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Pengaruh Self-Efficacy, Technology Acceptance, dan Motivasi Belajar Terhadap Prestasi Akademis Siswa dalam Online Learning di SMPK Kalam Kudus Dumai Esther Juli Anggia Sihombing; Pujianto Yugopuspito
Journal on Education Vol 5 No 4 (2023): Journal on Education: Volume 5 Nomor 4 Mei-Agustus 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v5i4.2276

Abstract

The use of e-learning in accelerated learning due to the Covid-19 pandemic has brought about changes in the world of education in Indonesia so that it has an impact on student academic achievement. Students' academic achievement is influenced by several factors, including self-efficacy, technology acceptance, and learning motivation. This study aims to determine the effect of self-efficacy, technology acceptance, and learning motivation on students' academic achievement in online learning. The research subjects were 38 students of SMPK Kalam Kudus Dumai, where among students there was a decrease in academic achievement in online learning. The study used a quantitative approach with correlation and regression testing. The results obtained show that self-efficacy, technology acceptance, and learning motivation together have a positive effect on students' academic achievement in online learning.
The Effect Of Students' Motivation, Emotions, And Cognitive Engagement On English Vocabulary Learning Moderated By Augmented Reality Implementation At School X, Jakarta Carlos Andres Camelo Pena; Pujianto Yugopuspito
Jurnal Ilmiah Mandala Education (JIME) Vol 9, No 2 (2023): Jurnal Ilmiah Mandala Education (April)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v9i2.4879

Abstract

Academic performance in childhood affects students’ adaptability and functionality at School X, Jakarta; it is critical to understand the factors that influence this process. Further, augmented reality (AR) is a technology that merges digital information, such as images, videos, and audio, into actual places, facilitating learning through task pleasure, engagement, and motivation. This study investigates the factors that influence academic achievement in English vocabulary learning using AR implementation at School X, such as motivation, emotions, and cognitive engagement, among students ages 9 to 15. The study involves 52 students in grades five through nine at School X. SmartPLS 4 was used to do the data analysis. The results of this study show that emotions have the largest effect on English vocabulary learning achievement compared to other variables, followed by cognitive engagement, which has the second largest impact. Motivation has a positive effect on English vocabulary learning achievement, although it is not strong. AR also has a positive effect on the relationship between motivation and English vocabulary learning achievement, but it does not have a positive effect on the relationship between emotions and English vocabulary learning achievement. AR has no significant influence on the relationship between cognitive engagement and English vocabulary learning achievement.
Hubungan antara Kemampuan Literasi Digital, Keterlibatan Orang Tua, Kemampuan Komunikasi dengan Hasil Belajar Pendidikan Agama Kristen Kelas VIII SMP di SDH Daan Mogot Billy Jonathan; Pujianto Yugopuspito
Journal on Education Vol 6 No 2 (2024): Journal on Education: Volume 6 Nomor 2 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i2.5021

Abstract

Christian Education plays a crucial role in shaping the character and fostering an understanding of Christian values in students' lives. However, the proliferation of digital information and the lack of parental attention pose challenges to students' development. This research aims to investigate the relationship between digital literacy skills, parental involvement, communication skills, and the learning outcomes of Christian Education among eighth-grade students in junior high schools. A quantitative correlational research method was employed, and a total of 188 students were sampled. The data was collected through questionnaires as well as formative and summative assessment data of learning outcomes in Christian Religious Education. The research findings indicate a significant relationship between digital literacy skills and the learning outcomes of Christian Education. Furthermore, a significant relationship was observed between communication skills and the learning outcomes of Christian Education. However, no significant relationship was found between parental involvement and the learning outcomes of Christian Education. In conclusion, enhancing students' digital literacy skills and communication skills are crucial factors in improving the learning outcomes of Christian Education. Recommendations for future research include employing different methodologies to explore students' experiences that support learning outcomes.
Pengembangan Augmented Reality Untuk Meningkatkan Pemahaman Materi Bangun Ruang dan Meningkatkan Keaktifan Siswa SMP Kelas VIII Aloysia Mparetyenan Bwariat; Pujianto Yugopuspito
Journal on Education Vol 6 No 3 (2024): Volume 6 Nomor 3 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i3.5662

Abstract

Saat ini siswa di setiap sekolah sudah terbiasa dengan penggunaan teknologi dalam proses memperoleh pengetahuan yang baru. Namun dirasakan keaktifan siswa dalam proses belajar mengajar sangatlah berperan penting dalam keberhasilan pembelajaran. Dalam setiap pembelajaran, siswa dituntut untuk memahami konsep dasar setiap materi, termasuk dalam mata pelajaran matematika tentang materi bangun ruang. Berkaca dari hasil ujian Checkpoint for Lower Secondary di tahun 2022-2023, siswa kelas VIII masih mendapatkan nilai yang kurang memuaskan di pelajaran matematika, khususnya materi bangun ruang. Maka akan dikembangkan media pembelajaran berbasis augmented reality dengan materi bangun ruang menggunakan Assemblr Edu untuk meningkatkan pemahaman siswa tentang materi bangun ruang dan meningkatkan keaktifan siswa dalam belajar matematika di kelas. Penelitian ini menggunakan metode ADDIE yang meliputi analisis, desain, pengembangan, implementasi dan evaluasi. Pengumpulan data pada penelitian ini melalui metode angket, tes dan observasi yang akan dianalisa secara kualitatif dan kuantitatif. Implementasi media pembelajran yang dikembangkan melibatkan 63 siswa kelas VIII SMP Unity, Kota Bekasi tahun ajaran 2023/2024 dan 3 orang guru Matematika. Hasil dari penelitian ini menunjukkan tingkat pemahaman siswa tentang materi bangun ruang sebesar 80,18% dan tingkat keaktifan siswa sebesar 89,6%. Dengan hasil ini maka produk dinyatakan layak dan dapat dijadikan media pembelajaran yang baru dalam mata pelajaran Matematika materi bangun ruang.
Augmented Reality untuk Meningkatkan Keterampilan Menulis, Berbicara, Keterampilan Berpikir Kritis dalam Pembelajaran Bahasa Indonesia Kelas V SD Xyz Bintaro Wahyu Wasono Putro; Pujianto Yugopuspito
Jurnal Syntax Admiration Vol. 5 No. 9 (2024): Jurnal Syntax Admiration
Publisher : Syntax Corporation Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/jsa.v5i9.1515

Abstract

Students need to learn thoroughly on the writing, speaking and critical thinking skills in order to adapt with the development of technology and information. This study aims to analyze the differences between 2 classes that implemented 2 different means in learning Bahasa Indonesia for grade 5 students, between control class that use lecturing method and the experiment class that use Augmented Reality. The research subject were the fifth graders of XYZ school in Bintaro area. There were 28 students from control group and 27 students from the experiment group with a total of 55 students in all. This research period was conducted in 4 months from late January in 23 January 2024 to 10 May 2024. This study used a weak experimental design method with a static-group pretest-posttest design model. The research data was collected from the observation of the students performance during class discussion and project presentation which used a rubric that has been validated and is a reliable instrument. The result of the statistical analysis showed differences in the control class pretest and control class posttest, in the experimental class pretest and experimental class posttest, also the nGain result for both classes in writing, speaking and critical thinking skills. The average nGain for control class in writing, speaking and critical thinking skills respectively are; 0,17; 0,21; 0,26 While the average nGain for the experiment class in writing, speaking and critical thinking skills is 0,41; 0,31; 0,27 respectively. Based on the result, the ngain result for critical thinking skills in experiment class showed low result using 0,3 as the significance value. This result means the use of Augmented Reality was less effective in critical thinking skills but effective in writing and speaking skills.
PENGARUH KECENDERUNGAN, KEPUASAN DAN STRATEGI MEREK TERHADAP KESETIAAN MEREK PADA USAHA COFFEE SHOP INDEPENDEN Pangaribuan*, Patriot; Yugopuspito, Pujianto
JURISMA : Jurnal Riset Bisnis & Manajemen Vol 12 No 2: Oktober 2022
Publisher : Program Studi Manajemen, Fakultas Ekonomi dan Bisnis, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/jurisma.v12i2.6543

Abstract

Coffee is a favorite drink for people in general. The coffee industry, especially coffee shops, is increasing and growing from year to year. This study aims to determine the effect of brand strategy consisting of brand ambassadors and brand trust, brand preference, and brand satisfaction on brand loyalty at the Independent Specialty Coffee Shop in increasing sales. The survey was conducted with 385 respondents. This type of research uses quantitative methods and data collection is carried out by distributing online questionnaires containing 20 questions on a Likert scale from 1 to 7. All questions are valid and reliable for further analysis. Data were analyzed by SEM method using the SmartPLS application. The results showed that brand ambassador, -brand-trust, brand preference, and brand satisfaction partially and simultaneously had a positive and significant influence on brand loyalty at the Independent Specialty Coffee Shop, so there was no variable that had no effect. Keywords: Brand Ambassador, Brand Trust, Brand Preference, Brand Satisfaction, Brand Loyalty
APLIKASI UNTUK MENGUKUR BAJU DENGAN SENSOR ULTRASONIK Kurniawan, Kevin; Sutrisno, Sutrisno; Yugopuspito, Pujianto
Jurnal Mnemonic Vol 2 No 1 (2019): Mnemonic Vol. 2 No. 1
Publisher : Teknik Informatika, Institut Teknologi Nasional malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (561.692 KB) | DOI: 10.36040/mnemonic.v2i1.50

Abstract

Beberapa toko pakaian melarang pengunjung mencoba mengenakan baju yang akan dibelinya, terutama baju berjenis ketat dan berwarna terang. Penelitian ini mengusulkan sistem yang dapat membantu pengunjung toko pakaian untuk mengetahui ukuran baju yang sesuai tanpa harus mencoba mengenakannya. Aplikasi Android dibuat untuk menampilkan hasil penentuan ukuran baju dengan bantuan alat pengukur, yaitu sensor ultrasonik HC-SR04 dengan mikrokontroler Arduino. Aplikasi ini digunakan sebagai media interaksi antara pengguna dengan alat pengukur agar lebih mudah dalam menggunakannya. Alat pengukur digunakan untuk mendapatkan ukuran bagian tubuh pengguna. Pengukuran dilakukan menggunakan teknik perhitungan jarak ultrasonik yang hasilnya dikalkulasi untuk mendapatkan ukuran bagian tubuh. Penentuan bagian tubuh dilakukan berdasarkan data antropometri Indonesia. Dari hasil uji coba pengukuran, didapatkan keberhasilan untuk mendapatkan ukuran baju sebesar 100% dengan kebenaran hasil ukuran sebesar 82.0%
PENGARUH KOLABORASI DOSEN, KEMAMPUAN TEKNIS DOSEN, DAN PARTISIPASI DARING DOSEN TERHADAP KEPUASAN MAHASISWA PADA PROGRAM PENDIDIKAN JARAK JAUH DI UNIVERSITAS XYZ [THE INFLUENCE OF LECTURER COLLABORATION, LECTURER TECHNICAL ABILITY, AND LECTURER ONLINE PARTICIPATION ON STUDENT SATISFACTION IN DISTANCE EDUCATION PROGRAMS AT XYZ UNIVERSITY] Bawono, Masatyo; Yugopuspito, Pujianto
Polyglot Vol 20, No 2 (2024): JULY 2024
Publisher : Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19166/pji.v20i2.8194

Abstract

AbstractStudent satisfaction is one of the factors that influence student motivation and learning process. The more satisfied students are, the higher their motivation to complete their studies and have a better learning process. This study aims to see the effect of lecturers' collaboration level, lecturers' technical ability, and lecturers' online participation in the online classroom on student satisfaction. The research was conducted on active students of the Communication Science Distance Education study program in 2018 with a total of 88 respondents. Data were obtained through a survey consisting of 40 questions. The data were processed with the PLS method using SmartPLS software. The results obtained are lecturer collaboration, lecturer technical ability, and lecturer online participation in online classrooms have a positive effect on student satisfaction, with lecturer technical ability being the most influential factor on student satisfaction. Mastery of technology and the use of various methods of lecturer participation in online classrooms are recommended approaches for lecturers to take. Bahasa Indonesia AbstrakKepuasan Mahasiswa merupakan salah satu faktor yang mempengaruhi motivasi dan proses belajar siswa. Semakin puas siswa, maka motivasi mereka semakin tinggi untuk menyelesaikan studi dan memiliki proses belajar yang lebih baik. Penelitian ini bertujuan untuk melihat pengaruh dari tingkat Kolaborasi Dosen, Kemampuan Teknis Dosen, dan Partisipasi Daring Dosen pada online classroom terhadap Kepuasan Mahasiswa. Penelitian dilakukan pada mahasiswa aktif program studi Pendidikan Jarak Jauh Ilmu Komunikasi di tahun 2018 dengan total responden sebanyak 88 orang. Data diperoleh melalui survey yang terdiri dari 40 pertanyaan. Data diolah dengan metode PLS menggunakan perangkat lunak SmartPLS. Hasil yang diperoleh adalah Kolaborasi Dosen, Kemampuan Teknis Dosen, dan Partisipasi Daring Dosen pada ruang kelas daring berpengaruh positif terhadap Kepuasan Mahasiswa, dengan Kemampuan Teknis Dosen yang menjadi faktor paling berpengaruh terhadap kepuasan siswa. Penelitian ini terbatas pada satu program studi saja, dan terbatas pada siswa yang aktif di tahun 2018. 
PENGARUH KOLABORASI DOSEN, KEMAMPUAN TEKNIS DOSEN, DAN PARTISIPASI DARING DOSEN TERHADAP KEPUASAN MAHASISWA PADA PROGRAM PENDIDIKAN JARAK JAUH DI UNIVERSITAS XYZ [THE INFLUENCE OF LECTURER COLLABORATION, LECTURER TECHNICAL ABILITY, AND LECTURER ONLINE PARTICIPATION ON STUDENT SATISFACTION IN DISTANCE EDUCATION PROGRAMS AT XYZ UNIVERSITY] Bawono, Masatyo; Yugopuspito, Pujianto
Polyglot Vol 20 No 2 (2024): JULY
Publisher : Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19166/pji.v20i2.8194

Abstract

AbstractStudent satisfaction is one of the factors that influence student motivation and learning process. The more satisfied students are, the higher their motivation to complete their studies and have a better learning process. This study aims to see the effect of lecturers' collaboration level, lecturers' technical ability, and lecturers' online participation in the online classroom on student satisfaction. The research was conducted on active students of the Communication Science Distance Education study program in 2018 with a total of 88 respondents. Data were obtained through a survey consisting of 40 questions. The data were processed with the PLS method using SmartPLS software. The results obtained are lecturer collaboration, lecturer technical ability, and lecturer online participation in online classrooms have a positive effect on student satisfaction, with lecturer technical ability being the most influential factor on student satisfaction. Mastery of technology and the use of various methods of lecturer participation in online classrooms are recommended approaches for lecturers to take. Bahasa Indonesia AbstrakKepuasan Mahasiswa merupakan salah satu faktor yang mempengaruhi motivasi dan proses belajar siswa. Semakin puas siswa, maka motivasi mereka semakin tinggi untuk menyelesaikan studi dan memiliki proses belajar yang lebih baik. Penelitian ini bertujuan untuk melihat pengaruh dari tingkat Kolaborasi Dosen, Kemampuan Teknis Dosen, dan Partisipasi Daring Dosen pada online classroom terhadap Kepuasan Mahasiswa. Penelitian dilakukan pada mahasiswa aktif program studi Pendidikan Jarak Jauh Ilmu Komunikasi di tahun 2018 dengan total responden sebanyak 88 orang. Data diperoleh melalui survey yang terdiri dari 40 pertanyaan. Data diolah dengan metode PLS menggunakan perangkat lunak SmartPLS. Hasil yang diperoleh adalah Kolaborasi Dosen, Kemampuan Teknis Dosen, dan Partisipasi Daring Dosen pada ruang kelas daring berpengaruh positif terhadap Kepuasan Mahasiswa, dengan Kemampuan Teknis Dosen yang menjadi faktor paling berpengaruh terhadap kepuasan siswa. Penelitian ini terbatas pada satu program studi saja, dan terbatas pada siswa yang aktif di tahun 2018. 
Pengembangan Konten Interaktif pada Course E-Learning Berbasis Moodle dengan Topik Presentasi Zen Adlin Astridiani Juistha; Pujianto Yugopuspito
Syntax Idea 1848-1861
Publisher : Ridwan Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/syntax-idea.v5i10.2983

Abstract

This research aims to produce interactive media content for the e-learning course. This interactive media is included in the e-learning course and can be used by teachers at Pandu Pertiwi Foundation to guide them in making learning presentations based on Zen presentations. The research method used is Research and Development (R&D) with the ADDIE model. However, the model is modified with the stages carried out, namely analysis, design, development, and implementation. At the development stage, trials were carried out on material experts, learning design experts, and learning media experts, which were carried out in two cycles. At the implementation stage, user trials were carried out on three teachers who were representatives of the product to see its suitability for user needs. Based on expert and user trials, this H5P interactive content is feasible to use.