Jurnal Sosioteknologi
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Unleashing Student Potential: Enhancing Creativity and Performance with Project-Based Learning
The study aims to address the gap in understanding the effectiveness of project-based learning (PjBL) in enhancing students' creativity and academic performance. Despite increasing interest in PjBL, there is a need to thoroughly examine its alignment with traditional instructional paradigms. The study uses a quasi-experimental method design, stratifying participants into an experimental group and a control group. The experimental arm undergoes a targeted PjBL approach, diverging from the control group, which adheres to conventional teaching methodologies. Over a 12-week duration, data is methodically amassed through pre- and post-tests, encapsulating both quantitative and qualitative metrics to evaluate student performance and ingenuity. Preliminary findings underscore a marked enhancement in both creative output and academic performance among students exposed to PjBL. Nonetheless, the study elucidates potential challenges, such as resource constraints and implementation hurdles, necessitating further elucidation. The study suggests that PjBL can enhance students' creative thinking and academic achievement by inducing innovation, problem-solving skills, and collaboration. Future research should explore its impact on student motivation, engagement, and academic success, as well as its adoption and scalability strategies.Dalam ranah penelitian pendidikan, terdapat kesenjangan yang mencolok dalam pemahaman komprehensif akan efektivitas pembelajaran berbasis proyek (PjBL) dalam meningkatkan kreativitas dan kinerja akademik siswa. Meskipun minat yang berkembang dalam metodologi pedagogis yang inovatif, terdapat kesenjangan yang masih berlanjut dalam mengkaji secara mendetail bagaimana PjBL sejalan dengan paradigma instruksional tradisional. Kesalahan ini menekankan pentingnya untuk mengkaji secara cermat manfaat dan kendala potensial yang terkandung dalam mengintegrasikan PjBL ke dalam kerangka pendidikan. Untuk mengatasi kesenjangan mendesak ini, penelitian menggunakan desain quasi-eksperimental, membagi peserta menjadi kelompok eksperimen (34 peserta) dan kelompok kontrol (49 peserta). Kelompok eksperimen menjalani pendekatan PjBL yang ditargetkan, berbeda dengan kelompok kontrol, yang mematuhi metodologi pengajaran konvensional. Selama periode 12 minggu, data dikumpulkan secara metodis melalui pre-test dan post-test, mencakup metrik kuantitatif dan kualitatif untuk mengevaluasi kinerja mahasiswa dan kejeniusan. Temuan awal menunjukkan peningkatan yang signifikan baik dalam output kreatif maupun kinerja akademik di antara mahasiswa yang terpapar dengan PjBL. Namun demikian, penelitian ini mengungkapkan tantangan potensial, seperti keterbatasan sumber daya dan hambatan implementasi, yang memerlukan penjelasan lebih lanjut. Temuan ini memiliki dampak penting bagi penyempurnaan pendekatan pedagogis untuk menumbuhkan wawasan kreatif siswa dan meningkatkan prestasi akademik. PjBL muncul sebagai sarana yang menjanjikan untuk memicu inovasi, meningkatkan kemampuan pemecahan masalah, dan memupuk sinergi kolaboratif di antara mahasiswa. Seiring dengan kemajuan penelitian, upaya masa depan harus lebih dalam dalam mengungkapkan dampak luas PjBL pada penentu-penentu penting seperti motivasi mahasiswa, keterlibatan, dan kesuksesan akademik yang berkelanjutan, sambil juga mengeksplorasi strategi optimal untuk adopsi dan skalabilitasny
Transformasi Desa Nglanggeran dalam Perspektif Jejaring Socio-Technical
This study analyzes the transformation of Nglanggeran village, Gunung Kidul Regency, in the Special Region of Yogyakarta. This village, which was before known as a desolate, impoverished, and water-scarce location, has been turned into an ecotourism hub that has won numerous accolades on a national and worldwide scale. This study employs a qualitative approach from a socio-technical perspective based on actor-network theory (ANT). ANT provides analytical tools that allow us to trace human-nonhuman associations as they proliferate and bring about socio-technical changes. The results of the analysis describe Nglanggeran's transformation in terms of phases, each of which is characterized by distinct socio-technical associations or networks. The first phase was aimed at instilling environmental consciousness within the community. In the second phase, the principles of ecotourism began to be gradually introduced into the community ethos. The third phase is characterized by the unification of diverse stakeholders in the advancement of ecotourism initiatives in Nglanggeran Village.This collective endeavor encompasses bolstering community trust, governmental endorsement, and the strategic integration of technology into ecotourism management paradigms. Each successive phase from inception to the present shows the increase of key actors, facilitating the transformation of Nglanggeran Village from post-disaster dilapidation to a state of enhanced welfare fostered by the auspices of ecotourism. The research findings attest to the multifaceted engagement of local and non-local actors in effectuating the transformation of Nglanggeran Village. Moreover, it is a socio-technical network in which various technical and natural resources from various sites (from the past and from overseas) are brought together to create a ‘new locality’ in Nglanggeran village.Penelitian ini menganalisis transformasi Desa Nglanggeran, Kabupaten Gunung Kidul, Daerah Istimewa Yogyakarta (DIY). Desa ini awalnya dikenal sebagai daerah yang tandus, miskin, dan sulit air, bertransformasi menjadi desa berbasis ekowisata yang telah memperoleh berbagai penghargaan baik di tingkat nasional maupun internasional. Penelitian ini menggunakan pendekatan kualitatif dari perspektif sosio-teknis berdasarkan teori jaringan aktor (ANT). ANT menyediakan alat analisis yang mengeksplorasi hubungan antara manusia dan bukan manusia yang berkembang dan membawa perubahan sosio-teknis. Hasil analisis menggambarkan transformasi Nglanggeran dalam tiga tahapan yang setiap tahapannya ditandai oleh jaringan sosio-teknis yang berbeda. Fase pertama pada awal tahun 1999 – 2006, fase kedua setelah gempa pada tahun 2007 – 2009 dan fase ketiga pada tahun 2009 hingga saat ini yang menunjukkan bertambahnya aktor kunci di setiap fase. Hasil penelitian menunjukkan bahwa transformasi Desa Nglanggeran merupakan jaringan yang melibatkan aktor lokal dan non-lokal. Selain itu, berbagai sumber daya teknis dan alam dari berbagai lokasi (dari masa lalu, dan juga dari luar negeri) didatangkan untuk menciptakan ‘lokalitas baru’ di Desa Nglanggeran
Peran Teknikal Objek dalam Membentuk Ruang Pembelajaran Sosial: Kasus Rumah Belajar ERBE
Technology integrates technical aspects with social, economic, political, and cultural aspects of human life, offering three layers of meaning: artifact, process, and knowledge. This research examines Rumah Belajar ERBE, a social learning space for impoverished communities, from a perspective known as social shaping of technology (SST). This research employs moment translation analysis, a technique derived from actor-network theory, to investigate the affordances that the learning space provides to the local community. This article explores the dynamic relationship between ERBE, which is composed of artifacts and activities, to understand the role of social technology in improving the lives of scavenger village residents. The findings reveal that the initiator and his house require proximity to ERBE to optimize the social learning process. Physical and functional affordances identified through the space's character and the use of non-fixed furniture make them multi-functional rooms that accommodate poor communities' social learning.Teknologi mencakup segala sesuatu yang diciptakan manusia: bagaimana objek-objek teknis terintegrasi dengan isu-isu sosial, ekonomi, politik, dan budaya dalam kehidupan manusia, dan dibaca dalam 3 lapisan maknanya: artefak, proses, dan pengetahuan. Penelitian ini mengeksplorasi Rumah Belajar ERBE sebagai ruang pembelajaran sosial bagi masyarakat miskin dalam perspektif SST (Social Shaping of Technology), dan dianalisis melalui momentum translasi dari ANT, serta keterjangkauan ruang belajar ini bagi masyarakat setempat. Artikel ini mengkaji perkembangan hubungan antara ERBE sebagai bagian dari artefak (ruang belajar) dan aktivitas (pembelajaran sosial), dan bagaimana peran sosioteknologi dalam meningkatkan kehidupan warga kampung pemulung menjadi lebih baik. Temuan mengungkapkan bahwa inisiator dan rumahnya memerlukan kedekatan dengan ERBE untuk mengoptimalkan proses pembelajaran sosial. Affordances fisik dan fungsional teridentifikasi melalui karakter ruang dan penggunaan furnitur tidak tetap, hingga menjadikannya ruang multifungsi yang dapat mengakomodasi pembelajaran sosial masyarakat miskin
Menggali Faktor-Faktor yang Mempengaruhi Transformasi Digital dalam Pelayanan Publik di Kota Banda Aceh dan Kota Jambi
This research aims to prove the hypothesis regarding the factors that influence digital transformation in public services in of Banda Aceh and Jambi using the TAM framework with the variables usefulness, attitude toward, ease of use, and social influence. This research uses a quantitative descriptive method with data sources from questionnaires distributed via Google Form with 200 respondents and data processing using SMART PLS3 software. The research results show an R-square value of 0.671. It can be concluded that the interpretation of the level of user satisfaction in Banda Aceh and Jambi regarding digital transformation is 67.1%; the r-square is identified in the strong category. Several TAM variables that have a significant influence are ease of use, social influence variables with P values of 0.004 and 0.000, and variables that do not have asignificant effect are usefulness and attitude towards it with P values of 0.511 and 0.056.Penelitian ini bertujuan untuk membuktikan hipotesis mengenai faktor yang mempengaruhi transformasi digital dalam pelayan public di kota banda aceh dan kota jambi dengan menggunakan framework TAM. Variabel pengukuran kerangka TAM adalah usefulness, attitude toward, ease of use, social influence. Dalam penelitian ini peneliti menggunakan metode deskriptif kuantitatif dengan sumber data dari kuisioner melalui google form dengan 100 responden, dan pengolahan data dilakukan menggunakan perangkat lunak SMART PLS3. Hasil penelitian ini menunjukkan nilai R-square sebesar 0,655. Dapat disimpulkan interpretasi tingkat kepuasan pengguna di kota banda aceh dan kota jambi terhadap transformasi digital sebesar 65,5% yang mana r-square teridentifikasi dalam kategori sedang/lemah. Beberapa variable TAM yang berpengaruh signifikan terhadap perkembangan transformasi digital di kota banda aceh dan kota jambi adalah variable ease of use dan social influence dengan nilai P Values 0,021 dan 0,013. sedangkan variable yang tidak berpengaruh signifikan adalah usefulness dan attitude towards dengan P Values sebesar 0,592
Budaya di Media Siber: Studi Etnografi Virtual Penggunaan Bahasa Gaul Oleh Generasi Z Pada Aplikasi TikTok
Generation Z frequently uses slang as a communication medium for daily conversations due to the proliferation of social media. People typically blend various language variations for communication, whether in real-world interactions or in the virtual realm. One such interaction in the virtual world using slang occurs on the TikTok application, both in content creation and in the comment section. This interaction has transformed slang into a cyberculture, facilitating the exchange of identities in cyberspace. This research utilizes a virtual ethnography approach, incorporating four levels of cyber media analysis, to investigate the usage of slang by Generation Z on the TikTok application at various levels. Through observation and interviews with TikTok content creators and Generation Z users, researchers found several types of slang that have become cultural artifacts on the TikTok application, including slang derived from foreign languages, acronyms, abbreviations, and reversed words, as well as slang borrowed from foreign languages. The interactions occurring on the TikTok application also have real-world effects on the informants, such as experiences, relationships, and changes in daily communication habits due to the presence of slang.Berkembangnya media sosial membuat bahasa gaul menjadi amat populer di kalangan generasi Z karena kerap kali digunakan sebagai media komunikasi untuk percakapan sehari-hari. Biasanya, berbagai variasi bahasa disatupadukan untuk berkomunikasi, baik interaksi yang dilakukan di dunia nyata maupun dunia maya. Salah satu interaksi di dunia maya dengan bahasa gaul terjadi pada aplikasi TikTok, yakni pada pembuatan konten dan dalam kolom komentar. Interaksi ini membuat bahasa gaul menjadi budaya di media siber yang dipertukarkan antarentitas. Penelitian ini menggunakan pendekatan etnografi virtual dengan empat level analisis media siber untuk mengetahui bagaimana budaya siber penggunaan bahasa gaul oleh generasi Z pada aplikasi TikTok dalam berbagai level. Melalui metode observasi dan juga wawancara dengan content creator dan generasi Z pengguna TikTok, peneliti memperoleh hasil bahwa terdapat beberapa tipe bahasa gaul yang menjadi artefak budaya pada aplikasi TikTok, diantaranya bahasa gaul dari bahasa asing, bahasa gaul dari singkatan, pemendekkan, dan kata yang dibalik, hingga bahasa gaul serapan dari bahasa asing. Interaksi yang terjadi pada aplikasi TikTok juga membawa efek bagi informan ke dunia nyata, seperti pengalaman, relasi, hingga perubahan kebiasaan berkomunikasi sehari-hari akibat adanya bahasa gau
Democracy in Divided Societies: Electoral Engineering for Conflict Management “Chapter 3 Centripetal Incentives and Political Engineering in Australia”
Benjamin Reilly is a professor of political science and international relations at the University of Western Australia. Benjamin previously served as dean of the Sir Walter Murdoch School and was director of the Centre for democratic institutions at the Australian National University (ANU). Benjamin is also an expert in the Australian government, the United Nations, and other international organizations. As a professor of political science, Benjamin was invited to various scientific forums to speak at well-known campuses, such as Harvard, Oxford, and Johns Hopkins. Publicizing scientific papers and books earned Benjamin numerous international grants from the Carnegie Corporation of New York, the United StatesInstitute of Peace, the East-West Center, the National Endowment for Democracy, and the Australian Research Council. Benjamin’s ideas and thoughts were widely published in various international and national newspapers, including the New York Times, Financial Times, Wall Street Journal, Washington Post, and Time Magazine
Peningkatan Keterampilan Kognitif pada Anak Autis Usia Dini Melalui Media Visual Interaktif
Autism Spectrum Disorder (ASD) is a complex neurodevelopmental condition characterized by impairments in social communication, restricted interests, and repetitive behaviors. Children with ASD often face challenges in the development of cognitive skills, which play a crucial role in academic achievement, adaptive functioning, and overall quality of life. This study introduces an innovative approach to aid early childhood individuals diagnosed with ASD in recognizing their daily routines by means of a visual interactive board game. The developed visual interactive board game, although the design is simple, is meticulously structured to foster and enhance cognitive skills, specifically focusing on language development and improvement in adaptive behavior. The efficacy of this medium was examined through a single-case method utilizing the Single Subject Research (SSR) experimental approach. The research involved three children aged 4-5 years with an ASD diagnosis, employing a patterned B1-I-B2 design. The results of this study underline the potential of interactive board games as an engaging tool for fostering cognitive skills in early childhood autism. Gangguan Spektrum Autisme (GSA) adalah kondisi neurodevelopmental kompleks yang ditandai oleh gangguan dalam komunikasi sosial, minat terbatas, dan perilaku berulang. Anak-anak dengan GSA sering menghadapi tantangan dalam pengembangan keterampilan kognitif, yang memainkan peran penting dalam pencapaian akademis, fungsi adaptif, dan kualitas hidup secara keseluruhan. Penelitian ini memperkenalkan pendekatan inovatif untuk membantu individu anak usia dini yang didiagnosis dengan GSA dalam mengenali rutinitas harian melalui permainan papan interaktif visual. Permainan papan interaktif visual yang dikembangkan, meskipun sederhana dalam desain, dirancang dengan cermat untuk membantu dan meningkatkan keterampilan kognitif, dengan fokus khusus pada perkembangan bahasa dan peningkatan perilaku adaptif. Efektivitas media ini diuji melalui metode kasus tunggal dengan menggunakan pendekatan eksperimental Penelitian Subjek Tunggal. Penelitian melibatkan tiga anak berusia 4-5 tahun dengan diagnosis GSA, menggunakan desain A-B-A yang terstruktur. Hasil penelitian ini menyoroti potensi permainan papan interaktif sebagai alat yang menarik untuk meningkatkan keterampilan kognitif pada autisme usia dini
Membangun Kepercayaan terhadap Sistem Pendukung Pendidikan berbasis Kecerdasan Buatan: Sebuah Review Naratif
A primary challenge associated with the implementation of educational support systems is the establishment of student trust in the systems themselves. Trust is a critical factor in the acceptance and use of AI-enabled systems, as it reduces uncertainty and the perception of risk associated with new technology adoption. A literature review of existing studies on trust in AI-based systems is needed to provide a solid foundation for future studies. This research aims to identify gaps in the literature regarding the establishment of user trust in AI-based educational systems by exploring the criteria of trust and the challenges of building trust in AI systems. A narrative review of the literature is conducted to synthesize the findings of selected articles, covering (1) fundamental principles of trust and the process of establishing trust in non-human entities; (2) technical issues relating to explainable AI; (3) the utilization of explainable AI to facilitate decision-making; and (4) the use of AI systems in facilitating educational activities and its influence. This article summarizes trust criteria, including reliance, transparency, affectiveness, integrity, consistency, fairness, accountability, security, and usability. Building trust in AI systems involves addressing technical, ethical, and societal challenges to ensure the responsible and beneficial use of AI for individuals and society.Sistem pendukung pembelajaran berbasis kecerdasan buatan memiliki peranan penting dalam menyediakan dukungan yang optimal untuk meningkatkan kesuksesan belajar peserta didik, khususnya di lingkungan pendidikan terbuka dan pendidikan jarak jauh. Dalam implementasinya,masih terdapat isu kepercayaan terhadap strategi yang diberikan oleh sistem, sehingga pemanfaatannya masih belum berdampak signifikan pada peningkatan kesuksesan studi. Review naratif ini dilakukan untuk mengidentifikasi aspek filosofis, etika, dan teknis yang berpengaruh pada pembangunan kepercayaan peserta didik terhadap sistem pendukung pembelajaran berbasis kecerdasan buatan. Hasil yang diberikan memberikan pandangan dan arahan yang komprehensif untuk riset di bidang ini.
 
INFLUENCE OF THE QUALITY OF ELECTRONIC SERVICES (WEBSITE DESIGN, CUSTOMER SERVICE, SECURITY/PRIVACY, FULFILMENT) ON CUSTOMER SATISFACTION AND REPURCHASE INTEREST IN THE McDONALD'S APPLICATION
With the rapid advancement of technology, many companies are innovating online sales to increase consumer convenience when ordering food. Nowadays, competition among companies is getting fiercer, urging businesses to continuously improve their service quality to attract customers' interest in making repeat purchases. The purpose of this study is to investigate how customer satisfaction and repurchase interest in the McDonald's app are affected by e-service quality, which includes issues such as website design, customer service, security/privacy, and fulfillment. The study population wasMcDonald's app users in Bandung City, with 400 respondents taken through online questionnaire distribution through social media. The method used SEM-PLS for data analysis, and the sampling procedure was conducted with purposive sampling. The findings show that website design positively and significantly affects e-service quality, customer service positively and significantly affects e-service quality, security/privacy positively and significantly affects e-service quality, and fulfillment positively and significantly affects e-service quality, e-service quality positively and significantly affects customer satisfaction, and customer satisfaction positively and significantly affects repurchase intention on the McDonald's app.With increasingly rapid advances in technology, many companies are innovating in online sales to increase consumer convenience in ordering food. Currently, competition between companies is getting tighter, encouraging companies to continue to improve service quality in order to gain repeat purchase interest from customers. This research was conducted to explore the influence of electronic service quality, including aspects such as website design, customer service, security/privacy, and fulfillment, on customer satisfaction and repurchase interest in the McDonald's application. The research population was McDonald's application users in Bandung City, with 400 respondents taken through distributing online questionnaires via social media. Sampling was carried out using a purposive sampling method, and data was processed using SMARTPLS version 4 software. The research results showed that website design positively and significantly influenced the quality of electronic services, customer service positively and significantly influenced the quality of electronic services, security/privacy positively and significantly influences electronic service quality, and fulfillment positively and significantly influences electronic service quality, electronic service quality positively and significantly influences customer satisfaction, customer satisfaction positively and significantly influences repurchase intention on the McDonald's application
Branding Strategy Analysis of the Indonesian Book Information System (SIBI) Using the AISAS Approach
Low literacy rates in childhood are a concern for the Indonesian government. More community activities on social media are demanding the digitization of teaching materials. Access to teaching materials is one factor in increasing children's literacy. The Indonesian government is continuously enhancing educational facilities, including the development of the SIBI platform, also known as the Indonesian Bookkeeping Information System, which offers free access to digital books. A branding strategy is needed to campaign and attract public attention to access the SIBI platform and try reading books with digital media. This research was conducted to analyze the branding strategy using the AISAS model. This research employs qualitative methods by gathering data through literature studies, observations, and interviews. This study demonstrates that the SIBI branding strategy has been running in accordance with the AISAS model branding theory and can attract the attention of users who are growing.Rendahnya literasi pada usia anak menjadi perhatian bagi pemerintah Indonesia. Lebih banyaknya aktivitas masyarakat di media sosial, menuntut adanya digitalisasi bahan ajar. Kemudahan akses terhadap bahan ajar manjadi salah satu faktor meningkatnya literasi pada anak. Pemerintah Indonesia terus meningkatkan fasilitas pendidikan salah satunya dengan mengembangkan platform SIBI yaitu Sistem Informasi Perbukuan Indonesia yang menyediakan buku digital secara gratis. Perlu dilakukan strategi branding untuk mengkampanyekan dan menarik perhatian masyarakat untuk mengakses platform SIBI dan mencoba membaca buku dengan media digital. Penelitian ini dilakukan untuk menganalisis strategi branding dengan model AISAS. Penelitian ini menggunakan metode kualitatif dengan pengumpulan data melalui studi literatur, observasi, dan wawancara. Dari penelitian ini menunjukkan bahwa strategi branding SIBI telah berjalan sesuai dengan teori branding model AISAS dan mampu mendapatkan perhatian pengguna yang terus bertambah