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Office Ergonomics Challenges and Strategies to Enhance The Productivity of FKIP UKSW Administrative Staff Mara Jatiindra Abhioga; Tri Nugroho Budi Santoso; Dwi Iga Luhsasi
Jurnal Administrasi Bisnis VOL 5, NO 2 (2026) May
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jab.v5i2.84939

Abstract

 This study aims to describe employees' understanding of ergonomics, identify the challenges of applying ergonomics, and formulate office ergonomics strategies to improve the work productivity of administrative staff at FKIP UKSW. A descriptive qualitative approach was used at FKIP UKSW with administrative staff as the main informants and faculty leaders and service users as supporting informants. Data were collected through interviews, observation, and documentation, then analyzed using the interactive model of Miles, Huberman, and Saldana through data reduction, data display, and conclusion drawing/verification. Data validity was strengthened through source and technique triangulation. The results show that employees' formal understanding of ergonomics remains low and is mostly obtained independently. The main challenges include non-ergonomic chairs, damaged hydraulic features, limited workspace, monitor glare, and the absence of standardized occupational health and safety or office ergonomics guidelines. Recommended strategies include standardizing work facilities, conducting ergonomics workshops, developing occupational health and safety procedures, implementing micro-breaks, redesigning the workspace, and strengthening workplace communication.
Penggunaan Game Edukasi Ati (Accounting Tour Indonesia) untuk Meningkatkan Hasil Belajar dan Motivasi Belajar Akuntansi Siswa SMK Negeri 1 Salatiga Cindy Ayu Paembonan; Dwi Iga Luhsasi; Tri Nugroho Budi Santoso
JAMP : Jurnal Administrasi dan Manajemen Pendidikan Vol 9, No 1 (2026): Volume 9 No 1 Maret 2026
Publisher : Universitas Negeri Malang

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

Abstract

Abstract: This study examines the effectiveness of the implementation of the ATI (Accounting Tour Indonesia) educational game in improving cognitive, psychomotor, and learning motivation outcomes of class X AKL 1 students at SMK Negeri 1 Salatiga. The initial problem showed low learning achievement with an average score of 60.37 and only 23% of students passed the KKM, plus the dominance of low learning motivation reaching 60% due to monotonous conventional teaching methods. The study used the Classroom Action Research (CAR) approach of the Kemmis & McTaggart model which was implemented in two cycles, including the planning, action, observation, and reflection stages. The research subjects were 35 class X AKL 1 students. Data collection techniques included cognitive learning outcome tests, psychomotor observation sheets, and learning motivation questionnaires. Data analysis was carried out descriptively and comparatively between the pre-cycle, cycle I, and cycle II. The results showed that the ATI educational game succeeded in increasing students' active involvement in the learning process, deepening their understanding of accounting concepts through fun interactive simulations, and triggering students' intrinsic motivation. Significant improvements were seen in cognitive learning outcomes, from an average of 60.37 (pre-cycle) to 78.5 (cycle I) and 85.2 (cycle II), with a pass rate of 91%. Psychomotor skills also increased from 65% to 88% in cycle II, while the percentage of students with low motivation dropped drastically from 60% to just 11%. Students were more enthusiastic because ATI presented accounting learning in a contextual manner, such as simulations of journals, ledgers, and balance sheets in the form of virtual adventures. Overall, ATI's educational games proved effective as an innovative medium that supports accounting learning in vocational schools, making it more engaging, relevant, and meaningful. Accounting teachers are recommended to regularly integrate ATI to overcome boredom and improve the quality of vocational school graduates. Keywords: Educational Games; Learning Outcomes; Learning Motivation; Accounting; Vocational School Abstrak: Penelitian ini mengkaji efektivitas penerapan permainan edukasi ATI (Accounting Tour Indonesia) dalam meningkatkan hasil belajar kognitif, psikomotorik, dan motivasi belajar siswa kelas X AKL 1 di SMK Negeri 1 Salatiga. Masalah awal menunjukkan rendahnya capaian belajar dengan rata-rata nilai 60,37 dan hanya 23% siswa lulus KKM, ditambah dominasi motivasi belajar rendah mencapai 60% akibat metode pengajaran konvensional yang monoton. Penelitian menggunakan pendekatan Penelitian Tindakan Kelas (PTK) model Kemmis & McTaggart yang dilaksanakan dalam dua siklus, meliputi tahap perencanaan, tindakan, observasi, dan refleksi. Subjek penelitian adalah 35 siswa kelas X AKL 1. Teknik pengumpulan data mencakup tes hasil belajar kognitif, lembar observasi psikomotorik, serta kuesioner motivasi belajar. Analisis data dilakukan secara deskriptif komparatif antara pra-siklus, siklus I, dan siklus II. Hasil penelitian menunjukkan bahwa permainan edukasi ATI berhasil meningkatkan keterlibatan aktif siswa dalam proses belajar, memperdalam pemahaman konsep akuntansi melalui simulasi interaktif yang menyenangkan, serta memicu motivasi intrinsik siswa. Peningkatan signifikan terlihat pada hasil belajar kognitif dari rata-rata 60,37 (pra-siklus) menjadi 78,5 (siklus I) dan 85,2 (siklus II), dengan tingkat kelulusan mencapai 91%. Aspek psikomotorik juga naik dari 65% menjadi 88% pada siklus II, sementara persentase siswa dengan motivasi rendah turun drastis dari 60% menjadi hanya 11%. Siswa lebih antusias karena ATI menyajikan pembelajaran akuntansi secara kontekstual, seperti simulasi jurnal, buku besar, dan neraca dalam bentuk petualangan virtual.Secara keseluruhan, permainan edukasi ATI terbukti efektif sebagai media inovatif yang mendukung pembelajaran akuntansi di sekolah kejuruan menjadi lebih menarik, relevan, dan bermakna. Rekomendasi untuk guru mata pelajaran akuntansi adalah mengintegrasikan ATI secara rutin guna meningkatkan konsentrasi peserta didik meningkatkan kualitas lulusan SMK. Kata kunci: Permainan Edukasi; Hasil Belajar; Motivasi Belajar; Akuntansi; SMK
Penggunaan Game Edukasi Ati (Accounting Tour Indonesia) untuk Meningkatkan Hasil Belajar dan Motivasi Belajar Akuntansi Siswa SMK Negeri 1 Salatiga Cindy Ayu Paembonan; Dwi Iga Luhsasi; Tri Nugroho Budi Santoso
JAMP : Jurnal Administrasi dan Manajemen Pendidikan Vol 9, No 1 (2026): Volume 9 No 1 Maret 2026
Publisher : Universitas Negeri Malang

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

Abstract

Abstract: This study examines the effectiveness of the implementation of the ATI (Accounting Tour Indonesia) educational game in improving cognitive, psychomotor, and learning motivation outcomes of class X AKL 1 students at SMK Negeri 1 Salatiga. The initial problem showed low learning achievement with an average score of 60.37 and only 23% of students passed the KKM, plus the dominance of low learning motivation reaching 60% due to monotonous conventional teaching methods. The study used the Classroom Action Research (CAR) approach of the Kemmis & McTaggart model which was implemented in two cycles, including the planning, action, observation, and reflection stages. The research subjects were 35 class X AKL 1 students. Data collection techniques included cognitive learning outcome tests, psychomotor observation sheets, and learning motivation questionnaires. Data analysis was carried out descriptively and comparatively between the pre-cycle, cycle I, and cycle II. The results showed that the ATI educational game succeeded in increasing students' active involvement in the learning process, deepening their understanding of accounting concepts through fun interactive simulations, and triggering students' intrinsic motivation. Significant improvements were seen in cognitive learning outcomes, from an average of 60.37 (pre-cycle) to 78.5 (cycle I) and 85.2 (cycle II), with a pass rate of 91%. Psychomotor skills also increased from 65% to 88% in cycle II, while the percentage of students with low motivation dropped drastically from 60% to just 11%. Students were more enthusiastic because ATI presented accounting learning in a contextual manner, such as simulations of journals, ledgers, and balance sheets in the form of virtual adventures. Overall, ATI's educational games proved effective as an innovative medium that supports accounting learning in vocational schools, making it more engaging, relevant, and meaningful. Accounting teachers are recommended to regularly integrate ATI to overcome boredom and improve the quality of vocational school graduates. Keywords: Educational Games; Learning Outcomes; Learning Motivation; Accounting; Vocational School Abstrak: Penelitian ini mengkaji efektivitas penerapan permainan edukasi ATI (Accounting Tour Indonesia) dalam meningkatkan hasil belajar kognitif, psikomotorik, dan motivasi belajar siswa kelas X AKL 1 di SMK Negeri 1 Salatiga. Masalah awal menunjukkan rendahnya capaian belajar dengan rata-rata nilai 60,37 dan hanya 23% siswa lulus KKM, ditambah dominasi motivasi belajar rendah mencapai 60% akibat metode pengajaran konvensional yang monoton. Penelitian menggunakan pendekatan Penelitian Tindakan Kelas (PTK) model Kemmis & McTaggart yang dilaksanakan dalam dua siklus, meliputi tahap perencanaan, tindakan, observasi, dan refleksi. Subjek penelitian adalah 35 siswa kelas X AKL 1. Teknik pengumpulan data mencakup tes hasil belajar kognitif, lembar observasi psikomotorik, serta kuesioner motivasi belajar. Analisis data dilakukan secara deskriptif komparatif antara pra-siklus, siklus I, dan siklus II. Hasil penelitian menunjukkan bahwa permainan edukasi ATI berhasil meningkatkan keterlibatan aktif siswa dalam proses belajar, memperdalam pemahaman konsep akuntansi melalui simulasi interaktif yang menyenangkan, serta memicu motivasi intrinsik siswa. Peningkatan signifikan terlihat pada hasil belajar kognitif dari rata-rata 60,37 (pra-siklus) menjadi 78,5 (siklus I) dan 85,2 (siklus II), dengan tingkat kelulusan mencapai 91%. Aspek psikomotorik juga naik dari 65% menjadi 88% pada siklus II, sementara persentase siswa dengan motivasi rendah turun drastis dari 60% menjadi hanya 11%. Siswa lebih antusias karena ATI menyajikan pembelajaran akuntansi secara kontekstual, seperti simulasi jurnal, buku besar, dan neraca dalam bentuk petualangan virtual.Secara keseluruhan, permainan edukasi ATI terbukti efektif sebagai media inovatif yang mendukung pembelajaran akuntansi di sekolah kejuruan menjadi lebih menarik, relevan, dan bermakna. Rekomendasi untuk guru mata pelajaran akuntansi adalah mengintegrasikan ATI secara rutin guna meningkatkan konsentrasi peserta didik meningkatkan kualitas lulusan SMK. Kata kunci: Permainan Edukasi; Hasil Belajar; Motivasi Belajar; Akuntansi; SMK
Development of Education Accounting Information System Permatasari, Carolina Lita; Luhsasi, Dwi Iga; Salsabila, Shafira Salwa
Jati: Jurnal Akuntansi Terapan Indonesia JATI Vol 7, No 2: October 2024
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/jati.v7i2.22047

Abstract

The purpose of this research is to develop an education accounting information system and determine the feasibility of using an education accounting information system. This research and development used the ADDIE model. The partner in this research was the OSF Semarang Education Commission Institution. Data collection techniques were carried out using questionnaires, interviews, observations, and documentation. The feasibility results obtained for this education accounting information system include: validation by material experts obtained an assessment of 3.94 with the category ‘Feasible’, validation by media experts obtained an assessment of 4.76 with the category ‘Very Feasible’, and validation by users obtained an assessment of 4.54 with the category ‘Very Feasible’. Based on the validation results, it can be concluded that the education accounting information system is very feasible to be implemented at the OSF Semarang Education Commission Institution so that it can facilitate the work of the Institution Management and College Management in preparing financial reports. The implications of this research include improving the efficiency and accuracy of institutional financial management through technology, providing guidelines for transparency and accountability, and improving the quality of education and public trust in budget management.