Universitas Islam Negeri Raden Intan Lampung

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    PELAKSANAAN LAYANAN KONSELING INDIVIDU TEKNIK SELF MANAGEMENT DALAM MENGATASI PERILAKU MEMBOLOS PESERTA DIDIK DI MTS MUHAMMADIYAH SUKARAME BANDAR LAMPUNG

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    ABSTRAK Perilaku membolos dipengaruhi oleh dua faktor yaitu faktor individu dan faktor luar. Maka dari itu peserta didik banyak membolos di jam pelajaran sekolah dengan berbagai macam alesan tertentu. Peserta didik yang bolos sekolah ialah peserta didik yang dengan sengaja tidak masuk sekolah dengan alasan-alasan tertentu. Peran guru bimbingan konseling sangat diperlukan untuk membantu, memahami, dan menyelesaikan permasalahan membolos peserta didik. perilaku membolos dapat berpengaruh pada prestasi belajar peserta didik. Peserta didik yang sering membolos akan menanggung resiko kegagalan dalam belajar. Selain itu bagi peserta didik yang gemar membolos dapat terlibat dengan hal-hal yang cenderung merugikan, mulai dari kekerasan atau istilah lain adalah tawuran. Melihat permasalahan tersebut, maka perlu adanya langkah guna mengentaskan masalah ini. Melalui konseling individu dengan teknik self management yang sedang diterapkan oleh guru bimbingan dan konseling di MTs Muhammadiyah Sukarame Bandar Lampung diharapkan peserta didik mampu menghilangkan kebiasaan membolos. Penelitian ini bertujuan untuk menganalisis penyebab perilaku membolos peserta didik di MTs Muhammadiyah Sukarame Bandar Lampung dan Untuk menganalisis pelaksanaan layanan konseling individu teknik self management dalam mengatasi perilaku membolos peserta didik di MTs Muhammadiyah Sukarame Bandar Lampung. Jenis penelitian yang digunakanan merupakan penelitan kualitatif dengan menggunakan metode fenomenologi, teknik pengumpulan data ini ialah wawancara, observasi, dan dokumentasi. Selanjutnya teknik analisis data yang digunakan adalah reduksi data, sajian data dan penarikan kesimpulan atau verifikasi. Serta teknik keabsahan data menggunakan triangulasi sumber. Hasil penelitian menunjukan bahwa konseling individu dengan teknik self management di MTs Muhammadiyah Sukarame Bandar Lampung mengalami penurunan dalam perilaku membolosnya. Hal ini dapat dilihat pada absensi, buku kasus dan hasil pemantauan dari wali kelas dan guru BK baik melalui pengamatan tingkah laku secara langsung maupun melalui absensi, nilai tugas, dan nilai raport dan yang terakhir guru BK melakukan adanya layanan bimbingan konseling individu dengan teknik Self Management, melalui layanan tersebut guru BK mampu mengatasi perilaku membolos pada peserta didik. Kata kunci : Konseling Individu, Teknik self management, Perilaku Membolos ii ABSTRACT Truancy behavior is influenced by two factors, namely individual factors and external factors. Therefore, many students skip school hours with various reasons. Students who skip school are students who deliberately do not go to school for certain reasons. The role of guidance and counseling teachers is very much needed to help, understand, and solve truancy problems for students. Truancy behavior can affect student learning achievement. Students who often skip school will bear the risk of failure in learning. In addition, students who like to skip school can be involved in things that tend to be detrimental, starting from violence or another term is brawls. Seeing this problem, steps are needed to eradicate this problem. Through individual counseling with self-management techniques that are being applied by guidance and counseling teachers at MTs Muhammadiyah Sukarame Bandar Lampung, it is hoped that students will be able to eliminate the habit of truancy. This study aims to analyze the causes of truancy behavior of students at MTs Muhammadiyah Sukarame Bandar Lampung and to analyze the implementation of individual counseling services using self-management techniques in overcoming truancy behavior of students at MTs Muhammadiyah Sukarame Bandar Lampung. The type of research used is qualitative research using the phenomenological method, the data collection techniques are interviews, observation, and documentation. Furthermore, the data analysis techniques used are data reduction, data presentation and drawing conclusions or verification. As well as data validity techniques using source triangulation. The results of the study showed that individual counseling with self-management techniques at MTS Muhammadiyah Sukarame Bandar Lampung experienced a decrease in truancy behavior. This can be seen in attendance, case books and monitoring results from homeroom teachers and BK teachers. both through direct observation of behavior and through attendance, assignment grades, and report card grades and finally BK teachers provide individual counseling guidance services with the Punishment technique, through these services BK teachers are able to overcome truancy behavior in students. Keywords: Individual Counseling, Self-management Techniques, Truancy Behavio

    PERAN MITRA TANI DALAM MENINGKATKAN KESEJAHTERAAN SOSIAL PETANI DESA PURWOTANI KECAMATAN JATI AGUNG LAMPUNG SELATAN

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    ABSTRAK Mayoritas penduduk Indonesia masih bergantung pada sektor pertanian, sehingga negara ini dikenal sebagai negara agraris. Namun, petani menghadapi berbagai masalah seperti keterbatasan modal, fluktuasi harga hasil panen, tingginya biaya produksi, serta sulitnya akses pasar. Selain itu, penggunaan metode tradisional, alih fungsi lahan, dan minimnya regenerasi petani muda turut memperburuk kondisi. Untuk mengatasi hal tersebut, dibentuklah mitra tani, yang berperan membantu petani melalui penyediaan sarana produksi, pelatihan, pendampingan, akses pasar, serta teknologi modern agar usaha pertanian lebih produktif dan menguntungkan. Berdasarkan permasalahan tersebut, untuk itu penulis memaparkan beberapa rumusan masalah, yang pertama Adalah Bagaimana Program Kegiatan Yang Dilakukan Mitra Tani Dalam Meningkatkan Kesejahteraan Sosial Petani Di Desa Purwotani ? dan yang kedua Bagaimana Peran Yang Dilakukan Mitra Tani Dalam Meningkatkan Kesejahteraan Sosial Petani Di Desa Purwotani ? Penelitian ini merupakan penelitian lapangan (field research) dengan menggunakan metode kualitatif. Sumber data terdiri dari data primer dan data sekunder. Metode pengumpulan data yang digunakan berupa observasi, wawancara, dan dokumentasi. Metode analisis data yang digunakan dengan cara reduksi data, penyajian data dan verifikasi data. Informan dalam penelitian ini terdiri dari informan kunci berjumlah satu orang yakni pemilik mitra tani di desa Purwotani, Informan utama berjumlah dua orang yakni warga desa Purwotani yang berprofesi sebagai petani, dan Informan tambahan berjumlah dua orang yakni Masyarakat sekitar. Adapun hasil dari penelitian ini adalah program kegiatan yang dilakukan Mitra Tani di Desa Purwotani secara keseluruhan telah memberikan dampak positif terhadap peningkatan kesejahteraan sosial petani. Melalui berbagai program seperti pelatihan dan penyuluhan, bantuan sarana produksi, pemasaran dan kemitraan usaha, pendampingan usaha tani, kegiatan gotong royong, serta penerapan pertanian berkelanjutan, Mitra Tani berhasil meningkatkan pengetahuan, keterampilan, dan produktivitas petani. Selain itu, ii kegiatan tersebut juga mendorong kemandirian ekonomi, memperkuat solidaritas sosial, serta menciptakan lingkungan pertanian yang lebih sejahtera dan berdaya saing, dan adapun peran mitra mani dalam meningkatkan kesejahteraan sosial petani di Desa Purwotani Adalah antara lain, sebagai peran edukatif mitra tani meningkatkan kapasitas dan pengetahuan petani, sebagai peran partisipatif mitra tani mendorong keterlibatan aktif petani, sebagai peran sosial mitra tani membangun kesadaran bersama dan solidaritas antar petani, sebagai peran ekonomis mitra tani memfasilitasi akses terhadap sarana produksi dan pasar, dan yang terakhir sebagai peran pendampingan mitra tani menjaga keberlanjutan dan kemandirian para petani. Secara keseluruhan, Mitra Tani menjadi fasilitator, pendamping, dan motivator bagi petani dalam mengembangkan usaha tani yang produktif, ramah lingkungan, dan berorientasi pada kesejahteraan sosial yang berkelanjutan di Desa Purwotani. Kata Kunci : Peran, Mitra Tani, Kesejahteraan Sosial iii ABSTRACT The majority of Indonesia's population still relies on the agricultural sector, making the country known as an agrarian nation. However, farmers face various problems such as limited capital, pressure on crop prices, high production costs, and difficult market access. Furthermore, the use of traditional methods, rather than land utilization, and the lack of regeneration of young farmers contribute to this situation. To address these issues, farmer partners were formed, whose role is to assist farmers by providing production facilities, training, mentoring, market access, and modern technology to make agricultural businesses more productive and profitable. Based on these issues, the author presents several research questions. The first is: How do farmer partner programs improve the social welfare of farmers in Purwotani Village? And the second is: What role do farmer partners play in improving the social welfare of farmers in Purwotani Village? This research is a field research using qualitative methods. Data sources consist of primary and secondary data. Data collection methods used are observation, interviews, and documentation. Data analysis methods used are data reduction, data presentation, and data verification. Informants in this study consist of one key informant, namely the owner of a farming partner in Purwotani village, two main informants, namely Purwotani village residents who work as farmers, and two additional informants, namely the surrounding community. The results of this study are that the program activities carried out by Mitra Tani in Purwotani Village as a whole have had a positive impact on improving the social welfare of farmers. Through various programs such as training and counseling, assistance with production facilities, marketing and business partnerships, agricultural business assistance, mutual cooperation activities, and the implementation of sustainable agriculture, Mitra Tani has succeeded in increasing the knowledge, skills, and productivity of farmers. In addition, these activities also encourage economic independence, strengthen social solidarity, and create a more prosperous and competitive agricultural environment, and the role of Mitra Tani in improving the social welfare of farmers in Purwotani Village is, among others, as an educational iv role for farmer partners to increase the capacity and knowledge of farmers, as a participatory role for farmer partners to encourage the active involvement of farmers, as a social role for farmer partners to build shared awareness and solidarity among farmers, as an economic role for farmer partners to facilitate access to production facilities and markets, and finally as a mentoring role for farmer partners to maintain the sustainability and independence of farmers. Overall, Mitra Tani acts as a facilitator, mentor, and motivator for farmers in developing productive, environmentally friendly, and sustainable farming businesses in Purwotani Village. Keywords: Role, Mitra Tani, Social Welfar

    PENERAPAN MO DEL PEMBELAJARAN KREATIF PRODUKTIF BERBANTUAN MEDIA VISUAL UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KREATIF SISWA PADA MATA PELAJARAN IPAS KELAS V DI SD NEGERI 01 GUNUNG BESAR LAMPUNG UTARA

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    ABSTRAK Kurangnya peningkatan keterampilan berpikir kreatif pada siswa kelas V SDN 01 Gunung Besar pada pembelajaran IPAS belum berjalan secara maksimal, berdasarkan hasil wawancara dan observasi menunjukan bahwa siswa kelas V masih mengalami kesulitan dalam memahami pembelajaran IPAS. Kemudian dalam hal berpikir kreatif siswa masih tergolong rendah disebabkan metode dan model pembelajaran yang kurang inovatif yang tidak memberkan investigasi otonom dan pemecahan masalah. Sedangkan tujuan pembelajaran IPAS Adalah mengembangkan kemampuan berpikir ilmiah siswa agar mendorong kemampuan berpikir kritis dan kreatif pada siswa. Jenis penelitian yang dilakukan adalah Penelitian Tindakan Kelas. Penelitian Tindakan Kelas (PTK) yaitu penelitian yang pelaksanaanya terdiri dari dua siklus. Siklus I dan Siklus II, setiap siklus memiliki tahap perencanaan, pelaksaan tindakan, observasi, dan refleksi. Subjek penelitian ini adalah siswa kelas V SDN 01 Gunung Besar. Teknik pengumpulan data menggunakan wawancara, observasi, tes, dan dokumentasi, teknik analisis datanya menggunakan analisis kualitatif dan kuantitatif. Penelitian ini dilakukan untuk menemukan apakah Penerapan model pembelajaran kreatif produktif berbantuan media visual ini dapat meningkatkan keterampilan berpikir kreatif siswa kelas V di SDN 01 Gunung Besar, Lampung Utara. Berdasarkan hasil penelitian tindakan kelas yang dilakukan dalam dua siklus, penerapan model pembelajaran kreatif produktif berbantuan media visual terbukti dapat meningkatkan keterampilan berpikir kreatif siswa kelas V SDN 01 Gunung Besar pada pembelajaran IPAS. Peningkatan keterampilan berpikir kreatif siswa terlihat dari kenaikan persentase hasil tes dari 40% pada siklus I menjadi 88% pada siklus II. Siswa menjadi lebih aktif dalam berdiskusi, mengemukakan pendapat, serta menghasilkan ide dan karya yang orisinal. ii Dengan demikian, model pembelajaran kreatif produktif berbantuan media visual efektif digunakan sebagai alternatif strategi pembelajaran yang mampu meningkatkan keterampilan berpikir kreatif siswa di sekolah dasar. Kata Kunci: Keterampilan Berpikir Kreatif, Model Pembelajaran Kreatif Produktif, Media Visual iii ABSRTACT The lack of improvement in creative thinking skills among fifth-grade students at SDN 01 Gunung Besar in science learning has not been optimal. Interviews and observations indicate that fifth-grade students still experience difficulties in understanding science learning. Furthermore, students' creative thinking skills are still relatively low due to the lack of innovative learning methods and models that do not encourage autonomous investigation and problem-solving. The goal of science learning is to develop students' scientific thinking skills in order to foster critical and creative thinking. The type of research conducted was Classroom Action Research (CAR). Classroom Action Research (CAR) is a research process that consists of two cycles: Cycle I and Cycle II, each cycle consisting of planning, implementation, observation, and reflection. The subjects of this study were fifth-grade students at SDN 01 Gunung Besar. Data collection techniques used interviews, observation, tests, and documentation, while data analysis utilized qualitative and quantitative analysis. This study was conducted to determine whether the application of a creative, productive learning model assisted by visual media can improve the creative thinking skills of fifth-grade students at SDN 01 Gunung Besar, North Lampung. Based on the results of classroom action research conducted over two cycles, the application of a creative productive learning model assisted by visual media has been proven to improve the creative thinking skills of fifth-grade students at SDN 01 Gunung Besar in science learning. The improvement in students' creative thinking skills is evident in the increase in test scores from 40% in cycle I to 88% in cycle II. Students became more active in discussions, expressing opinions, and producing original ideas and works. iv Thus, the creative productive learning model assisted by visual media is an effective alternative learning strategy capable of improving students' creative thinking skills in elementary schools. Keywords: Creative Thinking Skills, Creative Productive Learning Model, Visual Medi

    PERANCANGAN USER INTERFACE DAN USER EXPERIENCE (UI/UX) APLIKASI MOBILE LEARNING PELAJARAN IPA BERBASIS GAMIFIKASI PADA MIN 2 BANDAR LAMPUNG

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    ABSTRAK Pembelajaran Ilmu Pengetahuan Alam (IPA) di tingkat Sekolah Dasar masih menghadapi tantangan dalam menarik minat belajar siswa. Proses pembelajaran yang masih bersifat konvensional membuat siswa cepat merasa bosan dan kurang termotivasi untuk memahami konsep konsep ilmiah. Permasalahan ini mendorong perlunya pengembangan media pembelajaran digital yang interaktif dan menyenangkan. Penelitian ini bertujuan untuk merancang User Interface (UI) dan User Experience (UX) aplikasi mobile learning pelajaran IPA berbasis gamifikasi yang sesuai dengan karakteristik siswa MIN 2 Bandar Lampung. Penelitian ini menggunakan metode Design Thinking yang terdiri dari lima tahap, yaitu Empathize, Define, Ideate, Prototype, dan Test. Pengumpulan data dilakukan melalui observasi, wawancara, serta penyebaran kuesioner kepada guru dan siswa untuk mengetahui kebutuhan pengguna. Hasil dari tahap prototyping menghasilkan rancangan aplikasi dengan fitur utama seperti pembelajaran interaktif, kuis berbasis permainan, serta sistem poin dan lencana untuk meningkatkan motivasi belajar. Tahap pengujian dilakukan menggunakan metode Usability Testing dengan instrumen System Usability Scale (SUS) yang melibatkan 12 responden, terdiri dari siswa dan guru. Hasil pengujian memperoleh skor rata-rata 82,5, yang termasuk dalam kategori Excellent, menandakan bahwa desain aplikasi telah memenuhi aspek kemudahan penggunaan dan daya tarik visual yang baik. Kesimpulannya, penerapan metode Design Thinking berhasil menghasilkan rancangan aplikasi mobile learning IPA berbasis gamifikasi yang interaktif, menarik, serta sesuai dengan kebutuhan siswa Sekolah Dasar. Aplikasi ini berpotensi menjadi media pembelajaran yang inovatif dan efektif dalam meningkatkan minat serta pemahaman siswa terhadap materi IPA. Kata Kunci: UI/UX, Mobile Learning, Gamifikasi, Design Thinking, IPA, Sekolah Dasar.ABSTRACT Science learning at the elementary school level still faces challenges in attracting students’ interest in learning. The conventional learning process often makes students easily bored and less motivated to understand scientific concepts. This problem highlights the need for an interactive and engaging digital learning medium. This study aims to design the User Interface (UI) and User Experience (UX) of a gamification-based mobile learning application for Science subjects tailored to the characteristics of students at MIN 2 Bandar Lampung. This research employs the Design Thinking method, which consists of five stages: Empathize, Define, Ideate, Prototype, and Test. Data were collected through observation, interviews, and questionnaires distributed to teachers and students to identify user needs. The prototyping phase produced an application design featuring interactive learning modules, game-based quizzes, and a point-and-badge system to enhance learning motivation. The testing phase used the Usability Testing method with the System Usability Scale (SUS) instrument, involving 12 respondents comprising students and teachers. The results showed an average SUS score of 82.5, categorized as Excellent, indicating that the application design meets usability and visual attractiveness standards. In conclusion, applying the Design Thinking method successfully resulted in an interactive and engaging gamified mobile learning design that fits elementary students’ needs. This application has the potential to become an innovative and effective learning medium to enhance students’ interest and understanding of Science concepts. Keywords: UI/UX, Mobile Learning, Gamification, Design Thinking, Science, Elementary School

    Peran Brand Trust dalam Memediasi Pengaruh Religious Centric Product Strategy dan Customer Perceived Value terhadap Purchase Intention pada Produk Fesyen Syariah di Bandar Lampung

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    Abstrak Perkembangan pesat industri fesyen syariah di Indonesia menghadapi tantangan rendahnya Purchase Intention konsumen terhadap produk lokal. Penelitian ini bertujuan menguji peran mediasi Brand Trust dalam mengintegrasikan Religious-Centric Product Strategy dan Customer Perceived Value terhadap Purchase Intention. Penelitian kuantitatif ini menggunakan Partial Least Squares Structural Equation Modeling (PLS-SEM) pada 100 responden konsumen fesyen syariah di Bandar Lampung melalui teknik purposive sampling. Hasil analisis jalur dan mediasi menunjukkan bahwa: Religious-Centric Product Strategy tidak berpengaruh signifikan terhadap Purchase Intention secara langsung (original sampel = 0,006; p values =0,954), namun berpengaruh positif signifikan terhadap Brand Trust (original sampel = 0,348; p=0,000). Customer Perceived Value berpengaruh positif dan signifikan terhadap Brand Trust (original sampel = 0,535; p=0,000) dan Purchase Intention secara langsung (original sampel = 0,419; p=0,000). Brand Trust terbukti menjadi variabel mediasi penuh dan parsial yang signifikan dalam pengaruh tidak langsung ReligiousCentric Product Strategy (original sampel =0,119; p=0,009) dan Customer Perceived Value (original sampel =0,120; p=0,012) terhadap Purchase Intention. Secara keseluruhan, model struktural menunjukkan bahwa Religious-Centric Product Strategy , Customer Perceived Value , dan Brand Trust mampu menjelaskan 45,7% varian Purchase Intention (R-Square=0,457). 12 Simpulannya, peningkatan niat beli konsumen sangat ditentukan oleh tingkat kepercayaan terhadap merek, yang bertindak sebagai jembatan penting antara strategi religius dan persepsi nilai. Temuan ini mengimplikasikan bahwa pelaku usaha fesyen syariah perlu memprioritaskan pembangunan Brand Trust yang konsisten (melalui strategi religius dan peningkatan nilai konsumen) sebagai kunci untuk mengkonversi potensi pasar menjadi niat beli yang nyata. Abstract The rapid development of the Sharia fashion industry in Indonesia faces the challenge of low consumer Purchase Intention towards local products. This study aims to examine the mediating role of Brand Trust in integrating Religious-Centric Product Strategy and Customer Perceived Value toward Purchase intention. This quantitative research utilizes Partial Least Squares Structural Equation Modeling (PLSSEM) on 100 respondents of Sharia fashion consumers in Bandar Lampung, sampled through a purposive sampling technique. The results of the path and mediation analysis show that: ReligiousCentric Product Strategy has no significant direct effect on Purchase Intention (Original Sample = 0.006; p = 0.954), but has a positive and significant effect on Brand Trust (Original Sample = 0.348; p = 0.000). Customer Perceived Value has a positive and significant effect on both Brand Trust (Original Sample = 0.535; p = 0.000) and PI directly (Original Sample = 0.419; p = 0.000). Brand Trust is proven to be a significant full and partial mediating variable in the indirect influence of Religious-Centric Product Strategy (Original Sample = 0.119; p = 0.009) and Customer Perceived Value (Original Sample = 0.120; p = 0.012) on Purchase Intention. Overall, the structural model demonstrates that Religious-Centric Product Strategy , CPV, and Brand Trust explain 45.7% of the variance in Purchase Intention (RSquare=0.457). In conclusion, the increase in consumer buying intention is strongly determined by the level of brand trust, which acts as a crucial bridge between religious strategy and perceived consumer value. These findings imply that Sharia fashion businesses need to prioritize consistent Brand Trust building (through both religious strategy and3 enhanced consumer value) as the key to converting market potential into actual buying intention

    TEACHER STRATEGIES IN INCREASING STUDENTS’ MOTIVATION IN LEARNING ENGLISH AT SMA NEGERI 01 ABUNG SEMULI

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    ABSTRACT Teacher Strategies in Increasing Students’ Motivation in Learning English at SMA NEGERI 01 ABUNG SEMULI By Nezard Achmad Fachrezy This research aims to describe the teacher’s strategies in increasing students’ motivation in learning English at SMA Negeri 1 Abung Semuli. Motivation plays a crucial role in the learning process, as it affects students’ participation, confidence, and learning outcomes. Therefore, this study focuses on how teachers apply instructional strategies to support students’ motivation in English language learning. This study employed a descriptive qualitative research design. The data were collected through classroom observation, interviews, and documentation. The participants of this research were an English teacher and students of class XI.6 at SMA Negeri 1 Abung Semuli. The data were analyzed through data reduction, data display, and conclusion drawing, using Maslow’s Hierarchy of Needs as the theoretical framework to explain students’ learning motivation. The findings indicated that students showed increased motivation, reflected in their active participation, willingness to express opinions, and improved confidence during English learning activities. These motivational improvements were related to the fulfillment of Maslow’s five levels of needs: physiological, safety, social, esteem, and self-actualization needs. The teacher addressed these needs through structured pre-teaching, whilst-teaching, and post teaching activities, as well as strategies such as group discussion, interactive communication, positive reinforcement, appreciation, and encouragement. The study concludes that teaching strategies based on students’ psychological needs effectively enhance students’ motivation and engagement in learning English. Keywords : teacher strategies, students’ motivation, Maslow’s hierarchy of needs, English learnin

    PERANCANGAN UI/UX MOBILE PRESENSI KEHADIRAN SISWA DAN GURU DI SMP ADAB KESUMA BANGSA MENGGUNAKAN METODE DESIGN THINKING

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    ABSTRAK SMP Adab Kesuma Bangsa menghadapi tantangan pada sistem presensi yang lambat, rentan terjadi human error, dan menyulitkan pemantauan real-time oleh orang tua. Sistem web sebelumnya juga gagal karena tidak kompatibel dengan perangkat mobile, memiliki desain antarmuka (UI) yang kaku, dan tidak user-friendly. Penelitian ini bertujuan untuk merancang dan mengimplementasikan UI/UX aplikasi presensi berbasis Web mobile yang efektif dan intuitif menggunakan metode Design Thinking untuk mengahasilkan antarmuka yang efektif dan intuitif. Penelitian ini menggunakan model R&D dengan kerangka kerja ADDIE yang diimplementasikan melalui lima tahapan Design Thinking. Tahap Analyze (Empathize dan Define) mengidentifikasi kebutuhan pengguna . Tahap Design (Ideate) menghasilkan arsitektur informasi dan diagram UML untuk empat peran pengguna. Tahap Development (Prototype) mewujudkan rancangan yang menghasilkan prototipe fungsional berbasis web mobile. Tahap Implement and Evaluate (Test) menggunakan dua pendekatan: (1) Validasi Ahli oleh satu Dosen Ahli Teknologi menggunakan angket validasi , dan (2) Unmoderated Remote Usability Testing di platform Maze terhadap 5 pengguna akhir (1 Admin, 2 Wali Kelas, 2 Guru) . Hasil penelitian ini adalah prototipe fungsional yang telah divalidasi dan diuji. Hasil Validasi Ahli menyatakan prototipe "Layak... dengan revisi" , yang mengarah pada perbaikan bug teknis (pada fitur presensi QR) dan penambahan fitur manajerial (Dashboard Pimpinan dan Manajemen Cuti) . Hasil Usability Testing pada prototype final menunjukkan tingkat usability yang sangat tinggi dengan metrik: efektivitas 92,31% , efisiensi 24,77 detik per tugas , dan kepuasan 4,62 dari 5. Disimpulkan bahwa sistem ini sangat efektif dan memuaskan, namun ditemukan satu anomali (kegagalan 50% pada tugas "Presensi Pribadi" ) yang mengindikasikan perlunya perbaikan pada kejelasan label menu . Kata Kunci: Design Thinking, perancangan UI/UX, presensi, Usability Testing, web mobile. ABSTRACT SMP Adab Kesuma Bangsa faces challenges with its attendance system, which is slow, prone to human error , and complicates real time monitoring by parents. The previous web system also failed as it was not compatible with mobile devices, had a rigid user interface (UI) , and was not user-friendly. This research aims to design and implement an effective and intuitive UI/UX for a mobile-web-based attendance application using the Design Thinking method to address these problems. This study uses an R&D model with the ADDIE framework, implemented through the five stages of Design Thinking. The Analyze stage (Empathize and Define) identified user needs . The Design stage (Ideate) produced the information architecture and UML diagrams for four user roles. The Development stage (Prototype) realized the design into a functional prototype using Laravel and Tailwind CSS . The Implement and Evaluate stage (Test) used two approaches: (1) Expert Validation by one Technology Expert Lecturer using a validation questionnaire , and (2) Unmoderated Remote Usability Testing on the Maze platform with 5 end-users (1 Admin, 2 Homeroom Teachers, 2 Teachers) . The result of this research is a functional prototype that was validated and tested. The Expert Validation results declared the prototype "Feasible... with revisions," which led to technical bug fixes (in the QR attendance feature) and the addition of managerial features (Leader's Dashboard and Leave Management) . The Usability Testing on the final prototype showed a very high level of usability with metrics: 92,31% effectiveness, 24,77 seconds per task efficiency, and 4,62 out of 5 satisfaction. It is concluded that this system is highly effective and satisfactory, yet one anomaly was found (a 50% failure rate on the "Personal Attendance" task), indicating a need for improvement in menu label clarity . Keywords: UI/UX Design, Design Thinking, Attendance, Mobile Web, Usability Testing

    PERANCANGAN UI/UX APLIKASI MOBILE E-COMMERCE JAJANAN DI AREA KAMPUS UIN RADEN INTAN LAMPUNG

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    ABSTRAK Perkembangan teknologi informasi mendorong perubahan dalam berbagai aspek kehidupan, termasuk pola transaksi jual beli melalui konsep e-commerce. Di lingkungan Kampus UIN Raden Intan Lampung, aktivitas jual beli jajanan masih dilakukan secara konvensional, sehingga menimbulkan permasalahan seperti keterbatasan informasi lokasi penjual, antrean yang panjang, serta proses pemesanan yang kurang efisien. Oleh karena itu, penelitian ini bertujuan untuk merancang UI/UX aplikasi mobile e-commerce jajanan yang dapat mempermudah mahasiswa dalam mencari, memesan, dan membeli jajanan di area kampus. Penelitian ini menggunakan metode User Centered Design (UCD) dengan pendekatan kualitatif. Pengumpulan data dilakukan melalui observasi, wawancara, dan dokumentasi terhadap mahasiswa serta pelaku UMKM jajanan di area Kampus UIN Raden Intan Lampung. Proses perancangan meliputi tahapan understand context of use, specify user requirements, design solution, dan evaluate design. Desain antarmuka dibuat menggunakan wireframe dan high-fidelity prototype dengan bantuan aplikasi Figma, kemudian dilakukan evaluasi menggunakan metode System Usability Scale (SUS). Hasil penelitian menunjukkan bahwa rancangan UI/UX aplikasi mobile e-commerce jajanan yang dibuat mampu memenuhi kebutuhan pengguna, baik dari sisi mahasiswa sebagai pembeli maupun pelaku UMKM sebagai penjual. Berdasarkan pengujian usability menggunakan SUS, desain aplikasi memperoleh tingkat kegunaan yang baik, sehingga dinilai mudah dipahami, efisien, dan nyaman digunakan. Penelitian ini diharapkan dapat menjadi dasar pengembangan aplikasi mobile e-commerce jajanan di lingkungan kampus serta mendukung digitalisasi UMKM kampus. Kata Kunci: UI/UX, E-Commerce, Aplikasi Mobile, Jajanan Kampus, User Centered Design. ABSTRACT The development of information technology has significantly influenced various aspects of life, including buying and selling activities through e-commerce. In the UIN Raden Intan Lampung campus environment, snack trading activities are still conducted conventionally, resulting in several problems such as limited information about vendor locations, long queues, and inefficient ordering processes. Therefore, this study aims to design the UI/UX of a mobile e-commerce application for campus snacks to facilitate students in searching, ordering, and purchasing snacks within the campus area. This study applies the User Centered Design (UCD) method using a qualitative approach. Data were collected through observation, interviews, and documentation involving students and snack vendors (UMKM) in the UIN Raden Intan Lampung campus area. The design process includes the stages of understanding the context of use, specifying user requirements, designing solutions, and evaluating designs. The interface design was developed using wireframes and high-fidelity prototypes created with Figma and evaluated using the System Usability Scale (SUS) method. The results indicate that the designed UI/UX of the mobile snack e-commerce application meets user needs effectively, both for students as buyers and UMKM vendors as sellers. Based on usability testing using the SUS method, the application design achieved a good usability score, indicating that it is easy to use, efficient, and comfortable for users. This research is expected to serve as a reference for further development of mobile e-commerce snack applications in campus environments and to support the digital transformation of campus UMKM. Keywords: UI/UX, E-Commerce, Mobile Application, Campus Snacks, User Centered Design

    HUBUNGAN INTELLIGENCE QUOTIENT DAN SELF REGULATION TERHADAP KEMAMPUAN NUMERIK DAN KEMAMPUAN KOMUNIKASI MATEMATIS SERTA DAMPAKNYA PADA HASIL BELAJAR SISWA

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    ABSTRAK Permasalahan dalam penelitian ini berangkat dari pentingnya peran faktor internal siswa, seperti intelligence quotient dan self regulation, dalam menunjang proses pembelajaran matematika. Intelligence quotient sebagai kemampuan kognitif dasar diyakini berkontribusi pada perkembangan kemampuan numerik dan komunikasi matematis, yang keduanya merupakan aspek penting untuk memahami serta menyelesaikan permasalahan matematika. Di sisi lain, self-regulation dibutuhkan agar siswa mampu mengelola strategi belajar secara efektif, sehingga dapat meningkatkan penguasaan materi. Namun, dalam praktiknya masih ditemukan variasi hasil belajar siswa yang diduga dipengaruhi oleh perbedaan tingkat intelligence quotient, self-regulation, kemampuan numerik, dan komunikasi matematis. Oleh karena itu, diperlukan kajian untuk mengetahui bagaimana hubungan antara intelligence quotient dan self regulation dengan kemampuan numerik, komunikasi matematis, serta dampaknya terhadap hasil belajar. Penelitian ini bertujuan untuk mengetahui hubungan langsung maupun tidak langsung antara intelligence quotient dan self-regulation terhadap kemampuan numerik, komunikasi matematis serta dampaknya pada hasil belajar. Penelitian menggunakan metode kuantitatif dengan jenis penelitian korelasi yang bertujuan untuk mengukur keeratan hubungan antar variabel. Populasi yang digunakan yaitu siswa kelas XI SMA Negeri 2 Bandar Lampung. Pengambilan sampel menggunakan probability sampling dengan metode Stratified Random Sampling dan diambil berasaskan rujukan pada rumus Slovin sehingga didapat jumlah sampel yaitu 194 siswa. Teknik pengumpulan data menggunakan angket self-regulation dan tes kemampuan numerik dan kemampuan komunikasi matematis, serta nilai STS siswa untuk hasil belajar. Teknik analisis data yang digunakan adalah uji path analysis (analisis jalur) dengan taraf siginifikan 5%. Berdasarkan hasil penelitian, dapat disimpulkan bahwa intelligence quotien dan self-regulation memiliki hubungan positif yang signifikan terhadap kemampuan numerik, kemampuan komunikasi matematis, serta hasil belajar, meskipun kekuatan hubungannya bervariasi dari kategori sangat rendah hingga kuat. intelligence quotien menunjukkan pengaruh paling kuat terhadap kemampuan numerik (kategori kuat) dan cukup berperan dalam kemampuan komunikasi matematis (kategori sedang), namun iii hubungannya terhadap hasil belajar cenderung rendah. Sementara itu, self-regulation hanya berkontribusi sangat rendah hingga rendah terhadap kemampuan numerik, komunikasi matematis, maupun hasil belajar. Selain itu, baik kemampuan numerik maupun kemampuan komunikasi matematis terbukti memiliki hubungan positif signifikan dengan hasil belajar meskipun hanya pada kategori rendah. Temuan ini menegaskan bahwa intelligence quotient lebih dominan dibandingkan self-regulation dalam memengaruhi kemampuan numerik, komunikasi matematis, dan hasil belajar, serta bahwa kemampuan numerik dan komunikasi matematis berperan sebagai mediator meskipun kontribusinya masih terbatas. Kata kunci : Analisis Jalur, intelligence quotient, self-regulation, kemampuan numeri, kemampuan komunikasi matematis dan hasil belajar. iv ABSTRACT The problem in this study stems from the important role of students' internal factors, such as intelligence quotient and self regulation, in supporting the mathematics learning process. Intelligence quotient, as a basic cognitive ability, is believed to contribute to the development of numerical abilities and mathematical communication, both of which are important aspects for understanding and solving mathematical problems. On the other hand, self-regulation is needed so that students are able to manage learning strategies effectively, thereby improving mastery of the material. However, in practice, variations in student learning outcomes are still found, suspected to be influenced by differences in the level of intelligence quotient, self-regulation, numerical ability, and mathematical communication. Therefore, a study is needed to determine the relationship between intelligence quotient and self regulation with numerical abilities, mathematical communication, and their impact on learning outcomes. This research aims to determine the direct and indirect relationship between intelligence quotient and self-regulation on numerical ability, mathematical communication and its impact on learning outcomes. The study uses a quantitative method with a correlation research type that aims to measure the closeness of the relationship between variables. The population used was grade XI students of SMA Negeri 2 Bandar Lampung. Sampling used probability sampling with the Stratified Random Sampling method and was taken based on references to the Slovin formula so that the number of samples obtained was 194 students. Data collection techniques used a self-regulation questionnaire and tests of numerical ability and mathematical communication abilities, as well as students' STS scores for learning outcomes. The data analysis technique used was the path analysis test with a significance level of 5%. Based on the research results, it can be concluded that intelligence quotient and self-regulation have a significant positive relationship with numerical ability, mathematical communication ability, and learning outcomes, although the strength of the relationship varies from very low to strong categories. Intelligence quotient shows the strongest influence on numerical ability (strong category) and plays a fairly significant role in mathematical communication ability (moderate category), but its relationship to learning outcomes tends to be low. Meanwhile, self-regulation only v contributes very low to low to numerical ability, mathematical communication, and learning outcomes. In addition, both numerical ability and mathematical communication ability are proven to have a significant positive relationship with learning outcomes, although only in the low category. These findings confirm that intelligence quotient is more dominant than self-regulation in influencing numerical ability, mathematical communication, and learning outcomes, and that numerical ability and mathematical communication act as mediators although their contributions are still limited. Keywords: Path Analysis, intelligence quotient, self-regulation, numerical ability, mathematical communication ability, and learning outcomes

    ANALISIS NILAI-NILAI PENDIDIKAN ISLAM DALAM BUKU MENGGALI KE PUNCAK HATI KARYA SALIM A. FILLAH

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    ABSTRAK Penelitian ini dilatar belakangi oleh pentingnya pendidikan Islam dalam membentuk karakter dan spiritualitas umat Islam, terutama di tengah tantangan modernisasi dan arus globalisasi yang sering melemahkan nilai-nilai moral. Buku Menggali ke Puncak Hati karya Salim A. Fillah dipilih sebagai objek kajian karena berisi pesan pesan moral dan spiritual yang disampaikan dengan bahasa yang indah dan menyentuh hati. Buku ini mengajak pembaca untuk mengenali diri, memperbaiki hati, serta mendekatkan diri kepada Allah SWT. Melalui gaya penulisan reflektif dan penuh makna, Salim A. Fillah mampu menanamkan nilai-nilai pendidikan Islam yang relevan dengan kehidupan sehari-hari, terutama bagi generasi muda. Penelitian ini menggunakan metode kualitatif dengan pendekatan studi pustaka (library research). Data diperoleh dari sumber primer berupa buku Menggali ke Puncak Hati karya Salim A. Fillah, serta sumber sekunder berupa buku-buku, jurnal, dan artikel yang relevan dengan nilai-nilai pendidikan Islam. Teknik pengumpulan data dilakukan melalui dokumentasi dan analisis isi (content analysis), kemudian data dianalisis dengan langkah-langkah reduksi data, penyajian data, dan penarikan kesimpulan untuk menemukan nilai-nilai pendidikan Islam yang terkandung dalam teks. Hasil penelitian menunjukkan bahwa dalam buku Menggali ke Puncak Hati terdapat tiga nilai utama pendidikan Islam, yaitu nilai akidah, ibadah, dan akhlak. Nilai akidah tercermin melalui ajakan untuk memperkuat keimanan dan ketauhidan kepada Allah SWT. Nilai ibadah tampak dari dorongan untuk menjadikan seluruh aktivitas hidup sebagai bentuk pengabdian kepada Allah. Sementara nilai akhlak tergambar dalam ajaran untuk memperbaiki hati, bersabar, bersyukur, dan berbuat baik kepada sesama. Secara keseluruhan, buku ini menunjukkan bahwa pendidikan Islam tidak hanya dapat dilakukan di lembaga formal, tetapi juga melalui literasi islami yang menyentuh hati dan membentuk kepribadian. Kata Kunci: Pendidikan Islam, Nilai-nilai Islam, Akidah, Ibadah, Akhlak, Menggali ke Puncak Hati, Salim A. Fillah. ii ABSTRACT This study is motivated by the importance of Islamic education in shaping the character and spirituality of Muslims, especially amid the challenges of modernization and globalization, which often weaken moral values. The book Menggali ke Puncak Hati (Digging to the Depths of the Heart) by Salim A. Fillah was chosen as the subject of this study because it contains moral and spiritual messages conveyed in beautiful and heartfelt language. This book invites readers to recognize themselves, improve their hearts, and draw closer to Allah SWT. Through a reflective and meaningful writing style, Salim A. Fillah is able to instill Islamic educational values that are relevant to everyday life, especially for the younger generation. This study uses a qualitative method with a library research approach. Data was obtained from primary sources in the form of the book Menggali ke Puncak Hati (Digging to the Peak of the Heart) by Salim A. Fillah, as well as secondary sources in the form of books, journals, and articles relevant to Islamic educational values. Data collection techniques were carried out through documentation and content analysis, then the data was analyzed through data reduction, data presentation, and conclusion drawing to find the Islamic educational values contained in the text. The results of the study show that in the book Menggali ke Puncak Hati (Digging to the Peak of the Heart), there are three main values of Islamic education, namely the values of faith, worship, and morals. The value of faith is reflected in the invitation to strengthen faith and monotheism in Allah SWT. The value of worship is evident in the encouragement to make all activities in life a form of devotion to Allah. Meanwhile, the value of morals is illustrated in the teachings to improve the heart, be patient, be grateful, and do good to others. Overall, this book shows that Islamic education can be carried out not only in formal institutions, but also through Islamic literacy that touches the heart and shapes personality. Keywords: Islamic Education, Islamic Values, Aqidah, Ibadah, Akhlaq, Menggali ke Puncak Hati, Salim A. Filla

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