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Media Pembelajaran Interaktif Smart Finger Tenses Berbasis Website untuk Siswa Sekolah Menengah Pertama di Badung Rosaline, Nelly; Julianto, I Nyoman Larry; Mudra, I Wayan
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 9 No. 04 (2023): December 2023
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v9i4.9172

Abstract

Abstrak Pada era teknologi 4.0 saat ini, materi pembelajaran Bahasa Inggris masih kurang dipahami oleh siswa khususnya mengenai tenses yang dianggap rumit, dan proses penyampaiannya masih menggunakan media konvensional. Dari hal tersebut, dibutuhkan adanya inovasi metode dan media pembelajaran baru yang praktis dalam bentuk digital. Maka tujuan dari penelitian ini adalah merancang sebuah media pembelajaran interaktif menggunakan teknik smart finger tenses berbasis website dengan pendekatan gamifikasi. Metode pengumpulan data dilakukan di empat Sekolah Menengah Pertama (SMP) perintis melalui observasi, kuesioner, dan studi literatur. Pada penelitian sebelumnya, ditemukan teknik menghafal tenses dengan mudah menggunakan jari tangan yang disebut dengan smart finger, dengan menggunakan pendekatan teori dari Aristoteles. Kekurangan dari teknik ini adalah tidak memiliki media dan teknik ini masih dapat disederhanakan. Hasil dari penelitian ini berupa video animasi 2D menggunakan warna yang variative dan diimplementasikan teknik gamifikasi untuk memberikan kesan hiburan dan memotivasi pengguna agar tidak monoton dan membosankan. Teknik smart finger dipadukan dengan fitur permainan untuk memberikan cara yang praktis dan menyenangkan dalam meningkatkan pemahaman siswa terhadap tenses. Media ini juga dapat diakses secara fleksibel sehingga dapat mendukung proses pembelajaran di kelas maupun secara mandiri. Kata Kunci: gamifikasi, jari-jari pintar, media pembelajaran, situs web, tenses AbstractIn the current era of technology 4.0, English learning materials are still poorly understood by students, especially regarding tenses which are considered complicated, and the delivery process still uses conventional media. From this, there is a need for innovative methods and practical new learning media in digital form. So, the purpose of this research is to design an interactive learning media using website-based smart finger tenses technique with a gamification approach. The data collection method was conducted in four pioneering junior high schools (SMP), through observation, questionnaires, and literature studies. In the previous research, a technique to memorize tenses easily using fingers called smart finger was found, using the theoretical approach from Aristotle. The disadvantage of this technique is that it has no media and this technique can still be simplified. The result of this research is a 2D animated video, using varied colors, and implemented gamification techniques to give the impression of entertainment and motivate users so as not to be monotonous and boring. The smart finger technique is combined with game features to provide a practical and fun way to improve students' understanding of tenses. This media can also be accessed flexibly so that it can support the learning process in class or independently. Keywords: gamification, learning media, smart fingers, tenses, website
The Influence of Individual Characteristics, Work Placement and Work Environment on Employee Performance at CV. Enam Jaya Dianti, *Ine Luna; Rosaline, Nelly
Riwayat: Educational Journal of History and Humanities Vol 5, No 2 (2022): Agustus 2022, History, Learning Strategy, Economic History and Social Knowledge
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jr.v5i2.28892

Abstract

The purpose of this study is to see how individual characteristics, work placement, and work environment affect employee performance. CV. Enam Jaya has employees with characteristics who are less careful in recording stock inventories, so they often experience cases where the stock reports do not match the warehouse stock, lack of work among employees, which results in many pending tasks, lack of planning in carrying out tasks. In terms of an inadequate work environment such as lack of air cleanliness in the room, hot air temperature and disturbing noise. CV. Enam Jaya has a population of 50 employees using the quota sampling technique which is used in research that has a limited number of samples. The data processing method in this study used Minitab version 20. The research data used were primary data obtained through distributing questionnaires. The analytical tool used is multiple linear regression test. The results of the study indicate that: There is a positive and significant effect of the Work Environment on Employee Performance, but there is no influence of Individual Characteristics and Work Placement on Employee Performance.