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PENGARUH TERPAAN JINGLE IKLAN COCA-COLA VERSI WAVIN FLAG TERHADAP BRAND IMAGE Oktavia, Rani
WACANA: Jurnal Ilmiah Ilmu Komunikasi Vol 11, No 3 (2012)
Publisher : Universitas Prof. Dr. Moestopo (Beragama)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32509/wacana.v11i3.283

Abstract

One of the products that advertise products are Coca Cola, Coca Cola is one of the famous trademark in the world. Much has been done to conduct marketing, including through advertisements on television. In product advertise on television, today included jingles or musical accompaniment that interesting, to increase the attractiveness of the people who see these ads. Departing from this, the authors were interested in conducting research on the influence of Coca Cola jingle for Coca Colas brand image, especially after the World Cup, where Coca Cola was the official sponsor of the tournament. The above research goals is to determine whether or not the influence as well as to determine how much influence exposure Coca Cola jingle version wavin flag against the Coca Cola brand image. This method is quantitative explanatory writing. Where there are two variables in the study. In conducting this study, the authors use the SOR theory, where one can expect or predict a strong link between media messages and audience reaction, the main elements in this theory is the message (stimulus), receiver (organism), and effects (response ). In addition, the authors also use AIDCA theory (Attention, Interest, Desire, Convinction, Action), which explained that in an advertisement must contain the elements - elements contained in AIDCA, in order to succeed to advertise its products. The population in this study were 77 members of the Manchester United fans, United Indonesia Chapter Depok. In data collection techniques, the authors conducted a review of literature and questionnaires, and the data processing is done with SPSS (Statistics Package Social Science). Based on the research that has been done, it is known that the Coca-Cola ad version Wavin Flag well known by the public, and in addition there is the influence of Coca Cola jingle version of Waving Flag of the brand image of Coca Cola, but the results are still relatively low.
THE EFFECTIVENESS OF E-COMIC MEDIA UTILIZATION BASED ON CONTEXTUAL TEACHING AND LEARNING (CTL) TO INCREASE LEARNING MOTIVATION OF GRADE VIII STUDENTS Meiyelti, Meiyelti; Puyanti, Puyanti; Oktavia, Rani
Universe Vol 4 No 2 (2024): Journal of Science Education Teaching and Learning
Publisher : Department of Science Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/universe.v4i2.515

Abstract

This research aims to determine the effectiveness of the use of e-comic media based Contextual Teaching and Learning (CTL) in improving motivation to learn natural sciences students of Class VIII SMPN 40 Padang. In this research, the control class was given conventional learning, while the experimental class was given learning with E-comic media based on Contextual Teaching and Learning (CTL). This type of research is quasi Experimental Research with Pretest-Posttest Nonequivalent Control Group Design. Sampling technique using Purposive Sampling. The sample in this study was Class VIII.1 (Control class) and Class VIII.2 (experimental class)with a total of 64 students. The instrument in this study is a questionnaire of motivation to learn science. The results showed the N-Gain value in the control class was -0.08 and the experimental class was 0.06 and the low interpretation, with the low interpretation of the N-Gain causing no significant effect between learning using CTL based e-comic media and conventional learning models. As the results of the hypothesis test obtained that the tcount gainscore is 0.983, while the ttable is 1.999 at the significance level α = 0.05 with dk = 62. So it can be concluded that tcount < ttable (Ha is rejected and Ho is accepted) which means that the use of e-comic media based on Contextual Teaching and Learning (CTL) is not effective in increasing students science learning motivation on the material of the human digestive system.
Analisis Video Pola Hidup Lansia di Kota Tokyo Oktavia, Rani; Arfianty, Rani
Jurnal Pendidikan Bahasa Jepang Undiksha Vol. 10 No. 3 (2024): Budaya Jepang dan Media
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpbj.v10i3.73124

Abstract

This journal discusses the lives of the elderly in the city of Tokyo, Japan, which is experiencing significant demographic changes and has a rich culture. The elderly in Japan are respected as guardians of traditional values, but face challenges such as changes in family structure, social isolation, health problems, and the impact of economic and technological change. Previous research has explored eating patterns, cultural values such as ikigai, the digital divide, and intergenerational interactions. This research adopts a unique approach using video analysis to further understand the lifestyle of elderly people in the city of Tokyo. Research methods involve qualitative analysis, document analysis, and visual observation. Qualitative findings involve the social dynamics, activity patterns, and emotional well-being of older adults. Document analysis highlights senior-friendly urban policies and social/recreational programs. Visual observations reveal emotional expressions and inequalities in the accessibility of public facilities. The results of the integration of findings from the three methods show that social involvement and various activities contribute to the well-being of the elderly. Accessibility challenges need to be addressed through inclusive urban planning, while public policy can play an important role in creating an environment that supports the quality of life of seniors. Emphasis is also placed on the emotional aspects and mental well-being of the elderly. By synthesizing these findings, the research provides a strong basis for the development of effective policies and programs in supporting the well-being of older people in a dynamic urban context and the findings from these three methods, we can form a holistic view of the lives of older people in the city of Tokyo.
IMPROVING STUDENTS’ LEARNING OUTCOMES THROUGH PROBLEM-BASED LEARNING MODEL ON LIGHT AND OPTICAL DEVICES TOPIC Syukria, Mila; Oktavia, Rani
SEMESTA: Journal of Science Education and Teaching Vol. 7 No. 2 (2024): Semesta: Journal of Science Education and Teaching
Publisher : Pendidikan IPA, FMIPA, UNP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/semesta/vol7-iss2/513

Abstract

This study aims to determine the improvement of science learning outcomes of students of SMP Negeri 25 Padang through the application of the Problem Based Learnig (PBL) learning model. The subjects in this study are 33 students. This research is a Class Action Research that refers to the Kemmis and Taggart models. This research was carried out in 3 cycles consisting of planning stages, implementation of actions, observation, and reflection. Research data in the form of cognitive learning outcomes were taken using multiple-choice test and description techniques. The learning outcomes in cycle I were 36.3%, in cycle II it was 72.7%, and in cycle III it was 90.9%. The results of the study show that the Problem Based Learning (PBL) learning model can improve student learning outcomes.
THE EFFECT OF VIDEO-ASSISTED PROBLEM BASED LEARNING MODEL ON STUDENTS’ LEARNING OUTCOMES ON INDONESIAN ECOLOGY AND BIODIVERSITY TOPIC Indah, Dara Puspa; Oktavia, Rani; Arif, Khairil; Putri, Azza Nuzullah
SEMESTA: Journal of Science Education and Teaching Vol. 7 No. 2 (2024): Semesta: Journal of Science Education and Teaching
Publisher : Pendidikan IPA, FMIPA, UNP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/semesta/vol7-iss2/525

Abstract

This research .was based on the results of a preliminary study conducted at SMPN 16 Padang, which showed that students' cognitive learning outcomes were still not optimal in science learning. This research aims to determine the influence of the video-assisted Problem Based Learning (PBL) model on learning outcomes for Indonesian Ecology and Biodiversity Material. This type of research is a quasi experiment with a non equivalent control group design research design. The population in this study were all the 7th grader at SMPN 16 Padang. Sampling used purposive sampling technique. So we obtained one experimental class by applying the video-assisted Problem Based Learning model, namely class VII.6 and one control class with the conventional learning model, namely class VII.7. Data collection was carried out through pre-test and post-test. The data obtained were analyzed using inferential statistical analysis and the results obtained from the similarity test of the two pre-test and post-test averages were respectively 0.067 for the pre-test sig, and 0.000 for the post-test sig, which means that H0 is rejected or there is a significant difference in both classes because sig < 0.05. Thus, it can be concluded that there is a significant influence of the application of the video-assisted PBL model on the learning outcomes of Indonesian ecology and biodiversity material.
The Effect of The Implementation of Project Based Learning (PjBL) Model on Science Learning Outcomes of The 8th Grader Fitri, Annisa Nur; Zahra, Firda Az; Fatmawati, Fatmawati; Yanto, Febri; Oktavia, Rani
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i1.2574

Abstract

This study aims to determine the effect of the application of the Project Based Learning model on the learning outcomes of the 8th grader at SMP Negeri 32 Padang on the digestive system and respiratory system. This type of research is a Quasi Experiment with a research design that is Nonequivalent Control Group Design. The population of the study covers all of the 8th grader at SMP Negeri 32 Padang which consists of 7 classes. The samples in this study were class VIII.6 as the control class and VIII.7 as the experimental class. The sampling technique used is Purposive Sampling. The instrument of this research is a Pre test – Post test question in the form of objective questions as many as 20 questions. The data that has been obtained is then analyzed using prerequisite tests, namely normality test and homogeneity test, then hypothesis testing is carried out. Based on the hypothesis test that has been carried out, the results of hypothesis testing calculations were obtained with the help of Microsoft excel using the t test technique with a significant level of 5%. The tcount ≥ ttable value is 2.56 ≥ 2.00, meaning that H0 is rejected and H1 is accepted. So, it can be concluded that the implementation of the Project Based Learning learning model has a significant effect on student learning outcomes at SMP Negeri 32 Padang
Development of 3D Web-Based Science Learning Media Assisted by Qr Codes on Solar System Material Anwary, Faradisha Rauva; Oktavia, Rani; Wati, Fatma; Putri, Rahmah Evita; Azzahra, Firda
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i1.2752

Abstract

One of the technological innovations that can be used is WEB 3D-based learning media, which combines visual elements and text in a more real way. The following research intends to develop a WEB-Based 3D Learning Media equipped with a QR Code as a support for Solar System materials for grade VII junior high school students. This media is designed to be valid, practical, and effective in improving student understanding. The research method used is Research and Development (R&D) with a 4-D development model approach, which includes four main stages: define, design, develop, and disseminate. The research instruments include validation questionnaires, practicality questionnaires, and effectiveness questionnaires. The data obtained were analyzed using the Likert scale and the Guttman scale to assess the level of validity, practicality, and effectiveness of the developed learning media. The results of the 3D media validity test obtained a very valid category with an average score of 85%. The results of the practical test on the use of 3D media from teachers and students are in the very practical category with a teacher response questionnaire score of 93% and student responses of 94%. The effectiveness of the use of 3D media on students' learning interests is very effective with a student response questionnaire score of 91%. Thus, the following research has produced a WEB-based 3D science learning media on Solar System material for grade VII junior high school that is valid, practical, effective and ready to be disseminated.
Pendampingan dan Pembinaan Budidaya Sayuran di SDN 2 Kumai Hulu: Langkah Cerdas Mengubah Sampah Menjadi Sumber Pertumbuhan Oktavia, Rani; Jannah, Raudhatul; Anggraeni, Rara; Safitri, Ravena Aulia; Ilmi, Ahmad Tantowi; Surawan, Surawan
Jurnal Pengabdian Masyarakat Indonesia Vol 5 No 1 (2025): JPMI - February 2025
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpmi.3183

Abstract

Program Kuliah Kerja Nyata (KKN) di SDN 2 Kumai Hulu menghadirkan pendekatan inovatif untuk mendukung pendidikan lingkungan dan pemberdayaan siswa melalui budidaya sayuran. Program pengabdian masyarakat ini berfokus pada pendampingan dan pembinaan budidaya sayuran menggunakan media tanam dari botol plastik bekas. Program ini memadukan solusi kreatif dengan memanfaatkan botol plastik bekas sebagai media tanam. Menggunakan metode observasi dan praktik langsung, program ini melibatkan 57 siswa kelas 6 dalam kegiatan daur ulang botol plastik menjadi pot tanaman dan budidaya sayuran. Hasil menunjukkan tingkat keberhasilan yang signifikan, dengan 93% botol plastik berhasil didaur ulang menjadi pot tanaman dan 84% bibit berhasil tumbuh dengan baik. Seluruh siswa (100%) berpartisipasi aktif dalam program ini. Program ini berhasil memadukan pendidikan lingkungan hidup dan teknik pertanian, memberikan siswa pengalaman langsung dalam memanfaatkan sampah plastik sekaligus membuat mereka memahami proses sederhana dalam menanam sayuran. Program ini secara efektif meningkatkan kepedulian lingkungan siswa dan mengajarkan mereka keterampilan praktis dalam budidaya sayuran, sekaligus berkontribusi dalam mengurangi sampah plastik di lingkungan sekolah. Dengan adanya program, "Pendampingan dan Pembinaan Budidaya Sayuran di Sekolah: Langkah Cerdas Mengubah Sampah Menjadi Sumber Pertumbuhan" menawarkan model pemberdayaan yang relevan, inspiratif, dan dapat direplikasi di lingkungan lain untuk membangun generasi yang lebih peduli dan kreatif.”
THE INFLUENCE OF READING TO LEARN (R2L) MODEL ON STUDENTS' COGNITIVE ABILITY ABOUT HUMAN DIGESTIVE SYSTEM Aulia, Putri; Oktavia, Rani
Universe Vol 5 No 2 (2024): Journal of Science Education Teaching and Learning
Publisher : Department of Science Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/universe.v5i2.560

Abstract

The implementation of the learning process in the 2013 curriculum uses a scientific approach. Ideally, learning using a scientific approach should be accompanied by a high interest in reading. The purpose of this study was to identify the effect of the Reading to Learn (R2L) model on students' cognitive abilities in the topic of the human digestive system. The type of study used in this research is quantitative research with the research method being quasi-experimental design (Quasi Experimental Design). Pretest-Posttest Nonequivalent Control Group Design was used in this research. The population in this study were all grade VIII students of SMPN 29 Padang who were enrolled in the 2022/2023 academic year. The sample was carried out by purposive sampling technique. Data on student cognitive ability in this study are pretest scores, posttest scores and gain scores. Based on data analysis with the t test, the results show that tcount> ttable, so that there is a significant influence on the application of the Reading to Learn learning model on students' cognitive abilitiy.
DEVELOPMENT OF ANDROID-BASED LEARNING MEDIA WITH STEM PROJECTS FOR JUNIOR HIGH SCHOOL IN SCIENCE LEARNING Ilham, M.Rifki; Oktavia, Rani
Universe Vol 5 No 2 (2024): Journal of Science Education Teaching and Learning
Publisher : Department of Science Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/universe.v5i2.565

Abstract

The application of Information and Communication Technology (ICT) in the field of education includes the use of multimedia facilities and internet media in the learning process. This is line with the demands of the 21st century, namely the need for human resources with 4C skills. Therefore, in the field of education must use a curriculum that supports this. The Merdeka Curriculum is a curriculum that encourages 4C skills in education. In the field of 21st century education it is closely related to the STEM approach which is a discipline in the world of education. Learning with the STEM approach is learning that combines four disciplines, namely Science, Technology, Engineering and Mathematics by focusing on two or more fields in the learning process so that students are active in solving problems in the real world. One way to integrate STEM into learning is through learning media. The type of this research is Research and Development (R&D). The development model used is the ADDIE model which consists of the stages of analysis, design, development, implementation and evaluation. This research was only conducted up to the development stage. The instruments used in this study were teacher and student interview sheets, validity test questionnaires and practical test questionnaires. The research data is calculated using the Moment Kappa (k) formula to analyze the results of the validity and practicality test of android-based learning media. The results of the validity test obtained an average kappa moment (k) value of 0.86 with a very high validity category. The results of the practice test on teachers obtained an average kappa (k) moment value of 0.96 with a very high practicality category and the results of the practical test on students obtained an average kappa (k) moment value of 0.84 with a very high practicality category . Based on these results, it means that Android-based learning media is integrated with STEM projects on substance material and its changes are valid and practical.