis pemecahan masalah.Low mathematical literacy among students is a major challenge in junior high school mathematics education. Weak literacy causes students to have difficulty understanding and applying mathematical concepts in a contextual manner. This study aims to develop a Creative Problem Solving (CPS)-based learning medium using the Google Sites web platform, as well as to test the feasibility and effectiveness of this medium. The study was conducted at Junior High School 16 Jambi City with 29 eighth-grade students as subjects. The method used was the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). Research instruments included expert validation questionnaires, teacher and student response questionnaires, and mathematical literacy tests. Data analysis was conducted using quantitative descriptive techniques. The results showed that the developed learning media were highly valid (content validation at 83.33% and design at 92.63%), highly practical (practicality rated by teachers at 96.52% and students at 90.74%), and highly effective (effectiveness at 86.20%). The improvement in students' mathematical literacy skills is reflected in an N-Gain score of 0.63, which falls into the moderate category. Thus, the CPS-based learning media using Google Sites developed through the ADDIE model is deemed valid, practical, and effective in enhancing students' mathematical literacy. The implications of this study suggest that integrating the Creative Problem Solving approach with web-based technology can serve as an innovative alternative in the development of interactive learning media. Additionally, these results contribute to strengthening students' mathematical literacy through contextual, challenging, and problem-solving-based learning
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Indonesian students' mathematical problem-solving abilities are still relatively low, partly due to their weak conceptual understanding. A teaching model capable of enhancing student motivation and understanding of mathematical concepts is needed. This study aims to determine the relationship between conceptual understanding and mathematical problem-solving abilities through gamification-based learning. The study was conducted at MTs Negeri 3 Serang in the 2024/2025 academic year, involving 58 eighth-grade students, divided into two groups: the experimental class (VIII A) and the control class (VIII C). The method used was a quasi-experimental study with a pretest-posttest control group design. The research instruments consisted of a conceptual understanding test and a mathematical problem-solving test on the topic of Systems of Linear Equations. The results showed a significant difference between the experimental and control classes. Students learning with the gamification model achieved a higher average increase in post-test scores compared to those using the conventional method. This demonstrates that gamification has a positive impact on conceptual understanding and problem-solving skills. However, the Pearson correlation results showed no significant relationship between conceptual understanding and problem-solving abilities in gamified learning. These findings confirm that while gamification can improve learning outcomes, problem-solving skills also influence other factors such as critical thinking, creativity, and motivation. Thus, gamification can be used as an alternative.
Kemampuan pemecahan masalah matematis siswa di Indonesia masih tergolong rendah, salah satunya karena lemahnya pemahaman konsep dalam pembelajaran. Diperlukan model pengajaran yang mampu meningkatkan motivasi serta pemahaman siswa terhadap konsep matematika. Penelitian ini bertujuan mengetahui hubungan antara pemahaman konsep dan kemampuan pemecahan masalah matematis melalui pembelajaran berbasis gamifikasi. Penelitian dilaksanakan di MTs Negeri 3 Serang tahun ajaran 2024/2025 dengan melibatkan 58 siswa kelas VIII, terbagi dalam dua kelompok: kelas eksperimen (VIII A) dan kelas kontrol (VIII C). Metode yang digunakan adalah quasi-eksperimen dengan desain pretest-posttest control group. Instrumen penelitian berupa tes pemahaman konsep dan tes pemecahan masalah matematika pada materi Sistem Persamaan Linear. Hasil penelitian menunjukkan adanya perbedaan yang signifikan antara kelas eksperimen dan kontrol. Siswa yang belajar dengan model gamifikasi memperoleh peningkatan rata-rata nilai post-test yang lebih tinggi dibandingkan metode konvensional. Hal ini membuktikan bahwa gamifikasi memberikan dampak positif terhadap pemahaman konsep dan keterampilan pemecahan masalah. Namun, hasil korelasi Pearson yang ditampilkan tidak terdapat hubungan yang signifikan antara pemahaman konseptual dan kemampuan pemecahan masalah dalam pembelajaran gamifikasi. Temuan ini menegaskan bahwa meskipun gamifikasi dapat meningkatkan hasil belajar, kemampuan memecahkan masalah juga mempengaruhi faktor lain seperti pemikiran kritis, kreativitas, dan motivasi. Dengan demikian, gamifikasi dapat dijadikan alternatif
THE EFFECT OF PROBLEM BASED LEARNING MODEL ASSISTED BY E-LKPD BASED ON WIZER.ME WEBSITE ON MATHEMATICAL PROBLEM SOLVING ABILITY
This study was motivated by the low mathematical problem-solving ability of students due to the lack of effective learning models being implemented. One alternative that can be used is the Problem-Based Learning (PBL) model combined with an e-LKPD based on the Wizer.me website. This study aims to determine the effect of implementing PBL assisted by e-LKPD Wizer.me on students’ mathematical problem-solving abilities. The research instrument was a mathematical problem-solving ability test, and the data were analyzed using descriptive statistics, normality test, homogeneity test, independent sample t-test, and N-gain. The results showed that the mean pretest–posttest scores of the experimental class were 47.91–83.32, while the control class scored 42.82–77.15. The N-gain of the experimental class was 0.6815 and the control class 0.5891 (both in the medium category). The t-test indicated a significant difference (p < 0.05), with greater improvement in the experimental class. These findings confirm that PBL assisted by e-LKPD Wizer.me is effective in improving students’ mathematical problem-solving abilities. Practically, this model can be implemented by teachers to enhance student engagement, learning independence, and achievement, particularly in mathematics subjects that require problem-solving skills.
Penelitian ini dilatarbelakangi oleh rendahnya kemampuan pemecahan masalah matematis siswa akibat belum diterapkannya model pembelajaran yang efektif. Salah satu alternatif yang dapat digunakan adalah Problem-Based Learning (PBL) yang dipadukan dengan e-LKPD berbasis situs Wizer.me. Penelitian ini bertujuan mengetahui pengaruh penerapan PBL berbantu e-LKPD Wizer.me terhadap kemampuan pemecahan masalah matematis siswa. Instrumen penelitian berupa tes kemampuan pemecahan masalah matematis, dengan analisis meliputi statistik deskriptif, uji normalitas, uji homogenitas, independent sample t-test, dan N-gain. Hasil menunjukkan rata-rata skor pretest–posttest kelas eksperimen 47,91–83,32 dan kelas kontrol 42,82–77,15. Nilai N-gain kelas eksperimen sebesar 0,6815 dan kontrol 0,5891 (keduanya kategori sedang). Uji t menunjukkan perbedaan signifikan (p < 0,05) dengan peningkatan lebih tinggi pada kelas eksperimen. Temuan ini menegaskan bahwa PBL berbantu e-LKPD Wizer.me efektif meningkatkan kemampuan pemecahan masalah matematis. Secara praktis, model ini dapat diterapkan oleh guru untuk meningkatkan keterlibatan, kemandirian belajar, dan hasil belajar siswa, khususnya pada mata pembelajaran matematika yang menuntut keterampilan pemecahan masalah
THE INFLUENCE OF USING EDUCAPLAY TOWARD STUDENTS’ VOCABULARY MASTERY AT SMK MUHAMMADIYAH 1 METRO
This study aims to find out whether Educaplay has an effect and significant effect toward students’ vocabulary mastery of eleventh grade students at SMK Muhammadiyah 1 Metro. This study using quasi-experimental research with experimental and control group. The subject of this study was the eleventh grade of TJKT students at SMK Muhammadiyah 1 Metro. The population of this research was 40 students which consist of 20 students of TJKT 1 as experimental group and 20 students of TJKT 2 as control class. The data were taken by giving vocabulary test which consists of multiple choice. The tests were divided into two tests: pre-test and post-test for both experimental and control groups. The result showed an effect and significant toward students vocabulary mastery, based on the result of hypothesis testing for the first hypothesis the result of significant value is <0.001<0.05, it means that Ha accepted meanwhile Ho rejected. The for he second hypothesis the result of significant value is 0.045<0.05, therefore it can be conclude that Ha is accepted and Ho rejected. The conclusion is Educaplay gave effect and significant effect toward students vocabulary mastery
Sistem Pendukung Keputusan Strategi Pemasaran UMKM menggunakan metode Complex Proportional Assessment (COPRAS)
Micro, Small, and Medium Enterprises (MSMEs) are pivotal to Indonesia's economy but face significant challenges in devising effective marketing strategies. This research aims to develop a decision support system to assist MSMEs in determining optimal marketing strategies. The study employs the Complex Proportional Assessment (COPRAS) method, selected for its capacity to proportionally evaluate alternatives against a set of benefit and cost criteria. The system was developed by integrating five main criteria: promotional costs, market reach, sales levels, customer satisfaction, and media effectiveness. Five alternative strategies were evaluated. The social media digital marketing strategy achieved the highest ranking with a utility value of (98.76%). The customer loyalty program (90.57%) and marketplace marketing (83.38%) were the next best-performing alternatives.The proposed decision support system offers objective and measurable recommendations, which enhances the effectiveness of marketing decision-making and supports MSME competitiveness in the digital age.
Keywords: Decision support system, COPRAS, Marketing strategy, MSME, Multi-criteria decision makin