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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.
PEMANFAATAN AI GENERATIF DALAM PENYUSUNAN PERANGKAT PEMBELAJARAN UNTUK PENGUATAN PEMAHAMAN ANGGOTA ASPAPI DKI JAKARTA Wida Aristanti; Muhammad Ikhwan; Roni Faslah; Susan Febriantina; Suherdi Suherdi; Rayi Dwipanilih; Rizki Firdausi Rachmadania
Journal of Community Empowerment Vol 5, No 3 (2026): September
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jce.v5i3.42906

Abstract

ABSTRAKKegiatan pengabdian kepada masyarakat ini bertujuan memperkuat pemahaman anggota Asosiasi Sarjana dan Praktisi Administrasi Perkantoran Indonesia (ASPAPI) DKI Jakarta mengenai pemanfaatan AI generatif dalam penyusunan perangkat pembelajaran. Kegiatan diikuti oleh 15 peserta dan dilaksanakan secara daring melalui Zoom Meeting pada 21 Juli 2026. Pelaksanaan kegiatan menggunakan pendekatan partisipatif kolaboratif dengan prinsip learning by doing melalui identifikasi kebutuhan, penyampaian materi, pelatihan prompt engineering menggunakan kerangka Role, Task, Context, Format, dan Requirement (RTCFR), praktik langsung, serta evaluasi. Pemahaman peserta dievaluasi menggunakan pre-test dan post-test melalui Google Form yang terdiri atas 30 butir pertanyaan dengan butir yang sama pada kedua pengukuran. Hasil evaluasi menunjukkan skor pemahaman peserta meningkat dari 60% pada pre-test menjadi 90% pada post-test, atau mengalami kenaikan sebesar 30 poin persentase. Namun, hasil tersebut menggambarkan perubahan pemahaman segera setelah pelatihan dan tidak dimaksudkan sebagai pengukuran kompetensi jangka panjang. Tingkat kepuasan peserta mencapai rata-rata 4,5 dari skala 5. Peserta juga mempraktikkan penyusunan perangkat pembelajaran berbantuan AI, meskipun produk yang dihasilkan belum dikumpulkan dan belum dinilai menggunakan rubrik khusus. Kegiatan ini memberikan penguatan pemahaman mengenai pemanfaatan AI generatif, penyusunan prompt terstruktur, verifikasi keluaran, pencegahan plagiarisme, serta perlindungan data dalam pembelajaran.Kata kunci: AI generatif; Pemahaman digital; Perangkat pembelajaran; Prompt engineering; Administrasi perkantoran.ABSTRACTThis community service program aimed to strengthen the understanding of members of the Jakarta Chapter of the Indonesian Association of Office Administration Scholars and Practitioners (ASPAPI) regarding the use of generative AI in the development of learning materials. The program involved 15 participants and was conducted online via Zoom Meeting on July 21, 2026. A participatory and collaborative approach based on the principle of learning by doing was employed through needs identification, material delivery, prompt engineering training using the Role, Task, Context, Format, and Requirement (RTCFR) framework, hands-on practice, and evaluation. Participants’ understanding was assessed through pre-test and post-test questionnaires administered via Google Forms, consisting of 30 identical items in both assessments. The results showed that participants’ understanding scores increased from 60% in the pre-test to 90% in the post-test, representing a 30-percentage-point increase. However, these results reflect changes in participants’ understanding immediately after the training and should not be interpreted as evidence of long-term competency improvement. The mean participant satisfaction score was 4.5 out of 5. Participants also practiced developing AI-assisted learning materials; however, the resulting products were not systematically collected or assessed using a specific rubric. Overall, the program strengthened participants’ understanding of generative AI use, structured prompt development, output verification, plagiarism prevention, and data protection in teaching and learning.Keywords: Generative AI; Digital understanding; Learning materials; Prompt engineering; Office administration.