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The impact of utilizing educational games-based technology as learning media on students' numeration skills in high school economics subjects Rahmat, Pupu Saeful; Jumantini, Entin; Suryani, Yeyen; Satriapraja, Novi; Suhenda, Enda
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol 10, No 4 (2024): JPPI (Jurnal Penelitian Pendidikan Indonesia)
Publisher : Indonesian Institute for Counseling, Education and Theraphy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/020243825

Abstract

This study was motivated by the low numeracy skills of students in economic subjects at SMA 2 Kuningan which was known through pre-research conducted. The purpose of this study was to determine the effect of using educational game-based technology learning media on students' numeracy skills in economic subjects in class XII SMAN 2 Kuningan Regency. The method used in this research is experimental method. The number of respondents in each class was 32 students each. Data processing methodology begins with instrument testing (including validity and reliability tests) followed by prerequisite assessment in the form of normality and homogeneity tests. Hypothesis testing using t-test and n-gain. Based on the results of hypothesis testing, there are significant differences in learning outcomes between students who utilize technology-based educational games and students who do not utilize technology-based educational games. These results indicate a difference in learning outcomes and numeracy skills between students who use technology-based educational games and those who do not. The results showed that the average normalized gain score of the experimental class of 76.76% was included in the effective category based on the interpretation of the effectiveness gain index. Therefore, it can be concluded that the integration of technology-based educational games is efficacious in improving students' numeracy skills in class XII economics subjects at SMAN 2 Kuningan
Kompetensi Pegawai Pada Pusat Pengelolaan Pendapatan Daerah Wilayah Kota Cirebon Suhenda, Enda; Hidayat, Moh.Taufik; Permana, Ipik
Action Research Literate Vol. 9 No. 2 (2025): Action Research Literate
Publisher : Ridwan Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/arl.v9i2.2814

Abstract

Kompetensi pegawai di sektor publik memegang peranan penting dalam meningkatkan efektivitas dan efisiensi pelayanan publik. Salah satu instansi yang berfokus pada pengelolaan pendapatan daerah adalah Pusat Pengelolaan Pendapatan Daerah Wilayah (P3DW) Kota Cirebon. Namun, kompetensi pegawai di P3DW Kota Cirebon belum optimal, khususnya dalam hal keterampilan teknis dan soft skills yang diperlukan untuk menjalankan tugas-tugas administrasi. Penelitian ini bertujuan untuk menganalisis kompetensi pegawai P3DW Kota Cirebon, hambatan yang dihadapi, dan upaya-upaya yang dilakukan untuk meningkatkan kompetensi tersebut. Metode yang digunakan dalam penelitian ini adalah pendekatan kualitatif dengan desain studi kasus. Pengumpulan data dilakukan melalui wawancara, observasi, dan dokumentasi, sedangkan analisis data dilakukan menggunakan teknik triangulasi untuk memastikan validitas data. Hasil penelitian menunjukkan bahwa kompetensi pegawai belum optimal, terlihat dari kurangnya keterampilan dalam penghitungan dan penetapan Pajak Kendaraan Bermotor (PKB) serta Bea Balik Nama Kendaraan Bermotor (BBNKB), serta kurang efektifnya komunikasi dan kolaborasi antar instansi. Implikasi dari penelitian ini adalah pentingnya peningkatan pelatihan teknis, pengembangan soft skills, dan kolaborasi antar instansi untuk meningkatkan kualitas kompetensi pegawai dan pelayanan publik di P3DW Kota Cirebon.
TIPOLOGI PEMIKIRAN PENDIDIKAN ISLAM INDONESIA DALAM MEMBENTUK KARAKTER MODERAT (ANALISIS KURIKULUM MERDEKA) Suhenda, Enda
Jurnal Ilmiah ATSAR Kuningan Vol. 3 No. 1 (2024): Jurnal ATSAR UNISA Kuningan
Publisher : Jurnal Ilmiah ATSAR Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Perubahan zaman dan perkembangan teknologi menggerakkan stakeholder pendidikan untuk memperbaiki atau memperbarui sistem pendidikan. Pembaruan tersebut berpusat pada perubahan kurikulum yang kemudian mengubah seluruh atau sebagian besar konsep teknis pelaksanaan pendidikan. Di dalam Pendidikan Islam, perubahan kurikulum didasari oleh tipe pemikiran Pendidikan Islam yang menyejarah sejak periode klasik sampai modern. Penelitian ini bertujuan untuk menganalisis bagaimana tipologi pemikiran pendidikan Islam, bagaimana tipologi pemikiran pendidikan Islam di dalam Kurikulum Merdeka, dan bagaimana relevansi antara tipologi pemikiran pendidikan Islam Indoensia dengan Kurikulum Merdeka dalam membentuk kakrakter moderat. Penelitian menggunakan metode kualitatif dengan pendekatan kepustakaan (library research). Pada tahap analisis data, peneliti ini menggunakan teknik analisis isi (content analisys) yang tahapannya meliputi penentuan permasalahan, menyusun kerangka pemikiran, menyusun perangkat metodologi, analisis data, dan interpretasi data. Hasil penelitian menunjukkan bahwa secara substansi terdapat tipe pemikiran Pendidikan Islam Indonesia dalam kerangka umum Kurikulum Merdeka. Hal itu tercermin dalam implementasi kurikulum yakni pembentukan Profil Pelajar Pancasila. Enam profil yang meliputi, beriman, bertakwa kepada Tuhan Yang Maha Esa, dan berakhlak mulia; mandiri; bergotong-royong; berkebinekaan global; bernalar kritis; dan kreatif. Keenamnya merupakan landasan utama dalam membentuk karakter moderat dalam beragama, moderat dalam kehidupan social, bermasyarakat, dan berbudaya.
The impact of utilizing educational games-based technology as learning media on students' numeration skills in high school economics subjects Rahmat, Pupu Saeful; Jumantini, Entin; Suryani, Yeyen; Satriapraja, Novi; Suhenda, Enda
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol. 10 No. 4 (2024): JPPI (Jurnal Penelitian Pendidikan Indonesia)
Publisher : Indonesian Institute for Counseling, Education and Theraphy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/020243825

Abstract

This study was motivated by the low numeracy skills of students in economic subjects at SMA 2 Kuningan which was known through pre-research conducted. The purpose of this study was to determine the effect of using educational game-based technology learning media on students' numeracy skills in economic subjects in class XII SMAN 2 Kuningan Regency. The method used in this research is experimental method. The number of respondents in each class was 32 students each. Data processing methodology begins with instrument testing (including validity and reliability tests) followed by prerequisite assessment in the form of normality and homogeneity tests. Hypothesis testing using t-test and n-gain. Based on the results of hypothesis testing, there are significant differences in learning outcomes between students who utilize technology-based educational games and students who do not utilize technology-based educational games. These results indicate a difference in learning outcomes and numeracy skills between students who use technology-based educational games and those who do not. The results showed that the average normalized gain score of the experimental class of 76.76% was included in the effective category based on the interpretation of the effectiveness gain index. Therefore, it can be concluded that the integration of technology-based educational games is efficacious in improving students' numeracy skills in class XII economics subjects at SMAN 2 Kuningan