Journal Universitas Pasundan
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    ANALISIS PERKEMBANGAN DAN KESESUAIAN LAHAN PERMUKIMAN TERHADAP RTRW KOTA PADANG PANJANG

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    The objectives of this study are 1) To analyze the dynamics of residential land development in Padang Panjang City in the 2015-2024 period, 2) To evaluate the suitability of existing residential land in 2024 with the applicable Regional Spatial Plan (RTRW). This study uses a descriptive quantitative method with a spatial analysis approach. This study integrates descriptive statistics and spatial analysis to map and analyze geographic data. In this study, descriptive analysis is used to describe the data, while spatial analysis is used to map and analyze land development and then identify its suitability for residential land based on spatial patterns. The results show that the area of ​​settlement in Padang Panjang City experienced a significant increase of 134.42 Ha from 520.02 Ha in 2015 to 654.44 Ha in 2024, along with a decrease in the area of ​​forest/dense vegetation and rice fields/fields. The land cover classification accuracy test reached 94% Kappa Coefficient for both years, confirming the reliability of the data. However, an evaluation of residential land suitability with the Padang Panjang City Spatial Plan (RTRW) for 2012-2032 revealed serious deviations, with 101.67 hectares of residential land not in accordance with its intended use, occupying riverbanks, plantations, rice fields, green open spaces (RTH), and landslide-prone areas. These deviations are spread across all sub-districts, with the highest percentages in Silaing Bawah, Kampung Manggis, and Koto Panjang

    PENGEMBANGAN E-LKPD LIVEWORKSHEET BERBASIS PROBLEM BASED LEARNING UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK KELAS V MATA PELAJARAN IPAS

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    This study aims to develop an e-LKPD using the Liveworksheet platform integrated with a Problem Based Learning (PBL) model to improve student learning outcomes in the IPAS subject for Grade V elementary students. The study applied the ADDIE development model with five stages: analysis, design, development, implementation, and evaluation. Data were obtained through validation sheets, observation, questionnaires, and pretest-posttest assessments. The developed e-LKPD was declared very valid based on expert reviews, observation of learning activities, and effective based on increased student learning outcomes. This research contributes to the development of digital learning media that integrate real-world problem-solving in IPAS subjects, especially under the Merdeka Curriculum framework

    PENGEMBANGAN e-LKPD BERBASIS DISCOVERY LEARNING DALAM PEMBELAJARAN MENULIS TEKS DESKRIPSI SISWA KELAS VII SMPN 3 KADUHEJO PANDEGLANG

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    This study was motivated by the lack of innovation in the use of teaching guidelines, which has hindered the effectiveness of the learning process. The primary objective of this research is to design and develop an engaging instructional guide by utilizing technology as a medium. The research employed the Research and Development (R&D) method using the ADDIE model. The final product of this study is an interactive multimedia-based electronic student worksheet (e-LKPD). The research was conducted at SMPN 3 Kaduhejo, involving 16 seventh-grade students as the research subjects. A media feasibility test was carried out to evaluate the appropriateness of the developed instructional media for use in the learning process. To assess the feasibility, validations were conducted by media and content experts. Based on the data analysis from the four validators, the developed interactive multimedia e-LKPD was categorized as "Highly Feasible," with an average percentage score of 94.5%. Furthermore, the analysis of students’ responses yielded an average score of 88.15%, also categorized as "Highly Feasible." Therefore, it can be concluded that the interactive multimedia-based e- LKPD is highly suitable and can be effectively utilized as a learning medium

    PENERAPAN KEGIATAN EKSTRAKULIKULER PRAMUKA TERHADAP KETERAMPILAN SOSIAL SISWA KELAS 6 SD DR.SOETOMO V

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    This thesis aims to analyze the influence of Scout extracurricular activities on thesocial skills of grade 6 students at SD Dr. Soetomo V. The method used in thisstudy is quantitative with data collection techniques through questionnaires. Theresults of the study show that Scout extracurricular activities have a positiveimpact on the development of students social skills, especially in the aspects ofcooperation, leadership, and interpersonal communication. The techniques usedare normality test, homogeneity test, and paired simple t-test hypothesis test.Based on the results of statistical tests carried out with t-tests, the significancevalue (Sig. 2-tailed) was 0.000 < 0.05. Based on the results of the conclusion inthe study carried out, it shows that there is a positive influence of scoutextracurricular activities on the social skills of elementary school students in gradeVI Dr. Soetomo V. It is hoped that students can apply these social skills instudents daily lives and schools can facilitate the existence of scoutextracurricular

    PENGARUH EFIKASI DIRI SIKAP KEWIRAUSAHAAN DAN PERAN ORANG TUA TERHADAP KESIAPAN BERWIRAUSAHA MAHASISWA SEMESTER VI DAN VIII PRODI PENDIDIKAN EKONOMI UNIVERSITAS BHINNEKA PGRI TULUNGAGUNG

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    The unemployment problem in Indonesia, especially among college graduates, demands a real solution, one of which is through the development of an entrepreneurial spirit. Students are required not only to be ready for work but also to be able to create their own job opportunities. However, the low entrepreneurial readiness of students and the relatively small proportion of young entrepreneurs are the causes of the increasing number of unemployed. This study aims to analyze the influence of self-efficacy, entrepreneurial attitudes, and parental roles on the entrepreneurial readiness of sixth and eighth semester students of the Economics Education Study Program, Bhinneka PGRI University. The approach used is quantitative with a survey method through the distribution of closed questionnaires to 113 students as respondents. The data analysis technique uses multiple linear regression with the help of SPSS software version 25. The results of the study indicate that partially, self-efficacy, entrepreneurial attitudes, and parental roles have a positive and significant effect on students' entrepreneurial readiness, evidenced by the significance value of each <0.05. Simultaneously, the three independent variables also show a significant influence on entrepreneurial readiness, with a significance value of 0.000. The r square value of 0.450 indicates that 45% of the variation in students' entrepreneurial readiness can be explained by these three variables, while the remaining 55% is influenced by other factors outside this research model

    ANALISIS REGRESI LINIER BERGANDA: KETEPATAN PENGIRIMAN DAN KEAMANAN BARANG SEBAGAI PREDIKTOR KEPUASAN PELANGGAN PADA KONSUMEN J&T KABUPATEN JEPARA

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    The purpose of this study was to analyze the extent to which the variables of delivery accuracy (X1) and product security (X2) influence customer satisfaction (Y) at J&T Express in Jepara. A quantitative method was applied with multiple regression analysis on 100 samples randomly selected through a questionnaire. Data processing using SPSS version 26 software revealed that delivery accuracy (X₁) had a positive and significant effect on customer satisfaction (β=0.968; p=0.000), while product security (X₂) was insignificant (β=-0.047; p=0.603). The Adjusted R² value of 0.796 indicates that 79.6% of the variation in customer satisfaction (Y) can be explained by these two variables: delivery accuracy (X1) and product security (X2). This study concludes the importance of optimizing delivery accuracy as a top priority without neglecting product security as a customer need. Keywords: customer satisfaction, delivery accuracy, product securit

    PENGEMBANGAN MEDIA PEMBELAJARAN MONOKEBU UNTUK MENINGKATKAN LITERASI BUDAYA SISWA KELAS IV SEKOLAH DASAR

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    The limited understanding of Indonesian culture among elementary students reflects low cultural literacy, posing a challenge in learning environments that lack interactive media. This study aimed to evaluate the effectiveness of Monokebu, a board game-based learning medium, in enhancing the cultural literacy of fourth-grade students. The research used a Research and Development (R&D) approach with the ADDIE model, consisting of five phases. Monokebu was designed as an educational game adapted from the Monopoly concept, incorporating local cultural content from Indonesia. Validation results indicated high feasibility, with expert ratings of 92% (content), 98% (language), and 96% (media). A trial conducted at SDN Kampung Melayu 01 Pagi showed a significant improvement in students' understanding of cultural diversity. These findings confirm that Monokebu is an effective instructional tool for supporting IPAS learning objectives and highlight the importance of game-based media innovation as a more contextual, engaging, and interactive approach to cultural education in primary schools

    PENGARUH FANTASY DAN REWARD TERHADAP PERILAKU PENGGUNA GAME EDUKASI DI SMP NEGERI 33 PADANG

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    Penelitian ini dilatarbelakangi oleh banyaknya penelitian sebelumnya yang sudah mengembangkan game edukasi, namun sulit diterima oleh siswa dalam pembelajaran. Hal ini menunjukkan bahwa rendahnya minat terhadap game edukasi yang dirancang untuk mendukung proses pembelajaran Salah satu penyebabnya belum teridentifikasi faktor-faktor yang mempengaruhi perilaku siswa dalam menggunakan game edukasi. Penelitian ini bertujuan untuk membuktikan pengaruh fantasy dan reward terhadap perilaku pengguna game edukasi di SMP Negeri 33 Padang. Jenis penelitian ini adalah penelitian kuantitatif dengan metode survey. Populasi dalam penelitian ini adalah seluruh siswa SMP Negeri 33 Padang yang berjumlah 538 siswa, dengan teknik total sampling. Teknik pengumpulan data menggunakan angket skala likeart yang telah diuji validitas dan reabilitasnya. Data analisis menggunakan uji regresi linier berganda dengan bantuan program SPSS Versi 20.00. Hasil analisis menunjukkan bahwa elemen fantasy dan reward secara simultan berpengaruh signifikan terhadap perilaku pengguna game edukasi dengan nilai signifikansi 0,000 < 0,05, nilai analisis regresi linier berganda antara fantasy dan reward terhadap perilaku pengguna game di SMP Negeri 33 Padang terdapat pengaruh dengan nilai sebesar 51,14% sementara 48,6% dipengaruhi oleh variabel lain di luar penelitian ini. Temuan ini menegaskan bahwa hipotesis yang diajukan diterima, hasil penelitian membuktikan adanya pengaruh fantasy dan reward terhadap perilaku pengguna game edukasi di SMP Negeri 33 Padang

    Bahan Ajar Berbasis Etnomatematika Makanan Tradisional Cilacap pada Materi Bangun Ruang di Kelas IV SD

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    ABSTRACT This research is motivated by the suboptimal use of teaching materials in mathematics learning, especially in spatial geometry material. In addition, educators have never implemented the use of ethnomathematics-based teaching materials in the learning process. Therefore, the purpose of this study is to develop teaching materials in the form of ethnomathematics-based Student Worksheets (LKPD) that highlight traditional Cilacap foods in spatial geometry material for grade IV Elementary School. This study uses the Educational Design Research (EDR) approach model of McKenney and Reeves (2012). The development of this LKPD was designed by considering three important requirements, namely didactic, constructive, and technical requirements. The LKPD design was arranged attractively using the Canva platform which is equipped with appropriate color and image displays. Product trials were conducted on grade IV students of SDN Karangpucung 05 and SDN Tayem Timur 01. The trial results showed that the response of students from SDN Karangpucung 05 was 95% and from SDN Tayem Timur 01 was 97%. Meanwhile, responses from educators showed a percentage of 96% at SDN Karangpucung 05 and 94% at SDN Tayem Timur 01. All responses were in the very appropriate category. Based on the validation results from material experts, as well as student and educator response questionnaires, it can be concluded that this ethnomathematics-based LKPD teaching material is suitable for use in mathematics learning in elementary schools. Keywords: Ethnomatematics, Geometry, Teaching Materials ABSTRAK Penelitian ini dilatarbelakangi oleh kurang optimalnya penggunaan bahan ajar dalam pembelajaran matematika, khususnya pada materi bangun ruang. Selain itu, pendidik belum pernah menerapkan penggunaan bahan ajar berbasis etnomatematika dalam proses pembelajaran. Oleh karena itu, tujuan dari penelitian ini adalah untuk mengembangkan bahan ajar berupa Lembar Kerja Peserta Didik (LKPD) berbasis etnomatematika yang mengangkat makanan tradisional khas Cilacap pada materi bangun ruang untuk kelas IV Sekolah Dasar. Penelitian ini menggunakan pendekatan Educational Design Research (EDR) model McKenney dan Reeves (2012). Pengembangan LKPD ini dirancang dengan memperhatikan tiga syarat penting, yaitu syarat didaktik, konstruktif, dan teknis. Desain LKPD disusun secara menarik dengan menggunakan bantuan platform Canva yang dilengkapi tampilan warna dan gambar yang sesuai. Uji coba produk dilakukan pada peserta didik kelas IV SDN Karangpucung 05 dan SDN Tayem Timur 01. Hasil uji coba menunjukkan bahwa respon peserta didik dari SDN Karangpucung 05 sebesar 95% dan dari SDN Tayem Timur 01 sebesar 97%. Sementara itu, respon dari pendidik menunjukkan persentase sebesar 96% di SDN Karangpucung 05 dan 94% di SDN Tayem Timur 01. Seluruh respon tersebut berada dalam kategori sangat layak. Berdasarkan hasil validasi dari ahli materi, serta angket respon peserta didik dan pendidik, dapat disimpulkan bahwa bahan ajar LKPD berbasis etnomatematika ini layak untuk digunakan dalam pembelajaran matematika di sekolah dasar. Kata Kunci: Etnomatematika, Bangun Ruang, Bahan Aja

    PERANCANGAN MEDIA PEMBELAJARAN GAME EDUKASI BERBASIS MOBILE PADA MATERI BANGUN DATAR KELAS V SD ISLAM COKROAMINOTO

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    This study uses the Research and Development (R&D) method with the ADDIE development model. Data collection uses interview techniques, questionnaires, and documentation and is combined with the Black Box Testing system and product feasibility validation by experts to provide responses regarding the feasibility of educational games. Product feasibility validation is analyzed and converted using the Likert Scale. The objectives of this study are 1) To design mobile-based educational game learning media on flat building material for grade V of SD Islam Cokroaminoto; 2) To determine the feasibility of designing mobile-based educational game learning media as a learning medium for flat building material for grade V of SD Islam Cokroaminoto. The results of the study showed that educational games obtained very feasible criteria according to media experts with an average percentage of 90.47%, according to material experts it got an average of 95.33% with very feasible criteria, according to educators it got an average of 87.55% with very feasible criteria, so educational games are suitable for use as learning media and entertainment facilities for learning anywhere and anytime

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