Claim Missing Document
Check
Articles

Found 3 Documents
Search

Pelatihan Penggunaan Aplikasi Sketchup Desain Interior  Pada Program Keahlian Desain Permodelan dan Informasi Bangunan SMK Negeri 2 Banda Aceh Zuhrahmi, Zuhrahmi; Marbun, Mahmuddin; Asdiana, Asdiana; Zulyaden, Zulyaden; Veranita, Veranita; Rinaldy, Rinaldy
Jurnal Pengabdian Sosial Vol. 1 No. 9 (2024): Juli
Publisher : PT. Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/2z3mky89

Abstract

Penggunaan aplikasi SketchUp dalam desain interior telah menjadi fokus utama dalam pelatihan untuk program keahlian desain permodelan dan informasi bangunan. Tujuan dari penelitian ini adalah untuk mengeksplorasi efektivitas pelatihan menggunakan SketchUp dalam meningkatkan keterampilan dan pemahaman siswa Program Keahlian Desain Permodelan dan Informasi Bangunan SMK Negeri 2 Banda Aceh dalam merancang desain interior. Metode pelatihan yang digunakan mencakup sesi praktik langsung, studi kasus, dan diskusi kelompok yang dipandu oleh instruktur berpengalaman. Pelatian ini dilakukan dengan menganalisis respons peserta terhadap materi, sebelum dan sesudah mengikuti kursus . Hasilnya menunjukkan peningkatan yang signifikan dalam pemahaman konsep dasar desain interior dan kemampuan teknis menggunakan aplikasi. siswa Program Keahlian Desain Permodelan dan Informasi Bangunan SMK Negeri 2 Banda Aceh menunjukkan tingkat kepuasan yang tinggi terhadap pendekatan pelatihan yang interaktif dan terstruktur. Hasil dari penelitian ini memberikan rekomendasi untuk integrasi yang lebih baik dari pelatihan aplikasi SketchUp dalam kurikulum pendidikan desain interior, serta pentingnya pelatihan yang berkelanjutan untuk memastikan siswa dapat mengembangkan keterampilan mereka secara maksimal dalam merancang dan memvisualisasikan ruang interior menggunakan teknologi terkini seperti SketchUp.
Pengaruh Literasi Keuangan dan Gaya Hidup Terhadap Perilaku Keuangan Mahasiswa Asdiana, Asdiana; Paleni, Herman; Nasruddin, Nasruddin
Journal of Management and Economics Research Vol 3 No 1 (2024): December 2024
Publisher : Graha Mitra Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62866/jomer.v3i1.185

Abstract

This study aims to determine and analyze the effect of financial literacy and lifestyle on the financial behavior of students of management study program at Bina Insan University. This research used 90 respondents as a sample. Research data obtained from the results of direct observation, questionnaires, and documentation. The data analysis technique is PLS (Partial Least Square) test, namely the Measuarent Model/Outer Model, Structural Model/Inner Model, and Hypothesis Test. The results described that the financial literacy and also lifestyle variable had a positive and significant effect on the financial behavior of management study program students at Bina Insan University.
THE EFFECTIVENESS OF THE GAMIFICATION-BASED JOYFUL LEARNING APPROACH IN IMPROVING ASMAUL HUSNA UNDERSTANDING Nisa, Nurun; Asdiana, Asdiana; Maisarah, Maisarah
EDURELIGIA: Jurnal Pendidikan Agama Islam Vol 9, No 2 (2025)
Publisher : Nurul Jadid University, Paiton Probolinggo, East Java

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/edureligia.v9i2.12807

Abstract

This study aimed to analyze the effectiveness of gamification-based Joyful Learning in improving the understanding of Asmaul Husna. This study used a quantitative approach with a quasi-experimental design of the non-equivalent control group type. The subjects of the study were 62 grade VII students at one of the Deli Serdang State Junior High Schools which were divided into experimental and control classes. Data were obtained through comprehension tests (pre-test and post-test), motivation questionnaires, and observations. The results showed that the average post-test score of the experimental class (82.3; SD = 6.4) was higher than the control class (74.1; SD = 7.1). The motivation score of students in the experimental class (M = 46.3) was also higher than that of the control class (M = 42.2). Independent t-tests showed significant differences (p < 0.05). These findings proved that gamification-based Joyful Learning was effective in increasing students' understanding and learning motivation. Although limited in the number of samples and time, this study opened up opportunities for the development of gamification in islamic religious education learning.