7115 research outputs found
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Middleware Payment Gateway on Digital Crowdfunding Platforms: Middleware Payment Gateway pada Platform Digital Crowdfunding
This research develops a microservices-based payment gateway middleware for a digital crowdfunding platform. By adopting the Customer Effort Score (CES) Framework, the system is able to identify and mitigate barriers to user experience. The implemented digital solution includes API integration for payments and features such as top-up, account opening, and transaction history, supporting various payment methods such as virtual accounts, QRIS, and e-wallets. As a result, the system improves transaction efficiency, security, and ease, while providing a better user experience. This implementation is considered scalable and relevant to support the growth of the digital economy in the crowdfunding sector
Utilization of Digital Comic Media in Increasing Skills Write Short Stories for Elementary School Students: Pemanfaatan Media Komik Digital dalam Meningkatkan Keterampilan Menulis Cerpen pada Siswa Sekolah Dasar
In the era of education 5.0, technology is an integral part of learning. This study aimed to examine the impact of digital comics on the short story writing skills of fifth-grade students at SDN Gedangan. Using a quantitative experimental method with a one-group pretest-posttest design, 15 students participated. Data were analyzed with a t-test, revealing a significance value of 0.000, which is less than 0.05, leading to the rejection of the null hypothesis. This indicates that using digital comics significantly improves students' short story writing skills. The findings highlight that digital media adapted to students' needs can serve as an innovative tool in classroom learning and foster creativity. Thus, integrating digital comics into teaching effectively enhances learning outcomes and encourages student creativity
Use of Puzzles in Reading Beginning Primary School Students: Penggunaan Puzzle Terhadap Membaca Permulaan Peserta Didik Sekolah Dasar
This study aims to examine the impact of using puzzles on the initial reading skills of elementary school students. Puzzles, as a learning tool, provide visual and cognitive stimulation that can help children recognize letters, words, and sentences in a moreengaging and interactive manner. The research method used in this study is an experimental design with pre-test and post-test measures. The subjects of the study are first-grade students in elementary school, divided into two groups: the experimental group, which uses puzzles in reading instruction, and the control group, which uses conventional methods. The results indicate that the use of puzzles significantly improves the students’ initial reading skills. In conclusion, puzzles can serve as an effective alternative learning tool to develop initial reading skills in elementary school students
The Effect of the Ethnoscience-Based PjBL Model on Elementary School Students’ Conceptual Understanding and Scientific Competence: Pengaruh Model PjBL Berbasis Etnosains Terhadap Pemahaman Konsep dan Kompetensi Sains Siswa SD
This study aims to determine the effect of implementing an ethnoscience-based Project Based Learning model on elementary school students' conceptual understanding and science competencies. The study uses a quantitative approach with a quasi-experimental method and a non-equivalent control group design. The study population consists of fourth-grade students at SDI Darul Hikmah, comprising three classes. The sampling technique used is probability sampling with cluster random sampling. The selected sample consisted of class IV A as the control group with 24 students and class IV C as the experimental group with 23 students. Data collection was conducted through pretest and posttest using multiple-choice questions that measured indicators of conceptual understanding and science competencies. The collected data were analyzed using a one-way ANCOVA test. The analysis results showed that the significance value for concept understanding data was 0.009 and for science competency data was 0.000, both of which were less than 0.05. 
Model Analysis of the 2019 Election Participation Level Against Demographics in Pamekasan Regency Using the Naive Bayes Method: Analisis Model Pada Tingkat Partisipasi Pemilu 2019 Terhadap Demografi Di Kabupaten Pamekasan Menggunakan Metode Naive Bayes
This study aims to analyze the level of election participation in 2019 in Pamekasan Regency based on demographic data using the Naive Bayes classification method. The data used consists of 189 instances and 208 predictor attributes obtained from the publication of the Central Statistics Agency (BPS). The analysis process involves the stages of preprocessing, feature selection, and model evaluation. The test results show a model accuracy of 66%, with the highest f1-score value in the high participation class. Further analysis also shows that most sub-districts and villages in Pamekasan have a high level of participation. In addition, a very strong correlation was found between demographic attributes that have the potential to be important predictors of voter involvement. These findings provide an initial overview to understand the factors that influence public participation in elections
Motivation and Achievement: Examining Their Correlation in English Learning Context: Motivasi dan Prestasi: Meneliti Korelasinya dalam Konteks Pembelajaran Bahasa Inggris
This study examines the relationship between students’ motivation and academic achievement in English at a vocational high school in Sidoarjo. Using a quantitative correlational design, 228 10th-grade students were selected through stratified random sampling. Motivation was measured using an adapted version of Gardner’s Attitude/Motivation Test Battery (AMTB), while achievement was based on final English grades. Results showed students had a moderately high level of motivation, with instrumental motivation being more dominant. Correlation analysis revealed a significant positive relationship between motivation and achievement (r = 0.457, p < 0.01). This indicates that higher motivation is associated with better academic performance in English. The findings highlight the importance of promoting motivation through contextual and engaging learning strategies tailored to vocational students' needs
Design of a Web-Based Workshop Reservation System for Sumber Rejeki Jaya Motor Using the Laravel Framework with the Agile Development Method : Rancangan Sistem Reservasi Bengkel Sumber Rejeki Jaya Motor Berbasis Web Menggunakan Framework Laravel dengan Metode Agile Development
The reservation system is an essential solution to improve service effectiveness, including in the automotive repair sector. Sumber Rejeki Jaya Motor Workshop in Tanggulangin still relies on manual recording, which leads to issues such as data entry errors, unorganized queues, and difficulty in retrieving customer data. To address these problems, a web-based reservation application was developed using the Laravel framework and Agile Development method. Laravel was chosen for its MVC architecture support, comprehensive features, and strong documentation, while Agile allows continuous system adjustments based on user needs. This system supports data recording, queue management, damage identification, cost estimation, and reporting. Implementing a reservation system has been proven to enhance operational performance, customer satisfaction, and resource management, making it a strategic step in modernizing workshop services
The Effect of Flashcards Media on Junior High School Students' Understanding of English Vocabulary Learning: Pengaruh media flashcard terhadap pemahaman siswa SMP dalam pembelajaran kosakata bahasa Inggris
This study aims to evaluate the effectiveness of flashcard media in improving the English vocabulary mastery of seventh-grade students at SMP Muhammadiyah 8 Tanggulangin and its impact on their learning interest. The research employed a quantitative method with a pre-experimental One Group Pretest-Posttest Design. Twenty students were given pretests and posttests, along with treatment using flashcard media. The data analysis showed an increase in the average score from 71.00 to 75.75 after the treatment. The paired sample t-test revealed a significance value of 0.000 (p < 0.05), indicating a significant difference between the pretest and posttest results. Therefore, flashcards proved effective in enhancing students’ English vocabulary understanding and can serve as an engaging and interactive alternative learning media
Implementing Instagram Caption to Increase Descriptive Writing Skill: Menerapkan Caption Instagram untuk Meningkatkan Keterampilan Menulis Deskriptif
growing popularity of social media has greatly influenced education by introducing innovative teaching and learning approaches. This study aims to examine the effectiveness of using Instagram captions in improving students' descriptive text writing skills. A quasi-experimental design was used with two groups: a control class without Instagram and an experimental class using Instagram captions as learning media. The research took place at MA Islamiyah Candi Sidoarjo. Data were collected through pre-test and post-test, then analyzed using SPSS with an independent t-test and descriptive statistics. The results showed that the experimental class scored significantly higher than the control class. Instagram served as contextual media, allowing students to describe images and construct better paragraphs. With a student-centered learning approach, Instagram proved effective in enhancing students’ English writing skills, especially in writing descriptive texts
Implementation of the Dragon Snake Game Media in Learning the Pillars of Prayer to Improve Student Learning Outcomes: Penerapan Media Permainan Ular Naga pada Pembelajaran Rukun Sholat dalam Meningkatkan Hasil Belajar Siswa
Particularly at the elementary school level, Islamic Religious Education (PAI) plays a significant role in developing pupils' understanding and character. Because of ineffective teaching strategies and unsuitable learning resources, students frequently struggle to comprehend the pillars of prayer material, which are a set of guidelines and standards. In order to boost second-grade primary school students' interest in learning about the pillars of prayer, this study intends to use the dragon snake game as an engaging and interactive teaching tool. Descriptive qualitative research methodology is employed, and data is gathered through semi-structured interviews, documentation, and participant observation