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The Effect of Financial Literacy, Lifestyle, and Social Media on Student Consumptive Behavior Jenanu, Jularia Ilsa; Andayani , Endah; Naim , Naim
International Journal of Business, Law, and Education Vol. 6 No. 1 (2025): International Journal of Business, Law, and Education
Publisher : IJBLE Scientific Publications Community Inc.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56442/ijble.v6i1.1057

Abstract

The purpose of this study is to determine the impact of financial knowledge, lifestyle and social media on student consumption behaviors for economic education at PGRI Kanjuruhan University Malang. This study uses a quantitative approach with sample pickup technology, with 53 students, with sample pickup. The results showed that financial capacity in part had no significant impact on consumption behavior, lifestyle had a significant impact on consumption behavior, and social media had a significant impact on consumption behavior. At the same time, financial competence, lifestyle and social media have a major impact on student consumption. Based on these results, we can draw conclusions
Pengaruh Gaya Belajar, Kreativitas guru, dan Fasilitas Belajar Terhadap Hasil Belajar siswa SD Se Gugus III Dringu Probolinggo Sylvianica, Devi; Andayani, Endah; Aji, Sudi Dul
Innovative: Journal Of Social Science Research Vol. 4 No. 2 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i2.9795

Abstract

Penelitian ini dilatarbelakangi oleh prestasi akademik yang dimiliki siswa sepanjang kurun waktu tertentu di sekolah. Gaya belajar, kreativitas pengajar, dan fasilitas pembelajaran merupakan beberapa variabel yang ingin diteliti dalam penelitian ini kaitannya dengan hasil belajar siswa di Gugus III Dringu Probolinggo. Populasi dalam penelitian ini adalah siswa Sekolah Dasar di Gugus III Dringu Probolinggo yang berjumlah 816 orang. Metode pengambilan sampel adalah metode probabilitas sampling dimana peneliti mengambil 10% dari total populasi sehingga diperoleh 82 siswa sebagai sampel. Hasil penelitian menunjukkan bahwa variabel gaya belajar (X1), kreativitas guru (X2), dan fasilitas belajar (X3) mempunyai pengaruh yang signifikan baik secara parsial maupun simultan terhadap variabel hasil belajar (Y) siswa sekolah dasar di Klaster III Dringu Probolinggo. Variabel kreativitas guru (X2) mempunyai kontribusi yang besar terhadap hasil belajar (Y), karena nilai koefisien determinasi X2 lebih besar dibandingkan X1 (kreativitas guru) dan guru serta fasilitas pembelajaran mampu menjelaskan variabel hasil belajar sebesar 68,6%..
Efektivitas Elemen Gamifikasi dalam Virtual Economy Simulation Model (VESM) terhadap Motivasi Belajar Mahasiswa Rulita Nurfaizana, Della; Andayani, Endah; Yudiono, Udik; Anam, Choirul
Jurnal Riset Pendidikan Ekonomi Vol. 10 No. 2 (2025): OKTOBER 2025
Publisher : Fakultas Ekonomika dan Bisnis, Universitas Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jrpe.v10i2.13199

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The advancement of digital technology in higher education has driven a transformation in learning methods that demand active participation and intrinsic motivation among students. This study aims to analyze the effectiveness of gamification elements in the Virtual Economy Simulation Model (VESM) on the learning motivation of university students majoring in Office Administration Educationin Universitas Negeri Malang. The VESM model was developed with four main gamification components: points, badges, leaderboards, and real-time feedback. A quantitative approach was employed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The sample involved 70 students (Offerings A and E) enrolled in the Introduction to Economics course. The analysis results showed that all indicators were valid (loading factor > 0.70), with high reliability (α = 0.91; CR = 0.94) and an R² value of 0.742, indicating that 74.2% of the variance in learning motivation was explained by the gamification elements. The path coefficient (β = 0.861, t = 19.432, p < 0.001) demonstrated a significant effect. The feedback element contributed most dominantly (β = 0.699), followed by points (β = 0.642), leaderboard (β = 0.613), and badges (β = 0.571). These findings confirm that the implementation of gamification in VESM effectively enhances university students’ learning motivation and has the potential to become an innovative interactive learning model in economics education.
Integrating Vocationalogy-Based Web Media with Blended Learning for Enhancing Practical Competence in Vocational Education Andayani, Endah; Rulita Nurfaizana, Della; Agustina, Rini; Dameaty Hutagalung, Fonny
IJORER : International Journal of Recent Educational Research Vol. 7 No. 1 (2026): January
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v7i1.1176

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Objective: Vocational education requires learning media that not only support the delivery of conceptual knowledge but also facilitate hands-on practice relevant to workplace demands. Method : This study aims to develop and evaluate a blended learning web-based media called Vocationalogy, designed to support project-based learning in Creative Products and Entrepreneurship (PKK) at vocational high schools. Quantitative data were collected through surveys involving 94 students who used the platform during blended learning activities. Novelty: The study adopted the waterfall model as the framework for the development of the Vocationalogy platform, encompassing stages of analysis, design, development, implementation, and evaluation. The evaluation focused on four main aspects: usability, content quality, interactivity, and user satisfaction. Descriptive statistical analysis was used to assess the platform's effectiveness, and results were further validated through literature comparison and theory-driven interpretation. Result: The results indicated that Vocationalogy effectively enhanced students' access to practical materials, facilitated self-directed learning, and increased engagement through multimedia-based content and asynchronous discussion forums. Students reported high levels of satisfaction, particularly regarding the clarity of content and ease of use. The integration of features such as digital portfolios and self-assessment tools also supported reflective learning and competency tracking. In conclusion, the Vocationalogy platform demonstrates strong potential as an adaptive and pedagogically sound learning management system (LMS) for vocational education. Future development should focus on strengthening collaborative features and integrating learning analytics to enhance personalization and feedback mechanisms.
THE DEVELOPMENT OF BUSINESS ECONOMICS TEACHING MATERIALS BASED ON PROJECT BASED LEARNING (PJBL) VOCATIONAL SCHOOL STUDENTS Lilik Sri Hariani; Endah Andayani; Nurul Ain
Proceeding International Conference on Digital Education and Social Science Vol. 1 No. 1 (2022): Proceeding International Conference on Digital Education and Social Science 202
Publisher : Asosiasi Pengelola Publikasi Ilmiah (APPI) PT PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55506/icdess.v1i1.15

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This study aims to develop teaching materials for business economics based on Project Based Learning (PjBL) for vocational high school students with materials for small and medium business plans. The development of the model uses an R&D approach in the field of Education (Bord and Gall) which has been modified as proposed by Sugiono with 3 (three) steps; 1) preliminary study, 2) model development. And 3) model testing. Based on the results of testing the model related to the feasibility assessment of the validators consisting of material expert validators and linguist validators, the results obtained that the product development was very feasible to be used in the teaching and learning process. Besides that, the results of the effectiveness assessment in the form of responses from teachers and student responses through questionnaires can be obtained that the product developed is very feasible to use. These results indicate that business economics teaching materials developed based on PjBL on small and medium business plan materials are feasible to use in the teaching and learning process.
Virtual Economy Simulation Model (VESM): Interactive Learning Innovation in Introductory Economics Courses Endah Andayani; Della Rulita Nurfaizana; Udik Yudiono; Lilik Sri Hariani; Fonny Dameaty Hutagalung
Journal of Economic Education and Entrepreneurship Studies Vol. 7 No. 1 (2026)
Publisher : Department of Economics Education, Faculty of Economics, Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62794/je3s.v7i1.21

Abstract

The development of digital technology has driven learning innovation in the Introduction to Economics course, especially in vocational education. This study aims to develop a Virtual Economy Simulation Model (VESM) as an interactive learning medium based on scenario-based learning designed to improve the market analysis skills of 70 students of Office Administration Education, Offering A and E, class of 2024. The research method uses the Borg & Gall Research and Development (R&D) model modified into seven stages, including needs analysis, design, prototype development, expert validation, limited trials, field trials, and product revisions. The research instruments include economic knowledge tests, market analysis task performance, and a System Usability Scale (SUS) questionnaire. The content validity results show a CVI of 0.89 (high category). The field trial resulted in a significant increase in pre-test to post-test scores in both groups with an N-gain of Offering A of 0.63 while Offering E was 0.66 with an effect size of Cohen's d = 1.59. The average SUS score reached 86.2 (excellent), while qualitative data showed that 92% of students considered VESM to be helpful in understanding economic concepts realistically. These findings indicate that VESM is effective in improving market analysis skills, learning engagement, and theory-practice integration. This model has the potential to be widely adopted in economics teaching in higher education.
The Effect of AI-Based Musicalized Media on Motivation and Learning Outcomes in Social Studies Rohadi Eko Sutanto; Endah Andayani; Roni Alim Ba’diya Kusufa
ASANKA : Journal of Social Science and Education Vol. 7 No. 1 (2026)
Publisher : Institut Agama Islam Negeri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21154/asanka.v7i1.13419

Abstract

AI-based musicalization media were developed as an alternative learning method that integrates social studies material in the form of songs, supported by artificial intelligence technology. The purpose of this study was to determine the effect of AI-based musicalization media on students' motivation and learning outcomes at SMPN 1 Donomulyo. This study was motivated by the suboptimal use of interactive learning media, which led to low student motivation and learning outcomes. The study used a quantitative, nonequivalent control-group design. The research subjects were students of class IX A as the experimental class and class IX B as the control class. Data were collected using a learning motivation questionnaire and an essay test on social studies learning outcomes, and analyzed using a MANOVA. Based on the Multivariate Test table, an F value of 45.562 was obtained, with a p-value of 0.000 (< 0.05). Therefore, it can be concluded that AI-based musicalization media have a simultaneous effect on students' motivation and social studies learning outcomes. This finding confirms that AI media is recommended as an alternative social studies learning method in line with the development of educational technology.
PENGEMBANGAN KETERAMPILAN SOSIAL KERJA SAMA MELALUI KEGIATAN BERMAIN KELOMPOK PADA ANAK USIA DINI Irma Tyasari; Dwi Nur Agustina; Kusmiati Kusmiati; Sutriyah Sutriyah; Kusmiati Madinah; Endah Andayani
Jurnal Sentra Pendidikan Anak Usia Dini Vol. 5 No. 2 (2026): Jurnal Sentra Pendidikan Anak Usia Dini
Publisher : Program Studi Pendidikan Guru Pendidikan Anak Usia Dini (PGPAUD)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51544/sentra.v5i2.6258

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Latarbelakangi: rendahnya keterampilan kerja sama anak kelompok B di TK Muslimat 11 yang ditunjukkan melalui perilaku kurang mampu berbagi, belum terbiasa bekerja dalam kelompok, serta sering berebut alat permainan saat kegiatan pembelajaran. Tujuan: Kondisi tersebut menunjukkan perlunya penerapan kegiatan belajar yang sesuai dengan karakteristik anak usia dini untuk mengembangkan kemampuan kerja sama. Penelitian ini bertujuan untuk meningkatkan keterampilan kerja sama anak melalui kegiatan menyusun balok secara berkelompok. Metode: Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus, dengan setiap siklus meliputi tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian berjumlah 19 anak kelompok B di TK Muslimat 11. Data dikumpulkan melalui observasi terhadap keterampilan kerja sama anak selama proses pembelajaran dan dianalisis secara deskriptif kuantitatif. Hasil: menunjukkan bahwa kegiatan menyusun balok secara berkelompok mampu meningkatkan keterampilan kerja sama anak. Pada siklus I, sebanyak 8 anak (42,1%) mencapai ketuntasan, sedangkan 11 anak (57,9%) belum tuntas. Setelah dilakukan perbaikan pembelajaran pada siklus II, jumlah anak yang mencapai ketuntasan meningkat menjadi 17 anak (89,5%), sementara 2 anak (10,5%) belum mencapai ketuntasan. Peningkatan tersebut menunjukkan bahwa kegiatan menyusun balok secara berkelompok efektif dalam mengembangkan kemampuan anak untuk berbagi, berinteraksi, saling membantu, dan bekerja sama dalam menyelesaikan tugas kelompok. Kesimpulan: kegiatan ini dapat dijadikan sebagai salah satu alternatif strategi pembelajaran untuk meningkatkan keterampilan kerja sama pada anak usia dini.
Pengembangan Media Pop It for Fun Berbasis Game Based Learning pada Persebaran Flora dan Fauna Siswa Sekolah Dasar Kelas V Kurnia Rizkyanti, Citra; Andayani, Endah; Surjati, Endang
Jurnal Pendidikan : Riset dan Konseptual Vol 10 No 3 (2026): Volume 10, Nomor 3, Juli 2026
Publisher : Lembaga Penelitian dan Pengabdian Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/riset_konseptual.v10i3.1580

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Penelitian ini didasari oleh minat belajar siswa yang belum optimal, kurang melibatkan siswa dalam pembelajaran, serta minimnya penggunaan media yang menarik. Penelitian ini bertujuan untuk mengetahui desain media Pop It For Fun  untuk meningkatkan minat belajar siswa, penerapan media Pop It For Fun  dengan Model Game Based Learning dapat meningkatkan minat belajar siswa serta untuk mengetahui efektifitas media Pop It For Fun  dalam meningkatkan minat belajar siswa kelas V SDN Lesanpuro 1 pada materi persebaran flora fauna. Media Pop It For Fun  dikembangkan sebagai media pembelajaran interaktif berbasis Powerpoint yang dilengkapi dengan fitur yang interaktif dan permainan yang disesuaikan dengan karakteristik siswa sekolah dasar. Penelitian ini dilaksanakan menggunakan metode penelitian dan pengembangan dengan model pengembangan 4-D. Dari hasil observasi, terdapat 93,58% siswa merasakan ketertarikan pada pembelajaran, pada indikator keaktifan siswa terdapat 96,15% siswa menunjukkan keaktifannya, indikator perhatian terdapat 94,87% siswa yang fokus mendengarkan penjelasan dari guru, pada hasil indikator partisipasi terdapat 96,15% siswa yang menunjukkan partisipasi yang sangat baik. Hasil belajar dari rata-rata 73 sebelum penggunaan media Pop It For Fun   menjadi 91 setelah aplikasi digunakan. Hal ini menunjukkan bahwa media Pop It For Fun  efektif digunakan dalam pembelajaran IPAS materi persebaran flora dan fauna untuk meningkatkan minat belajar siswa.
Peningkatan Kemampuan Kognitif dengan Menerapkan Metode “Si Jepit Penghitung Angka” pada Anak Usia Dini Farianti Farianti; Irma Ronita; Merry Febrianti; Nurma Yunita; Endah Andayani
Jurnal Pembelajaran dan Riset Pendidikan Vol. 6 No. 3 (2026): Volume 6, Nomor 3, Juli 2026
Publisher : Lembaga Penelitian dan Pengabdian Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jprp.v6i3.2748

Abstract

Kemampuan kognitif anak dalam mengenal konsep bilangan di kelompok A TK AL-IKHLAS masih cenderung rendah, hal ini disebabkan keterlibatan aktivitas anak didik secara langsung masih kurang optimal. Anak belum mampu menghubungkan lambang bilangan dengan jumlah benda secara konkret dan anak hanya mampu menyebutkan angka secara lisan. Penelitian ini bertujuan untuk meningkatkan kemampuan kognitif anak usia dini melalui penggunaan media inovatif Alat Peraga Edukatif (APE) "Si Jepit Penghitung Angka". Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus. Pada setiap siklus meliputi tahap perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian adalah 15 anak kelompok TK A usia 4-5 tahun di TK AL-IKHLAS. Teknik pengumpulan data dilakukan melalui observasi, dokumentasi, dan instrumen unjuk kerja anak. Hasil penelitian menunjukkan adanya peningkatan kemampuan kognitif anak yang signifikan pada setiap siklusnya. Pada siklus I, persentase keberhasilan anak mencapai 53% dan meningkat menjadi 93% pada siklus II. Peningkatan ini terjadi karena media Si Jepit Penghitung Angka bersifat manipulatif dan melibatkan anak secara aktif dalam proses learning by doing, sehingga anak dapat membangun pemahaman logis matematis secara konkret dalam suasana bermain yang menyenangkan. Kesimpulan penelitian ini menemukan bahwa penerapan media Si Jepit Penghitung Angka terbukti efektif dalam meningkatkan kemampuan kognitif anak usia dini dalam mengenal konsep bilangan.
Co-Authors Affan Afian Agusniati agusniati Agustina, Rini Ahmad Zaini Akhmad Sirojuddin Auliana Farabbanie Al-Arsy Auliana Farrabanie Al Arsy Baehaqi Brihandhono, Ari Choiriyah Choiriyah Choirul Anam AM Diponegoro Cicilia Ika Rahayu Nita Dameaty Hutagalung, Fonny Della Rulita Nurfaizana Della Rulita Nurfaizana Desi Puspita Devi Ayu Kumalasari Devi Wahyuningsih Diyah Yudha Trisanti Dodit Suprianto Dodit Suprianto Dwi Nur Agustina Dwi Puspitasari Eka Kurniawati Endang Surjati Endi Sarwoko Erni Yolanda Farianti Farianti Fonny Dameaty Hutagalung Hari Lugis Purwanto Hariani, Lilik Sri Ika Ayu Budiyanti Ilham Pragosa Satyantoro Imron Sya'roni Imron Sya'roni Irma Irma Tyasari Irma Ronita Jenanu, Jularia Ilsa Jhohan Untung Kurnia Rizkyanti, Citra Kusmiati Kusmiati Kusmiati Madinah Kusufa, Roni Alim Ba'diyah Laurens Kaluge Lilik Istianingsih Hermawati Lilik Sri Hariani Lilik Sri Hariani Luluk Mahmuda Mado Lipat Goreti Maria Mardiana, Riril Merry Febrianti Muchammad Jauhari Muh. Arfah Naim , Naim Naim Naim Naim, Naim Naim, Naim Nanang Dwyanti Ningtyas, irawantika Nun Farida Nurma Yunita Nurul Ain Nurul Ain, Nurul Otrin Nabang Pawolung, Yumiati Reni Pieter Sahertian Prasetyono, Dian Eko Puguh Stya Nugraha Rine Gesta Rini Agustina Riril Mardiana Firdaus Riska Rahayu Rizki Multianto Nugroho Rohadi Eko Sutanto Roni Alim Ba'diya Kusufa Rusfandi Rusfandi Ruslan Hadiwijaya Rusno Rusno Salsabila, Iva Mazhidatus Saofiandi, Ari Soedjijono Sudi Dul Aji Suharyono Sujito Sujito Suko Winarsih Sulistyo Sulistyo Sulistyo Sulistyo Surjati, Endang Sutriyah Sutriyah Syafruddin Syafruddin Sylvianica, Devi Tabuni, Dion Tiffany Azhar Izzuddin Udik Yudiono Vitus No Walipah, Walipah Wanda Nuara Ciptasari Winda Tiniah Yudiono, Udik Yuli Ifana Sari, Yuli Ifana Yulianti & Ninik Indawati Hartatik Yusfika Rahma Tiarum Yusni Yusni