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APPLICATION OF GAMIFICATION IN ETHNIC EXCELLENCE-BASED CHARACTER EDUCATION PROGRAMS Lasambouw, Carolina M; Nuryati, Neneng; Sutjiredjeki, Ediana; Farid N., Moh.; Sumeru, Sumeru; Yuliawati, Sri N; Hodijah, Ade
JADECS (Journal of Art, Design, Art Education & Cultural Studies) Vol 7, No 2 (2022)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um037v7i22022p103-114

Abstract

This paper describes how the game is a tool to support the strengthening of character education for its users. In implementing the Independent Learning Education, Merdeka Campus, Bandung State Polytechnic, collaborated with the industry to apply gamification to the concept of character education and the nation's cultural values. Some of the objectives of this gamification activity are: (a) Getting the ethnic group’s information; (b) Providing users inspiration to develop themselves; (c) Growing a better direction mindset. The game developed is a web-based application (online gamification), so as many students/students and lecturers as possible can use the game to support strengthening character education and the nation's cultural values. The manual version of the video game content (prototype) is available, namely the 2021 research output containing Pancasila character content based on ethnic excellence. The elements of educational content in online gamification contain the results of identifying the prominent characters of 10 ethnic groups in Indonesia with the largest population (Dayak, Madura, Jawa, Sunda, Baduy, Batak, Banjar, Minahasa, Betawi, Minang). This study used three approaches which are Qualitative-Explorative, Qualitative-Descriptive, and Evaluation. The method used to know how gamification was implemented in character education and the nation's cultural values. It is hoped that gamification can integrate into the learning process for compulsory national subjects. Thus, students can become users and a market for the gamification industry.
APPLICATION OF THE FLOYD-WARSHALL ALGORITHM TO OPTIMIZE ELECTRICITY DISTRIBUTION IN THE CITY OF CIMAHI Lusiani, Anie; Sartika, Euis; Suhartini, Ida; Nuryati, Neneng
Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika dan Statistika Vol. 5 No. 2 (2024): Jurnal Lebesgue : Jurnal Ilmiah Pendidikan Matematika, Matematika dan Statistik
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/lb.v5i2.666

Abstract

Efficiency in the use of electricity is a necessity for the sustainability of a better life. Almost all human activities utilize electrical energy, such as household appliances, industry, and even vehicles. This research contains the efficiency of electricity use in a housing by applying graph theory in optimizing the electricity distribution network system. The purpose of this study is to optimize the electricity distribution network system in the residential area of Kota Mas Cimahi, so that the best network model is obtained. Network data and information were obtained from PT. PLN UP3 Cimahi, West Java. The method used is to determine the minimum spanning tree in the electricity distribution network model by applying the Floyd-Wish algorithm. The initial model of the power grid was constructed by data on the position of substations and power poles, the number of power poles, and the length of the power cables connecting the poles. The data used is data on a line from several electricity distribution lines in this housing. The result of the minimum cable length on this line is 349 meters. The results of this study are expected to provide alternative solutions and additional information in planning and structuring the power grid optimally. Furthermore, the results of this research can also be used by PLN in order to support the government's program towards the efficiency of using electrical energy to serve the community because they get electricity services faster and cheaper
Penerapan Pembelajaran Kooperatif Jigsaw pada Mata Kuliah Matematika Ditinjau dari Hasil Belajar Mahasiswa Nuryati, Neneng
Prosiding Konferensi Nasional Penelitian Matematika dan Pembelajarannya 2017: Prosiding Konferensi Nasional Penelitian Matematika dan Pembelajarannya
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (386.458 KB)

Abstract

Tujuan dari penelitian ini adalah untuk mengukur efektivitas strategi pembelajaran kooperatif Jigsaw dalam meningkatkan kemampuan matematik mahasiswa. Populasi penelitian adalah mahasiswa Politeknik Negeri Bandung angkatan 2016 Program D-III bidang Tata Niaga. Sampel penelitian berjumlah 62 mahasiswa yang diambil secara purposive sampling (jurusan Akuntansi, program studi Keuangan Perbankan). Teknik analisis data menggunakan analisis deskriptif dan uji t dua rerata, bila data berdistribusi normal dan homogen, tetapi bila tidak berdistribusi normal pengujiannya menggunakan uji statistik non parametrik yaitu uji Mann-Whitney. Dikarenakan data tidak berdistribusi normal, maka digunakan uji Mann Whitney. Data yang diolah untuk mengukur efektivitas strategi pembelajaran adalah membandingkan dua nilai (nilai postes pada pembelajaran konvensional dan nilai postes pada strategi pembelajaran kooperatif Jigsaw). Soal tersebut sebelumnya diujicobakan untuk melihat validitas, reliabilitas, tingkat kesukaran dan daya pembeda dari soal. Berdasarkan analisis data, diperoleh bahwa kemampuan mahasiswa yang memperoleh pembelajaran kooperatif Jigsaw lebih baik daripada mahasiswa yang memperoleh pembelajaran konvensional.
Transformasi Pelayanan Desa Pameuntasan: Optimalisasi Sistem Administrasi Kependudukan Berbasis Web Neneng Nuryati; Akhmad Bakhrun; Muhammad Yunus Maulana; Carolina Magdalena Lasambouw; Kunlestiowati Hadiningrum
ARSY : Jurnal Aplikasi Riset kepada Masyarakat Vol. 6 No. 1 (2025): ARSY : Jurnal Aplikasi Riset kepada Masyarakat
Publisher : Lembaga Riset dan Inovasi Al-Matani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/arsy.v6i1.1215

Abstract

Pengembangan pelayanan digital di Desa Pameuntasan bertujuan untuk meningkatkan efisiensi dan aksesibilitas layanan publik. Metode yang digunakan adalah Software Development Life Cycle (SDLC) yang mencakup analisis kebutuhan, perancangan, implementasi, dan pengujian. Identifikasi masalah dilakukan melalui wawancara dan observasi terhadap Kepala Desa, Sekretaris Desa, serta perangkat desa lainnya, serta analisis terhadap website e-office dan praktik pelayanan desa. Pengumpulan data dilakukan dalam dua tahap: identifikasi jenis layanan prioritas dan studi dokumen peraturan terkait prosedur pelayanan. Pada tahap perancangan, desain aplikasi dan mockup dibuat mengikuti model SDLC, diikuti oleh pengembangan aplikasi sederhana yang selaras dengan aplikasi E-Office yang disediakan oleh pemerintah kabupaten. Implementasi aplikasi diuji melalui User Acceptance Test (UAT) untuk memastikan semua fitur berfungsi dengan baik dan sesuai kebutuhan pengguna akhir. Kendala utama yang dihadapi adalah pelayanan konvensional yang tidak efisien, sehingga solusi yang ditawarkan adalah aplikasi web yang lebih sederhana dan mudah digunakan. Aplikasi ini diharapkan dapat meningkatkan kinerja, efektivitas kerja, dan akuntabilitas perangkat desa. Pelatihan dan pendampingan bagi perangkat desa akan dilakukan untuk memastikan keberhasilan implementasi aplikasi ini. Dengan adanya aplikasi baru ini, diharapkan masyarakat Desa Pameuntasan dapat menerima pelayanan yang lebih prima dan efisien.
Application of Gamification in Ethnic Excellence-Based Character Education Programs Carolina M.L.; Neneng Nuryati; Ediana Sutjiredjeki; Moh. Farid Najib; Sumeru; Sri N. Yuliyawati; Ade Hodijah
Journal of Games, Game Art, and Gamification Vol. 7 No. 2 (2022)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v7i2.9103

Abstract

This paper describes how the game is a tool to support the strengthening of character education for its users. In implementing the Independent Learning Education, Merdeka Campus, Bandung State Polytechnic, collaborated with the industry to apply gamification to the concept of character education and the nation's cultural values. Some of the objectives of this gamification activity are: (a) Getting the ethnic group’s information; (b) Providing users inspiration to develop themselves; (c) Growing a better direction mindset. The game developed is a web-based application (online gamification), so as many students/students and lecturers as possible can use the game to support strengthening character education and the nation's cultural values. The manual version of the video game content (prototype) is available, namely the 2021 research output containing Pancasila character content based on ethnic excellence. The elements of educational content in online gamification contain the results of identifying the prominent characters of 10 ethnic groups in Indonesia with the largest population (Dayak, Madura, Jawa, Sunda, Baduy, Batak, Banjar, Minahasa, Betawi, Minang). This study used three approaches which are Qualitative-Explorative, Qualitative-Descriptive, and Evaluation. The method used to know how gamification was implemented in character education and the nation's cultural values. It is hoped that gamification can integrate into the learning process for compulsory national subjects. Thus, students can become users and a market for the gamification industry.
Application of Prim Algorithm to an Electricity Network in Cimahi Lusiani, Anie; Sartika, Euis; Nuryati, Neneng; Suhartini, Ida
Numerical: Jurnal Matematika dan Pendidikan Matematika VOL. 9 NO. 1 (2025)
Publisher : Universitas Ma'arif Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/numerical.v9i1.6072

Abstract

Prim's algorithm is an algorithm that is applied to determine the minimum spanning tree to optimize a network. In this research, the Prim algorithm will be applied to minimize the length of electrical cables used in an electricity distribution network. The data needed to build an initial model is the number of electricity poles on an electricity network, the position of the electricity poles, and the length of the cable connecting the two electricity poles. The electricity network used is in the management area of PT. PLN UP3 Cimahi, West Java. This initial model is represented by a weighted connected graph, where an electricity substation or an electricity pole is a vertex and an electricity cable connecting two electricity poles is an edge in the graph. The weight of this graph is the length of the cable. After the Prim algorithm is run on this graph, the minimum spanning tree is obtained which is the shortest length of electrical cable needed to connect all electricity poles, namely 1258.05 meters. When compared to the length of the existing cable that is being used, which is 1275.86 meters, the results of this study provide a cable efficiency of 17.81 meters. Thus, it is expected to provide cost efficiency arising from the price of the cable and its installation costs. This result is expected to provide input to PT. PLN UP3 Cimahi as an energy efficiency effort launched by the government.
PEMBERDAYAAN MASYARAKAT MELALUI PENGOLAHAN LIMBAH SAYUR PETANI DESA SUKAMANAH MENJADI ECO-ENZYME DENGAN PRINSIP WASTE TO RESOURCES Magdalena, Carolina; Wibisono, Nono; Setiawati, Lina; Nuryati, Neneng; Pakpahan, Rosma; Kurniasetiawati, Annisa Syafitri
Jurnal Difusi Vol. 6 No. 1 (2023): Jurnal Difusi
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Politeknik Negeri Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35313/difusi.v6i1.4541

Abstract

Praktek pengurangan limbah berbasis prinsip ekonomi waste to resources menjadi salah satu aspek yang menjadi prioritas pemerintah saat ini dalam pengelolaan sampah. Salah satu indikator Kinerja Program ‘Pengelolaan Sampah’ pada Renstra Kementerian Lingkungan Hidup dan Kehutanan (KLHK) tahun 2015-2019 adalah “Jumlah sampah yang dikelola sebesar 124,6 juta ton di 380 kota”. Sampah rumah tangga merupakan jenis sampah yang turut menyumbang pencemaran lingkungan dengan jumlah 68% sampah rumah tangga terdiri dari sampah organik. Pengelolaan sampah organik belum dilakukan dengan baik dan masih didominasi dengan membuangnya ke lahan kosong, sungai bahkan dibakar. Padahal jika diolah dengan baik, sampah organik bisa menjadi lebih bermanfaat, salah satunya diolah menjadi eco enzyme. Fungsi yang dimiliki eco-enzyme diantaranya bisa sebagai pembersih lantai, pembersih sayur dan buah, penangkal serangga serta penyubur tanaman.
Gamification Adoption in Higher Education: TechFit Acceptance Model Lasambau, Carolina Magdalena; Juniarti, Cahaya; Nuryati, Neneng; Yuliyawati, Sri Nur; Milanti, Ajeng Ayu
Media Komunikasi FPIPS Vol. 24 No. 1 (2025)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/mkfis.v24i1.92309

Abstract

This study explores the factors influencing individuals' intention to continue using gamification applications in learning, utilizing the Technology Acceptance Model (TAM) and Technology-Task Fit (TTF). Data were collected through a survey of 304 respondents using gamified learning in Indonesia. Structural Equation Modeling-Partial Least Square (SEM-PLS) was conducted to analyze the relationships between variables and test a series of hypotheses. Then, it was analyzed using Importance-Performance Map Analysis (IPMA). Using SEM-PLS and IPMA, the findings revealed that TTF constructs influence perceived usefulness (PU) and perceived ease of use (PEOU), except for technology characteristics, which do not significantly impact PEOU. Additionally, attitude is influenced by the two main TAM variables: PU and PEOU. The continuance intention to adopt gamification is influenced by attitude. This study will assist educators, educational institutions, gamification application developers, policymakers, and others concerned with the future development of education in designing effective strategies to enhance the adoption of gamification in learning. This study is the first to empirically employ the TAM and TTF to analyze the adoption of gamification applications in higher education.
Financial Performance Analysis of Islamic Commercial Banks in Indonesia Using the Sharia Conformity and Profitability (SCnP) Method during the 2019–2023 Period Fransiska, Alda Tri; Nurdin, Ade Ali; Setiawan, Setiawan; Nuryati, Neneng
Journal of Applied Islamic Economics and Finance Vol. 6 No. 1 (2025): Journal of Applied Islamic Economics and Finance (Oktober 2025)
Publisher : Jurusan Akuntansi Politeknik Negeri Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35313/jaief.v6i1.6774

Abstract

As Islamic banking develops in Indonesia, its sharia compliance needs to be measured. This study aims to determine the financial performance of Islamic commercial banks in Indonesia using the Sharia Conformity and Profitability (SCNP) model. The financial performance of Islamic commercial banks is measured using the ratios in the Sharia Conformity and Profitability (SCNP) model, including Islamic Investment, Islamic Income, Profit Sharing Ratio, Return on Assets (ROA), Return on Equity, and Net Profit Margin (NPM). The data collection technique used is the documentation technique, in this study the author uses the Annual Financial Report document or Annual Report published on the official website of each Islamic Commercial Bank. The number of samples is 7 Islamic Commercial Banks in Indonesia. Data will be processed using Microsoft Excel. The method used in this study is quantitative research with a descriptive approach. The results of the study have been conducted using the Sharia Conformity method with four quadrants, namely the Upper Right Quadrant (URQ), Lower Right Quadrant (LRQ), and Upper Left Quadrant (ULQ).
Penguatan Sistem Pelayanan Administrasi Desa Pameuntasan Berbasis Android Nuryati, Neneng; Lusiani, Anie; Sartika, Euis; Habinuddin, Endang; Binarto, Agus
ARSY : Jurnal Aplikasi Riset kepada Masyarakat Vol. 6 No. 3 (2025): ARSY : Jurnal Aplikasi Riset kepada Masyarakat
Publisher : Lembaga Riset dan Inovasi Al-Matani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55583/arsy.v6i3.1654

Abstract

Pelayanan administrasi di tingkat desa seringkali dihadapkan pada inefisiensi proses manual, transparansi yang rendah, dan antrian yang panjang, seperti yang terjadi di Desa Pameuntasan. Penyelenggaraan layanan yang masih mengandalkan buku fisik berpotensi terhadap human error dan kelambatan, sehingga berdampak pada citra pemerintah desa. Tujuan pengabdian ini adalah mengembangkan sistem pelayanan administrasi berbasis Android untuk mendigitalisasi pengajuan surat kependudukan, meningkatkan transparansi, dan mempercepat waktu proses. Metode pelaksanaan mengadopsi Software Development Life Cycle (SDLC) yang diawali dengan identifikasi kebutuhan melalui wawancara dan observasi, dilanjutkan dengan perancangan, implementasi purwarupa, serta diseminasi partisipatif. Hasil kegiatan berhasil menghasilkan purwarupa aplikasi multi-platform (web untuk operator dan mobile untuk warga) dengan progres pengembangan 60%. Evaluasi melalui kuesioner menunjukkan tingkat kebermanfaatan sistem yang sangat tinggi, yaitu 96,25%. Disimpulkan bahwa sistem ini tidak hanya berpotensi meningkatkan kualitas pelayanan di Desa Pameuntasan, tetapi juga dapat diadaptasi dan direplikasi di desa lainnya sebagai bentuk transformasi digital layanan publik.
Co-Authors Ade Hodijah Agustunus Februadi Andriyanto Setyawan Annisa Khoerani Arie Indra Gunawan Ary Surjanto Aryanti Nur Fitri Bakhrun, Akhmad Benny Barnas bin Sukri, Mohamad Firdaus Binarto, Agus Carolina M.L. Carolina Magdalena Lasambouw Cynara Putri Danari Djoni Djatnika Ediana Sutjiredjeki Ediana Sutjiredjeki Ediana Sutjiredjeki Ediana Sutjiredjeki Endang Habinuddin Euis Sartika Farid N., Moh. Farida Agoes Fatya Alty Amalia Fitri Andriyani, Resti Florida Mathilda Fransiska, Alda Tri Habinuddin, Endang Habsari Anon Wiharsono Hadiningrum, Kunlestiowati Hedi Hedi Hedi, Hedi Husain Akbar Sumeru Ida Suhartini Irfani Azis Iwan Setiawan Juniarti, Cahaya Kasni Sumeru Kirana, Meta Nur KURNIASETIAWATI, ANNISA Lasambau, Carolina Magdalena Lasambouw, Carolina M Lina Setiawati Luga Martin Simbolon Lusiani, Anie Magdalena, Carolina Maisevli Harika Margana, Ade Suryatman Martin Simbolon, Luga Meilinda, Lina Mochamad Umar Mai Mochammad Arif Budiman Moh Farid Najib Moh. Farid Najib Mohamad Firdaus bin Sukri Muhamad Anda Falahuddin Muhamad Arif Nugraha Muhammad Akmal Muhammad Rizqi Sholahuddin Muhammad Yunus Maulana Muldiani, Ratu Fenny Najyah, Fatya Naja Nani Yuningsih, Nani Nur Fajrina, Gema Adzani Nurdin, Ade Ali Nurfitriani, Nita Pakpahan, Rosma Qist Nadzifa Raditya Yogaswara Rafiati Kania Riska Siti Hayati Rosulindo, Parisya Premiera S, Waway Qodratulloh Sartika, Euis Satria Kharimul Qolbi Setiadi Rachmat Setiawan Setiawan Shodiya Sulaimon Simbolon, Luga Martin Siti Karlina Siti S Purwaningsih Siti Samsiyah Purwaningsih Siti Syamsiah Purwaningsih Sofia Meilynda Sri N. Yuliyawati Sri Suratmi Sugiyarto Sugiyarto Sugiyarto Suhartini, Ida Suherman Sumeru Sumeru, Sumeru Sumiyati Sunardi, Cecep Tjetjep Djarnika Toto Tohir Vitasya Utami Marsu Marsa Wahyu Rafdinal Wellid, Ismail Wibisono, Nono Yudi Prana Hikmat Yuliawati, Sri N Yuliyawati, Sri Nur