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Efektivitas Penggunaan Media E-Book Berbasis Sets Topik Jalur Sluis Surabaya Dalam Menumbuhkan Kemampuan Berpikir Kritis Siswa SMA Materi Fluida Statis Haq, Muhammad Izzul; Sucahyo, Imam
IPF: Inovasi Pendidikan Fisika Vol. 14 No. 2 (2025): Volume 14 Nomor 2 Tahun 2025
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/ipf.v14n2.p177-183

Abstract

Penelitian ini bertujuan untuk menganalisis tingkat efektivitas e-book berbasis Science, Environment, Technology, and Society (SETS) untuk meningkatkan kemampuan berpikir kritis peserta didik pada materi Fisika Fluida Statis. Penelitian dengan jenis penelitian pengembangan Research and Development (R&D) menggunakan desain pengembangan ADDIE (Analyze, Design, Development, Implementation, dan Evaluate). Pada tahap Implementasi ini menggunakan penelitian pra-eksperimental. desain pretest-posttest satu kelompok. Pengumpulan data menggunakan purposive sampling di salah satu Sekolah Menegah Atas Negeri di Kota Surabaya kelas XI sebanyak 37 peserta didik sebagai sampel data. efektivitas e-book berbasis SETS memperoleh skor 94,59 % masuk dalam kategori efektif. E-book berbasis berbasis pada materi fluida statistic dapat meningkatkan kemampuan berpikir kritis peserta didik dengan peningkatan N-gain <g> kategori rendah sejumlah 2 siswa, kategori sedang sejumlah 23 siswa, dan kategori tinggi sejumlah 12 siswa.
Impact of Adaptive Educational Game Applications on Improving Student Learning: Efforts to Introduce Nusantara Culture in Indonesia Sulistyanto, Hernawan; Djumadi, Djumadi; Sumardjoko, Bambang; Haq, Muhammad Izzul; Zakaria, Gamal Abdul Nasir; Narimo, Sabar; Astuti, Dyah; Adhantoro, Muhammad Syahriandi; Setyabudi, Devary Pradana; Sidiq, Yasir; Ishartono, Naufal
Indonesian Journal on Learning and Advanced Education (IJOLAE) Vol. 5, No. 3, September 2023
Publisher : Faculty of Teacher Training and Education, Universitas Muhammadiyah Surakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ijolae.v5i3.23004

Abstract

This study aimed to introduce Nusantara culture based on educational games by adjusting students' learning styles. Culture as an ancestral heritage tradition needs to be preserved by introducing it to the younger gen-eration from an early age. However, the survey results found that less than 26% of student respondents un-derstood Nusantara culture well. Compared to previous research, the model of cultural introduction through adaptive educational games is more fun because it is adapted to the way students learn. This research was carried out using the Design-Based Research (DBR) method through 4 stages of the procedure. The feasibil-ity test and application effectiveness test were carried out on a group of students from several elementary schools in Indonesia, who were taken using a cluster random sampling technique. The results of media design and content validation obtained an average value of 0.76 and 0.82, which means that the media is declared valid. The feasibility test used the System Usability Scale (SUS) with an average value of 80% in the acceptable category. The results of the research obtained a description of the comparison of the final scores of the control class and the experimental class, which was 55 compared to 75. This study concluded that learning media for introducing Indonesian culture based on adaptive educational games had a positive impact by effectively increasing learning outcomes on students' understanding of Indonesian culture. Further development of this game application can be expanded in the application of animation in more depth.
Pengaruh Keterlibatan Kerja, Work-Life Balance, dan Kepuasan Kerja terhadap Kesejahteraan Karyawan PT. Primatexco Indonesia Haq, Muhammad Izzul; Fauzan, Mohammad
Al-Kharaj: Jurnal Ekonomi, Keuangan & Bisnis Syariah Vol. 7 No. 3 (2025): Al-Kharaj: Jurnal Ekonomi, Keuangan & Bisnis Syariah
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/alkharaj.v7i3.6318

Abstract

This study aims to explain the influence of work engagement, work-life balance, and job satisfaction on employee welfare at PT Primatexco Indonesia. This research is a type of explanatory research. The number of samples in this study is 100 employees of the operator section (Weaving). Data collection uses the distribution of questionnaires in the form of Google Forms to all respondents. The tests used in this study are instrument tests, model feasibility tests, and hypothesis tests and data processing using SPSS. The findings of the study (1) Work involvement has a positive effect on employee welfare (2) Work Life Balance has no positive effect on employee welfare (3 Job satisfaction has a positive effect on employee welfare