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Sustainable Physical Resources to Value Co-Creation, Pareto Sales Network, and Marketing Performance Rianti, Marlia; Muliana; Azis, Emmi; Agustang; Asnur, Widya Wahyuni
Journal of Indonesian Scholars for Social Research Vol. 3 No. 1 (2023): JISSR
Publisher : Cendekiawan Indonesia Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59065/jissr.v3i1.47

Abstract

This study aims to analyze sustainable physical resources on value co-creation, Pareto sales network, and marketing performance of Bugis silk weaving IKM in Bone Regency. The stages of the research method start from theoretical studies and empirical studies, preparation of proposals, testing the validity and reliability of research instruments, data collection, analysis, and discussion. The data analysis used is a quantitative approach with SEM analysis through data processing assisted by SPSS and SMART PLS. The results of the study show that: 1. Sustainable Physical Resources have a direct effect on Value Co-Creation, 2. Sustainable Physical Resources directly affect the Pareto Sales Network, 3. Sustainable Physical Resources have a direct effect on Marketing Performance, 4. Value Co-Creation has a direct effect on Directly on Marketing Performance, 5. Pareto Sales Network has a direct effect on Marketing Performance, 6. Value Co-Creation mediates the effect of Sustainable Physical Resources on Marketing Performance, 7. Pareto Sales Network mediates the influence of Sustainable Physical Resources on Marketing Performance.
PKM of Dryland Maize Cultivation Laponrong Village Amali Subdistrict, Bone Regency Sandi, Sandi; Erwing, Erwing; Azis, Emmi; Hasanuddin, Hasanuddin; Rianti, Marlia; Yusuf, A.Cakra; Zulkifli, Zulkifli; Yanti, Asia
Abdi Masyarakat Vol 5, No 2 (2023): Abdi Masyarakat
Publisher : Lembaga Penelitian dan Pendidikan (LPP) Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/abdi.v5i2.6455

Abstract

This service aims to provide knowledge and skills for farmer groups in Laponrong Village, Amali District regarding corn cultivation on dry land. Implementation method with training and demonstration. Implementation of training and mentoring activities for PKM partner groups in Laponrong Village resulted in 85% of partners actively carrying out PKM program training and mentoring. Mitra has understood the technique of cultivating corn on dry land, and the technique of drying corn using sunlight as a heat source.  
PENERAPAN STRATEGI PEMBELAJARAN THE POWER OF TWO DALAM MENINGKATKAN HASIL BELAJAR SISWA KELAS IX DI SMPN 4 BAREBBO Jumadil, Jumadil; Basri, Basri; Azis, Emmi
BEGIBUNG: Jurnal Penelitian Multidisiplin Vol. 2 No. 5 (2024): BEGIBUNG: Jurnal Penelitian Multidisiplin, November 2024
Publisher : Lembaga Berugak Baca

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Abstract

Penelitian ini bertujuan untuk mengetahui penerapan strategi pembelajaran The Power of Two. Penelitian ini merupakan penelitian tindakan kelas, dengan lokasi penelitian di SMPN 4 Barebbo. Subjek penelitian siswa kelas IX A dengan jumlah siswa 23 orang, teknik pengumpulan data yaitu tes, observasi, dokumentasi, dengan mengunakan analisis data deskriftif dengan mengunakan distribusi frekuensi. Hasil penelitian menunjukan bahwa, hasil belajar siswa pada siklus I terdapat 13 siswa berada dalam kategori tidak tuntas dengan jumlah persentase 60% dan 10 siswa dikategorikan tuntas dari keseluruhan siswa dengan jumlah persentase 40%, pada siklus II terdapat 3 siswa yang hasil belajarnya berada dalam kategori tidak tuntas dengan persentase 15%, dan 20 siswa yang berada dalam ketegori tuntas dari keseluruhan siswa dengan persentase 85%. Maka dapat disimpulkan bahwa setelah dilaksanakan proses belajar mengajar dengan penerapan strategi pembelajaran The Power of Two mengalami peningkatan hasil belajar siswa kelas IX pada mata pelajaran IPS di SMPN 4 Barebbo. 
The Effect of Applying the Brainstorming Method on Results Studying Social Sciences Subjects Sandi, Sandi; Azis, Emmi; Yanti, Asia; Syamsurianto, Syamsurianto; Sahiruddin, Sahiruddin; Yusuf, Yusuf
Jurnal Ilmiah Mandala Education (JIME) Vol 9, No 4 (2023): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v9i4.5976

Abstract

This research aims to analyze the effect of applying the brainstorming method on learning outcomes in social studies subjects. This research is quantitative research and is included in the One Group Pretest–Posttest type of experimental research. The population and sample for this study were all students at MTs Az-Zahra, a total of 26 people consisting of 23 men and 3 women. Data were analyzed using inferential analysis t-test. The research results show that there is a real difference between economic learning outcomes in the pre-test and post-test data, so it is concluded that H1 is accepted and H0 is rejected, which shows that the application of the Brainstorming method is effective in improving learning outcomes.
Pemanfaatan Limbah Stingless Bee melalui Bee-Waste Nexus sebagai Pupuk Organik Unggul untuk Mendorong Pertanian Lokal” isma, Risma; azis, Emmi; Muhammad Irfan Taufan Asfar , Andi; Muhamad Iqbal Akbar, Andi; Nurannisa, Andi; Handayani, Reski; Nursyahira
Prosiding Seminar Nasional Kusuma Vol 3 (2025): Prosiding Seminar Nasional Kusuma
Publisher : LPPM UWKS

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Abstract

Latar belakang: Ketergantungan petani terhadap pupuk kimia sintetis telah menjadi permasalahan yang serius dalam sistem pertanian di Indonesia. Penggunaan pupuk kimia yang berlebihan menyebabkan degradasi tanah, penurunan biodiversitas mikroba, serta peningkatan biaya produksi. Di sisi lain, limbah sarang lebah tanpa sengat (Stingless Bee/Trigona) berpotensi tinggi sebagai sumber bahan organik yang kaya akan nutrien seperti protein, asam amino, karbohidrat, dan lipid. Tujuan: Penelitian ini bertujuan untuk memanfaatkan limbah sarang Trigona sebagai bahan dasar pembuatan pupuk organik cair berkualitas tinggi melalui inovasi Bee-Waste Nexus. Metode: Metode kegiatan meliputi pengumpulan limbah sarang dari peternak lokal, proses fermentasi menggunakan aktivator mikroba, pengujian laboratorium (pH, N, P, K, kadar air, kadar abu), serta uji aplikatif terhadap pertumbuhan tanaman sayuran lokal. Hasil: Hasil uji menunjukkan bahwa pupuk Bee-Waste Nexus memiliki kandungan pH netral (6,8–7,2), kadar NPK optimal, serta mampu meningkatkan pertumbuhan tinggi tanaman hingga 25% dibanding kontrol. Kesimpulan: inovasi Bee-Waste Nexus berpotensi menjadi solusi alternatif pengganti pupuk kimia sekaligus mendorong pertanian lokal yang ramah lingkungan dan berkelanjutan.
PENGARUH KURIKULUM MERDEKA TERHADAP PRESTASI BELAJAR SISWA Nurhikmawati; Sandi; Azis, Emmi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43330

Abstract

This study aims to determine the effect of the Merdeka curriculum on student achievement. The research method used is quantitative. The data processed is questionnaire data. The data collection methods used in this study were questionnaires and interviews, where the author conducted direct interviews regarding the implementation of the Merdeka curriculum. Based on the data analysis conducted, it was found that the Merdeka curriculum had a positive and significant impact on student achievement in class XI Hospitality at SMKN 7 Bone. This is evidenced by the results of a simple regression analysis explaining Y = 9.382 + 0.621X, which determines that for every 1 score in variable X (Merdeka Curriculum), variable Y (Student Achievement) will increase student achievement by 0.621. Furthermore, the t-test results show that the calculated t-value is greater than the t-table, namely 2.919 > 1.717 with an n of 22, equivalent to a significant value of 0.008 < 0.05, using statistical significance.
PENGARUH MEDIA PEMBELAJARAN INTERAKTIF TERHADAP MOTIVASI BELAJAR SISWA Ramadhani, Annisa; Darmawati; Risna; Syafitriani; Nurfakina; Azis, Emmi; Sahiruddin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48628

Abstract

The use of interactive learning materials in teaching and learning is one area where advances in information and communication technology have significantly transformed the educational landscape. The purpose of this article is to examine how interactive learning materials affect students' learning motivation and to explain the ways in which they are used, as well as the factors that promote and hinder their use. This study employed a descriptive qualitative methodology and collected data through a literature review of various sources, including books, scientific publications, and relevant previous research. According to the study's findings, students' learning motivation is positively influenced by interactive learning materials. Students' attention, interest, engagement, and confidence in learning can be enhanced through the use of instructional films, animations, interactive multimedia, educational games, and digital platforms. Furthermore, interactive media make learning less boring and more engaging, encouraging students to participate more actively in the process. However, several barriers to the use of interactive learning materials remain, including inadequate technological resources, instructors' inability to use technology, and varying student abilities in using digital devices. Therefore, to maximize the use of interactive learning media to improve the quality of education and student learning motivation, support from schools, educators, and the government is needed.
IMPLEMENTASI PRAKTIK PEMBUATAN GAME EDUKATIF BERBASIS SCRATCH UNTUK MENINGKATKAN KEAKTIFAN SISWA PADA PEMBELAJARAN KKA Saputri, Mustina; Wardana, Argia; Nursiah; Aisha; Azis, Emmi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48863

Abstract

This study aims to analyze the implementation of Scratch-based educational game creation practices in Coding and Artificial Intelligence (KKA) learning to improve student activeness. The background of this research is based on the low level of student participation during the learning process, which is still dominated by conventional teaching methods and limited use of interactive learning media. Therefore, the integration of Scratch as a technology-based learning medium is expected to create a more engaging, interactive, and enjoyable learning environment for students. This research employed a descriptive qualitative approach focusing on the direct practice of designing educational games using Scratch in classroom learning activities. The study was conducted at UPT SMAN 9 Bone during the implementation of the PLP II program in the 2025/2026 academic year. Data collection techniques included observation and documentation of students’ activities during the learning process. The findings revealed that the implementation of Scratch-based educational game practices significantly increased student activeness, which was reflected in students’ participation, interaction, creativity, enthusiasm, and involvement during learning activities. Furthermore, Scratch-based learning created a more interactive classroom atmosphere that encouraged students to actively engage in discussions, ask questions, and complete project-based assignments collaboratively. Thus, the implementation of Scratch-based educational game practices can be effectively utilized as an alternative interactive learning strategy to improve student activeness in Coding and Artificial Intelligence (KKA) learning.
PENGARUH PENGGUNAAN GADGET TERHADAP MINAT BELAJAR EKONOMI SISWA KELAS X DI SMA NEGERI 7 BONE Uni Lestari, Ika; Hamka; Azis, Emmi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.63221

Abstract

This study examined the effect of gadget use on students' learning interest in economics of Grade X students at SMA Negeri 7 Bone. A quantitative approach with an ex post facto design was employed. The population consisted of 145 Grade X students, and the sample consisted of 50 students selected through proportional random sampling. Data were collected using a five-point Likert scale questionnaire covering gadget use and learning interest, and analyzed using validity testing, reliability testing (Cronbach's Alpha = 0.950), normality testing, linearity testing, and simple linear regression with the aid of IBM SPSS version 26. The results showed the regression equation Y = 37.795 + 0.732X, with t-count = 2.906 greater than t-table = 1.677 and a significance value of 0.006 (< 0.05), so that H0 was rejected and H1 was accepted. The coefficient of determination (R²) was 0.150, indicating that gadget use contributed 15.0% to the variation in students' learning interest in economics, while the remaining 85.0% was explained by other variables. Thus, it can be concluded that gadget use has a positive and significant effect on students' learning interest in economics of Grade X students at SMA Negeri 7 Bone. Keywords: Gadget 1, Learning Interest 2