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Analisis Strategi Marketing Mix Terhadap Keputusan Mahasiswa Program Studi Pendidikan Ekonomi Memilih Kuliah pada IKIP PGRI Kalimantan Timur Samarinda Enny Kartini; Tri Widyasari; Umi Fitria; Syarifah
Jurnal LENTERA: Jurnal Studi Pendidikan Vol 5 No 1 (2023): Edisi Agustus 2022- Januari 2023
Publisher : Yayasan Pembina Lembaga Pendidikan (YPLP) PGRI Kabupaten Sumbawa Barat - NTB - Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51518/lentera.v5i1.126

Abstract

Students’ decision to enter a tertiary institution is influenced by the applied-marketing strategies, one of which is the marketing mix strategy. It uses the 7P concept: product, price, place, people, process, promotion, and physical evidence. Hereby, this study aims to measure the effect of the marketing mix strategy elements on the students’ decisions and to determine the most dominant marketing mix strategy variable in determining the student’s decision to study at the IKIP PGRI Kalimantan Timur. The population in this study was 272 students of the Economic Education Study Program, which comprised 153 people sample. Subsequently, the data analysis techniques used multiple regression analysis and hypothesis testing using the F test. The result showed a simultaneous influence between the seven marketing mix elements on the students’ decisions of economic education to study at IKIP PGRI Kalimantan Timur, in which the variable “people” is the dominant variable influencing students in making decisions and followed by the variable “process”.
Enhancing Life Skills in Early Childhood Education: How Digital Puzzles Make It True? Syarifah, Syarifah; Damayanti, Ranie
Akademika Vol 14 No 01 (2025): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/ak.v14i01.4512

Abstract

In the rapidly evolving digital age, building children's life skills through creative play has become a crucial and popular technique in early childhood education. As a result, we propose employing digital puzzles to encourage creative play in early childhood education. Playing creatively with a digital puzzle can significantly improve children's life skills. They must assemble puzzle pieces to create the desired image pattern. According to various research and publications, creative play with digital puzzles can promote life skills in early infancy. We specifically look at the challenges of doing a literature review on improving life skills in early childhood education. Life skills in literature are divided into four sections based on the following themes: (1) the new concept of early childhood education, (2) integrating life skills in early childhood education with play and media, (3) encouraging creative play through digital puzzles, and (4) digital puzzles for life skills in early childhood classrooms: a case study in Indonesia. The article introduces each of the four themes with a contemporary anecdote and then presents a literary consensus. The article concludes with changes to improve life skills in early childhood education through creative play and digital riddles. Digital puzzles, as a form of creative play, help young children build life skills that will make them happier and more resilient in the face of daily challenges. Young children can grow into adults capable of creatively overcoming daily problems.
Penerapan Model Pembelajaran Problem Based Learning untuk Meningkatkan Hasil Belajar Geografi Siswa Kelas X IPS SMA Negeri 11 Bombana Pada Materi Pokok Dinamika Atmosfer Asyri Nursyahbana; Sitti Kasmiati; La Ode Nursalam; Syarifah
Jurnal Penelitian Pendidikan Geografi Vol 8 No 4 (2023)
Publisher : Jurusan Pendidikan Geografi FKIP Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/jppg.v8i4.139

Abstract

Low learning outcomes are often associated with the use of teaching methods that are inappropriate and still teacher-centred. This research aims to: 1) determine the significant differences between the average post-test and pre-test scores of experimental class and control class students; and 2) find out whether the average post-test score of experimental class students is significantly better than the post-test average of control class students in Class The type of research used is an experiment with a pre-test post-test control group design. The research results showed: 1) the average score for the experimental class learning outcomes was 41.10 for the pre-test and the post-test score was 84.66; and 2) the average value of the control class learning outcomes obtained by the pre-test was 40.15 and the post-test was 68.75, so the t-test results showed that the t value = 0.42 < 2.012 which means there is no significant difference with a significance level of 0.05%, and there is a significant difference in the average value of the post-test results for the experimental class and the control class with a value of t= 3.087> 2.012.
Augmented Reality for Geometry Learning in Primary Education: A Systematic Literature Review Irmaniyah Irmaniyah; Dewi I. S. Nasution; Eliyah Barizah; Syarifah Syarifah
Journal of Social Work and Science Education Vol. 7 No. 3 (2026): Journal of Social Work and Science Education
Publisher : Yayasan Sembilan Pemuda Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52690/jswse.v7i3.1594

Abstract

This systematic literature review examines the effectiveness of Augmented Reality (AR) technology in improving geometry learning outcomes at the primary education level in Indonesia. Following the PRISMA 2020 guidelines, a comprehensive search was conducted across Google Scholar, Sinta, and Garuda databases for articles published between 2020 and 2025. Of 100 initially identified articles, 35 met the inclusion criteria and were subjected to descriptive qualitative analysis and meta-synthesis. The findings reveal that AR-based learning media significantly improve students’ geometry learning outcomes, with N-Gain scores ranging from 0.40 to 0.87 (moderate to high categories). AR enhances learning by visualizing abstract geometric concepts as interactive 3D models, increasing student motivation (from 39.67% to 92.67%), and facilitating spatial understanding. Key challenges include infrastructure limitations, teacher readiness, technological accessibility, and curriculum integration. The review identifies the ADDIE model as the most prevalent development framework and highlights the potential of integrating ethnomathematics with AR for culturally relevant learning. This study provides theoretical and practical foundations for AR integration in geometry teaching and recommends systematic teacher training, infrastructure improvement, and adaptive learning models for future implementation. Future research should employ longitudinal designs and expand participant contexts to strengthen empirical evidence.
Fostering Student Satisfaction in Higher Education: Is it Possible to Enhance the Quality of Learning through Wordwall? Enny Kartini; Syarifah
Journal of Education Technology Vol. 9 No. 4 (2025): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i4.102762

Abstract

The integration of digital technology in higher education presents both opportunities and challenges in ensuring learning quality that meets students’ expectations. One of the main issues is the gap between students’ perceptions of the performance of digital learning media and their perceived importance, which affects learning satisfaction. This study aims to evaluate the quality of Wordwall-based learning in enhancing students’ satisfaction using the Importance-Performance Analysis (IPA) approach. The study employed a descriptive quantitative method involving 81 students from the Economics Education Study Program who were enrolled in a microeconomics course. Data were collected through an online questionnaire consisting of 10 performance items and 10 importance items based on the five SERVQUAL dimensions, namely tangibles, reliability, responsiveness, assurance, and empathy. Data analysis was conducted using IPA and a paired sample t-test. The results indicate a significant difference between students perceived performance and expectations regarding the use of Wordwall (p < 0.05). Attributes located in Quadrant I, including Wordwall interface, content consistency, and learning flexibility, were considered highly important but did not meet students’ expectations and therefore require improvement. Meanwhile, accessibility, ease of use, and immediate feedback were located in Quadrant II and should be maintained, as they have met students’ expectations. This study concludes that Wordwall has considerable potential to support interactive learning in higher education; however, its effectiveness largely depends on implementation strategies, feature selection, and institutional support to enhance students’ learning satisfaction.