7115 research outputs found
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Implementation of the Elderly Posyandu Program in Kedungbanteng Village, Tanggulangin District, Sidoarjo Regency: Implementasi Program Posyandu Lanjut Usia (Lansia) di Desa Kedungbanteng Kecamatan Tanggulangin Kabupaten Sidoarjo
The purpose of this study was to analyze and describe the Implementation of the Elderly Posyandu Program in Kedungbanteng Village, Tanggulangin District, Sidoarjo Regency. This research used descriptive qualitative research methods. Data collection methods include observation, interviews, and documentation. The results of this study, First, Communication, for information has been conveyed through WhatsApp and face-to-face information media, but there is no socialization related to the elderly posyandu. Second, Resources can be concluded that both human resources, budgets and facilities are still inadequate. Third, Disposition can be seen that the dedication of cadres is good and incentives have been given. Fourth, Bureaucratic Structure, in its implementation, cadres only report documentation and attendance, but there is no SOP implemented so that authority overlaps
Learning Arabic Vocabulary Through Crossword Puzzles at SD Muhammadiyah 1 Trenggalek: Pembelajaran Kosakata bahasa Arab Melalui Media Teka-Teki silang di SD Muhammadiyah 1 Trenggalek
his study aims to explore the Arabic vocabulary learning process, challenges, and solutions in implementing crossword puzzles (TTS) in Arabic vocabulary learning at Muhammadiyah 1 Elementary School in Trenggalek. This study used a qualitative method with a descriptive approach, through participatory observation, in-depth interviews, and documentation. The results showed that TTS media was able to improve students' understanding, participation, and interest in learning Arabic vocabulary. However, its implementation faced obstacles such as time constraints, differences in students' abilities in understanding TTS instructions, and low student engagement due to lack of interest. Solutions offered include the use of illustrated TTS, audio-visual media, gradual learning, rewarding, and teacher training. This study concluded that TTS media is effective for Arabic vocabulary learning if supported by adaptive and contextual strategies
Improving the Ability to Recognize Geometric Shapes through Geometry Dakon Media in Children Aged 4-5 Years at Cahya Ilmu Kindergarten, Grogol, Sidoarjo: Peningkatan Kemampuan Mengenal Bentuk Geometri melalui Media Dakon Geometri pada Anak Usia 4-5 Tahun di TK Cahya Ilmu Grogol Sidoarjo
This study aims to improve the ability of children aged 4–5 years to recognize geometric shapes through the use ofgeometric dakon media at TK Cahya Ilmu Grogol Sidoarjo. Utilizing the Classroom Action Research (CAR) modelby Kemmis and McTaggart, the research was conducted in two cycles. Observational results revealed a significantimprovement from the pre-cycle (31%) to Cycle I (56%) and finally reaching 87% in Cycle II. Children showed notableprogress across three main indicators: knowledge, understanding, and application of geometric shapes. Learningwith geometric dakon proved to facilitate a fun, concrete, and participatory learning experience. The studyrecommends geometric dakon as an effective alternative instructional strategy in early childhood education,particularly in introducing basic geometric concepts in an engaging and creative manne
The Influence of Organizational Culture, Leadership Competence, and Internal Communication on Decision Making through Standard Operating Procedures (SOP) as an Intervening Variable in Construction Companies: Pengaruh Budaya Organisasi, Kompetensi Kepemimpinan, dan Komunikasi Internal terhadap Pengambilan Keputusan melalui Standar Operasional Prosedur (SOP) sebagai Variabel Intervening pada Perusahaan Konstruksi
This study examines the influence of Organizational Culture, Leadership Competence, and Internal Communication on Decision-Making with Standard Operating Procedures (SOP) as a mediating variable in construction companies. Using data from 150 respondents in Indonesia and analyzed with SEM-PLS via SmartPLS 4, the results show that Organizational Culture, Leadership Competence, and Internal Communication positively affect SOP, which in turn significantly improves Decision-Making. SOP also mediates the relationship between the three organizational factors and Decision-Making. These findings emphasize the vital role of SOP in enhancing governance, decision-making quality, and organizational effectiveness in the construction industry
Design and Construction of a Ceramic Quantity Detection Tool Before the Packaging Process as Supervision in Ceramic Packing Production: Rancang Bangun Alat Pendeteksi Jumlah Keramik Sebelum Proses Kemasan Sebagai Pengawasan dalam Produksi Packing Keramik
This research aims to design and build a ceramic quantity detector before the packaging process to improve production efficiency in the ceramic industry. The main problem faced is the mismatch in the number of ceramics in the packaging which can hamper the production process. This system uses two E18-D80NK photoelectric sensors connected to an ESP32 microcontroller to detect the number of ceramics. If the number is less than six, the buzzer and LED will light up as a warning indicator. Tests were carried out on sensor sensitivity, duty cycle settings on the DC motor through the L298N module. This system is expected to help supervision in the packing process so that production time becomes more efficient and accurate
Problems In The Education Process at A Public Elementary School in Jombang: Problematika Proses Pendidikan Sekolah Dasar Negeri Salah Satu di Jombang
This study examines various obstacles encountered in the implementation of the educational process in a public elementary school in Jombang and the strategies implemented to improve the quality of learning. Using descriptive qualitative methods, this study collected data through interviews, observations and documentation. The results show that the main obstacles in learning include gadget addiction in students, time constraints due to a tight curriculum, differences in student characteristics, and the lack of specialized educators. To overcome these problems, the school applies various strategies, such as the utilization of technology in learning, the application of teaching methods that are tailored to students' characters, humanist approaches by teachers, and periodic evaluation and observation. 
Public Sentiment Analysis on the Work Culture Image Of Gojek Through Instagram Social Media Comments: Analisis Sentimen Publik Terhadap Citra Budaya Kerja di Gojek Melalui Komentar Media Sosial Instagram
This study investigates public perception of Gojek’s organizational culture as portrayed through its official Instagram campaigns. Comments from five distinct promotional posts were analyzed, namely: Ngopi ke Glodok with GoCar, Mitra Juara Gojek GoPay, GoRide, GoGreen SM, and Travel Pass GoCar. A sentiment analysis was performed to classify user responses into positive, negative, and neutral categories and to identify the key issues discussed by users. Results revealed a predominance of positive sentiments across all campaigns, with “Mitra Juara” and “GoRide” receiving the highest engagement and appreciation. Key themes included support for driver-partners, service efficiency, and acknowledgment of green initiatives. Overall, public sentiment aligns closely with the organizational culture Gojek aims to project—innovative, supportive, and socially responsible. These insights provide strategic value for enhancing Gojek’s digital communication and social media engagement efforts
Developing Platform Using Design Thinking and System Usability Scale (SUS): A Case Study on Fit & Flex Foundation: Pengembangan Platform Menggunakan Pendekatan Design Thinking dan System Usability Scale (SUS): Studi Kasus pada Fit & Flex Foundation
The lack of awareness regarding healthy lifestyles pose serious challenges amidst Indonesia’s growing demographic dividend. This study aims to analyze the application of the Design Thinking methodology in developing the Fit & Flex platform prototype and evaluate its usability using the System Usability Scale (SUS). The Design Thinking approach was implemented through five stages: empathize, define, ideate, prototype, and test, to identify stakeholder needs and design responsive digital solutions. The SUS evaluation involved 20 respondents from five stakeholder groups. Results indicate that the Fit & Flex platform achieved an average SUS score of 86.38, categorized as "Excellent Usability". This suggests that the developed platform is not only functional but also user-friendly and well-received by its users. This research demonstrates that integrating participatory design approaches and data-driven usability evaluation is an effective strategy in developing digital services
Extended Reality (XR) for Visualization and Recognition of the Solar System : Extended Reality (XR) untuk Visualisasi dan Pengenalan Tata Surya
Understanding the solar system is often taught using traditional media such as globes or static models, which lack interactivity. With technological advances, Extended Reality (XR) offers an innovative alternative in science education. This study developed an application titled “Extended Reality for Solar System Visualization and Recognition” as an XR-based interactive learning tool. The application provides immersive experiences through 3D planet exploration, teleportation navigation, video tutorials, and detailed information on each planet with the sun as the system’s center. The development followed the Multimedia Development Life Cycle (MDLC), consisting of concept, design, material collection, development, testing, and distribution. Feasibility was tested using a Likert scale questionnaire involving students and informatics lab assistants, resulting in a score of 432 out of 500 (86.4%), categorized as very good. The findings indicate that the XR application is feasible as an innovative learning medium, enhancing user understanding, engagement, and interest in exploring the solar system
The Impact of Technology on Copyright : Mechanism for Determining Copyright on Sounds Produced by Artificial Intelligence: Dampak Teknologi terhadap Hak Cipta : Mekanisme Penetapan Hak Cipta atas Suara yang dihasilkan oleh Artificial Intelligence
The rapid advancement of artificial intelligence (AI) has introduced new forms of creative works, particularly songs produced with minimal human involvement. This study examines how Indonesian copyright law addresses works generated by AI, focusing on applications such as Suno, Soundful, and AIVA. Using a normative juridical method, the research establishes that AI cannot be recognized as a legal subject of copyright under Law No. 28 of 2014. Copyright and economic rights are granted only to humans who contribute significantly to the creative process. Works generated solely by AI lack legal protection unless modified by humans to meet originality requirements. Furthermore, if AI-generated voices replicate those of deceased singers, permission from rights holders or heirs is mandatory and royalties apply. The findings emphasize the urgent need to reform Indonesia’s copyright law to adapt to technological progress, ensuring fair recognition of human creativity and proper regulation of AI-generated works