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STUDY OF WORKLOAD AND EMPLOYEE COMPETENCE TOWARDS EMPLOYEE PERFORMANCE WITH ORGANIZATIONAL COMMITMENT AS AN INTERVENING VARIABLE Nafiudin; Siti Nurjanah; Awaluddin Tjalla; Suparno Suparno; Susan Febriantina; Andari Andari; Aini Fujianti; Alfa Fauzan; Brata Sanjaya; Wahyu Suprayogi
JRMSI - Jurnal Riset Manajemen Sains Indonesia Vol. 14 No. 02 (2023): Jurnal Riset Manajemen Sains Indonesia
Publisher : Fakultas Ekonomi, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JRMSI.014.2.01

Abstract

Employee performance that is not as expected has an impact on the overall performance of the organization, so the focus of this study is to examine the influence of workload, competence on employee performance through organizational commitment studies on employees of PT Hitachi Metals Indonesia Cilegon with a total sample of 100 employees in the Quality Control Division, the data collection technique used is the distribution of questionnaires with a Likert scale as a rating scale, In this study, the hypothesis is tested using path analysis with SPSS and the Sobel Test, and the results show that workload has a positive effect on commitment and performance, and competence has a positive effect on employee commitment and performance. While organizational commitment can mediate between workload and performance, as well as competence and performance.
PENGARUH PEMBELAJARAN BERBASIS GAMIFIKASI TERHADAP MOTIVASI BELAJAR MELALUI PEMAHAMAN KONSEP SISWA MPLB SMKN 16 JAKARTA Tia Atika Maharani; Dewi Nurmalasari; Susan Febriantina
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18475

Abstract

This study aims to examine the effect of gamification-based learning on students' learning motivation through conceptual understanding among Office Management and Business Services (MPLB) students at SMKN 16 Jakarta. This research employed a quantitative approach using a survey method. The population consisted of Grade X and XI MPLB students at SMKN 16 Jakarta, with a sample of 105 respondents selected using proportionate stratified random sampling. Data were collected through questionnaires and analyzed using the Partial Least Squares-Structural Equation Modeling (PLS-SEM) approach with SmartPLS 4.0 software. The findings indicate that gamification-based learning has a positive and significant effect on learning motivation (β = 0.239; p < 0.001) and conceptual understanding (β = 0.688; p < 0.001). Furthermore, conceptual understanding has a positive and significant effect on learning motivation (β = 0.643; p < 0.001). The mediation analysis also reveals that conceptual understanding significantly mediates the relationship between gamification-based learning and learning motivation (T-statistics = 8.818; p < 0.001). These findings suggest that the implementation of gamification elements, such as points, badges, challenges, and feedback, not only enhances students' engagement in the learning process but also improves their conceptual understanding, which ultimately strengthens their learning motivation. This study implies that gamification-based learning can serve as an effective instructional strategy for improving the quality of teaching and learning outcomes in vocational education.