Jurnal Universitas Muhammadiyah Sukabumi
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    1267 research outputs found

    PjBL Activity : Penggunaan Renderforest Terhadap Kreativitas Belajar Pada Siswa Sekolah Dasar

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    In one of the elementary schools in Jatinegara, fifth-grade students became the subjects of this research to investigate whether students\u27 learning creativity can be influenced by Project-Based Learning activities using Renderforest. This research employs the Renderforest program to examine the innovative use of science and technology by elementary school students through Project-Based Learning (PjBL) activities in Grade 5. The researchers use quantitative experimental techniques and can employ quasi-experimental methods with a posttest-only nonequivalent design. All fifth-grade students constitute the research sample and are divided into three classes, namely Class VA (consisting of 27 students), Class VB (consisting of 31 students), and Class VC (consisting of 29 students). The total number of students in Grade 5 is 87. The research sample size is based on two classes: VC (with 29 students as the experimental group) and VA (with 27 students as the control group). The students\u27 creativity level in the classroom is measured through observation instruments and questionnaires. The research data is collected as numerical data using mathematical computations, such as tests of normality, homogeneity, and hypothesis testing. These techniques are employed to analyze the data in this research. The results of the independent sample t-test for observation indicate that the calculated t-value is greater than the tabulated t-value, with a significance level of 5% (10.292 > 2.004). Furthermore, in the questionnaire, the obtained t-value is greater than the tabulated t-value using the Independent Samples t-test at a significance level of 5% (11.254 > 2.004). It can be concluded that there is a statistically significant difference between the experimental and control groups in terms of student creativity, based on the results of both observation and questionnaire, as H1 is accepted, and the significance values for both instruments are 0.000 < 0.05

    Application of Guided Inquiry Model with PASAGI Media to Improve Learning Outcomes on Cell Material

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    Background: Social discrimination based on a person\u27s ethnic and cultural background still often occurs in Indonesia, this is due to feelings of superiority as someone with a better background. There is a need to introduce culture and ethnicity through classroom learning, and low student learning outcomes are often found in cell material because this material is an abstract concept for students. Methods: Data collection uses test and non-test instruments, test instruments in the form of multiple choice questions and non-test instruments through response questionnaires. The data obtained was then analyzed using the Microsoft-Excel application. Results: Based on the data analysis that has been carried out, student learning outcomes increase and the N-gain value in cycle 1 is 79.36 and in cycle 2 is 89.39 with effective criteria. The student response questionnaire analyzed in cycle 1 as a whole had good criteria and in cycle 2 as a whole had very good criteria. Conclusion: The application of the inkuiri terbimbing model using PASAGI media can effectively improve student learning outcomes. Keywords : guided inquiry; PASAGI; learning outcome

    IDENTIIKASI KETRAMPILAN PASSING PADA PERMAINAN SEPAKBOLA DI SSB SUKABUMI PRO SOCCER

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    Sepakbola adalah sebuah permainan yang dimainkan ber-regu yaitu dengan pemaininti 11 orang setiap tim nya dan saling bertanding dengan tim lainnya tentunya dengan timyang dengan jumlah sama yaitu 11 permainan. Dan permainan ini di mainkan dengandurasi waktu 45 menit x 2, yaitu terdiri dengan 2 babak setiap babak nya 45 menit jadi totalnya 90 menit dan menit tambahan bisa 2 menit sampe 9 menitMetode penelitian merupaksnproses kegiatan daa bentuk pengumpulan data, analisis dan memberikan interprstasi angteerkait dengan tujuan penelitian. Pada dasarna metode penelitian secara ummu merupakancara ilmiah ntuk mendapatkan data dengan tujuan dan kegunaan tertentu. Metode penilitianyang digunakan adalah metode dskriptif dengan pendekatan kuantitatif.Dari 16 siswa yangmemiliki tingkat dasar passing dengan kategori sangat baik 7 pemain (43,00%), kategoribaik dengan frekuensi sebanyak 5 pemain (31,00%), masuk kategori kurang denganfrekuensi sebanyak 2 pemain (13,00%), dan masukkatgori sangat kurang dengan frekuensisebanyak 2 pemain (13,00%) . Rerata yang diperoleh sebesar 16,25 berada pada interval15.0 – 18.4 dengan kategori baik. Jadi, dapat diketahui bahwa tingkat teknik dasar passingadalah baik.Berdasarkan hasil dari penilitian mengenai identifikasi keterampillan passingpada permainan sepakbola di ssb sukabumi pro soccer kabupaten sukabumi yang dilakukandi lapangan Surya Kencana adalah sebagai berikut: dengan kategori sangat baik denganfrekuensi sebanyak 7 pemain (43,00%), kategori baik dengan frekuensi sebanyak 5 pemain(31,00%), masuk kategori kurang dengan frekuensi 2 pemain (13,00%), dan masuk kategorisangat kurang dengan frekuensisebanyak 2 orang (13,00%

    PENGARUH GAYA HIDUP DAN HARGA TERHADAP KEPUTUSAN PEMBELIAN PRODUK KECANTIKAN PADA SHOPEE

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    The study aims to test and analyze the effect of lifestyle and price on beauty product improvement decisions on Shopee. This type of research is quantitatively descriptive. The population in this study is students of the University of Muhammadiyah Jember Faculty of Economics Management program class of 2018 who buy beauty products through the Shoppe application. The sample was used by 90 respondents. The analysis tool uses multiple linear regressions. The results of the study proved that lifestyle and price influence the decision to buy beauty products on Shop

    Peran Self Regulatory Organization (Sro) Meningkatkan Perlindungan Hak Investor Pada Saat Covid-19

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    The purpose of this study is to find out SRO\u27s efforts to protect investors\u27 interests during COVID-19. This study uses a descriptive qualitative methodology. Several books or literature from previous studies became the source of data for this investigation. The findings show that the SRO continues to pay close attention to developments in market capitalization and has also issued a number of policies, one of which allows issuers or companies listed on the Indonesian Stock Exchange to be able to buy back shares without having to go through a General Meeting of Shareholders (GMS), with the intention of providing legal protection and legal certainty for investors

    Analisis Sistem Informasi Akuntansi Terhadap Kinerja Perusahaan Pada Hotel Pantai Mutiara Pelabuhan Ratu Sukabumi

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    Accounting is explained as the process of recording, categorizing, summarizing, and reporting the company\u27s transaction activities. Therefore, accounting information systems are used to facilitate individuals in their tasks and enable better company performance. This study aims to evaluate the effect of the application of accounting information systems on company performance, taking into account the utilization, quality, security, and supporting facilities of accounting information systems. The method used in this research is a quantitative method with an associative approach (questionnaire method). Questionnaires are used to assess managers\u27 perceptions of information system utilization, information system quality, information system security, and means of supporting accounting information systems, as well as their influence on company performance. From this study it was found that the application of accounting information systems has a positive and significant effect on company performance. Utilization, quality, security, and means of supporting accounting information systems have a positive and significant effect on company performance. Therefore, increasing the application of accounting information systems in hotels can improve the performance of management companies. In addition, managers\u27 perceptions of the usefulness of accounting information systems greatly influence the utilization of these systems. Therefore, companies should pay attention to managers\u27 and employees\u27 perceptions of the usefulness of accounting information systems to ensure effective use of these systems

    Peran Pelatihan Dan Digital Marketing Dalam Meningkatkan Kinerja Sumber Daya Manusia di Masa Pandemi Covid-19 Pada Komunitas Umkm Mafia Kuliner Surakarta

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    This research aims to find out how the role of training by improving the performance of human resources in an organization or an MSME community in Surakarta. This study measures the level of the role of digital marketing training in improving HR performance as it can increase sales in an organization and MSMEs. The large role of human resources requires companies or MSMEs to be able to optimize the performance of their human resources so that they can make an optimal contribution to the digitalization sector of marketing as an effort to increase income and expand information in the world of technology. Consumer behavior is now born in an era where technology is already in its environment or often called the digital native generation, especially driven by this pandemic, companies or SMEs are also required to be ready to compete. This study uses a quantitative approach method. This type of research data is secondary data, namely data obtained indirectly or through intermediary media in the form of documents or company archives needed in research. The existence of training efforts can cause HR to be able to develop greater duties / obligations and responsibilities and can maximize company profits

    Pengembangan Media Komik Digital pada Mata Pelajaran PAI untuk Kelas VIII di SMP Negeri 3 Cibeber

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    Abstrak  Penelitian ini bertujuan untuk mengembangkan media komik digital pembelajaran pada mata pelajaran PAI. Penelitian ini merupakan penelitian pengembangan yang menggunakan model pengembangan Borg dan Gall yaitu (1) Potensi dan masalah, (2) Pengumpulan data, (3) Desain produk, (4) Validasi desain, (5) Revisi desain, (6) Uji coba produk, (7) Revisi, (8) Uji coba pemakaian/lapangan, (9) Revisi produk, dan (10) Produksi masal. Hasil penelitian uji kelayakan media pembelajaran komik digital berdasarkan penilaian: 1) Ahli Materi dengan kategori sangat layak dan 2) Ahli Media dengan kategori sangat layak, 3) Uji coba kelompok kecil dengan kategori sangat layak, 4) Uji coba kelompok besar dengan kategori Layak. Dari hasil pengembangan dihasilkan media pembelajaran komik digital dengan kategori “sangat layak”. Presentase  yang diberikan oleh, ahli materi yaitu 91% dengan kategori “sangat layak”, ahli media yaitu 89% dengan kategori “sangat layak”, uji coba kelas terbatas oleh siswa yaitu 83% dengan kategori “sangat layak”, uji coba lapangan oleh siswa yaitu 86% dengan kategori “sangat layak”. Kata Kunci: Media pembelajaran, komik digital, Adobe Photoshop   Abstract : This study aims to develop a digital comic media for learning in PAI subjects. This research is a development research that uses the Borg and Gall development model, namely (1) Potential and problems, (2) Data collection, (3) Product design, (4) Design validation, (5) Design revision, (6) Product trial , (7) Revision, (8) Use/field trial, (9) Product revision, and (10) Mass production. The results of the research on the feasibility test of digital comic learning media based on the assessment: 1) Material Experts with a very decent category and 2) Media experts with a very decent category, 3) Small group trials with very decent categories, 4) Large group trials with Eligible categories. From the results of the development, digital comic learning media was produced with the "very feasible" category. The percentage given by material experts is 91% in the "very feasible" category, media experts are 89% in the "very feasible" category, limited class trials by students are 83% in the "very feasible" category, field trials by students namely 86% with the category of "very decent".   Keywords: Learning media, digital comics, Adobe Photosho

    Peningkatan Efektivitas Kerja Guru Melalui Penguatan Supervisi Kepala Sekolah Dan Motivasi Berprestasi

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    This study aims to find efforts that can be made in order to increase the effectiveness of teacher work through a study of its relationship with Principal Supervision and Achievement Motivation. The population of this study amounted to 160 teachers, with a sample of 106 teachers in the KKG Cluster 1, Cibeureum sub-district, Sukabumi City, which was determined using the Slovin formula with an error tolerance of 5%. Data were collected using an instrument in the form of a questionnaire and analyzed by descriptive and inferential statistical analysis.The results showed three positive and significant relationships. First, there is a positive and significant relationship between Principal Supervision and Teacher Work Effectiveness with a correlation coefficient of 0.565. Second, there is a positive and significant relationship between Achievement Motivation and Teacher Work Effectiveness with a correlation coefficient of 0.595. Third, there is a positive and significant relationship between Principal Supervision and Achievement Motivation together with Teacher Work Effectiveness with a correlation coefficient value of 0.680

    ANALISIS KUALITAS LAYANAN DENGAN MENGGUNAKAN E- SERVICE QUALITY UNTUK MENGETAHUI KEPUASAN PELANGGAN BELANJA ONLINE TOKOPEDIA

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    The development of the internet in the world is getting wider so that many companies are trying to create products and services to meet the wants and needs of the community. Companies must create new marketing strategies in order to survive and attract larger consumers. This study aims to determine the effect of service quality using e-service quality on shopping customer satisfaction at Tokopedia. The population in this study are Tokopedia consumers. The number of samples used is 150 respondents and selected by purposive sampling and data collection methods through questionnaires. The analytical tool used in this research is the SPSS 18.0 program. The results of this study show that efficiency (x1), privacy (x2), fulfillment (x3), site aesthetic (x4), responsiveness (x5) and easy of use (x6) have a positive and significant effect on customer satisfaction (Y). The process that has the most influence on improving the quality of Tokopedia\u27s online shopping services is the improvement of service quality which affects the customer as a determinant of success in customer satisfaction. &nbsp

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    Jurnal Universitas Muhammadiyah Sukabumi
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