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Konstruksi Sosial tentang Dukungan Organisasi : Studi Fenomenologi Sosial terhadap Keterlibatan Kerja Tenaga Kerja Sosial di Dinas Sosial Kota Malang Kartika Candra Kirana; Nasharuddin Mas; Choirul Anam
Wawasan : Jurnal Ilmu Manajemen, Ekonomi dan Kewirausahaan Vol. 3 No. 2 (2025): Jurnal Ilmu Manajemen, Ekonomi dan Kewirausahaan
Publisher : Fakultas Teknik Universitas Maritim AMNI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58192/wawasan.v3i2.3166

Abstract

In the modern work environment, perceived organizational support is an important factor in increasing work engagement and productivity. Organizations that provide emotional, professional, and structural support to employees tend to have a more motivated, loyal, and productive workforce. However, social workers, especially in the Malang City Social Service, often experience minimal organizational support, resulting in work stress, burnout, and high employee turnover. Most previous studies have used a quantitative approach, while few have examined how organizational support is socially constructed in everyday interactions. This study aims to understand how social workers in the Malang City Social Service construct the meaning of organizational support and how it affects their work engagement. This study uses a qualitative approach with a social phenomenology method. Data were collected through in-depth interviews, participant observation, and document analysis, with informants selected using homogeneous purposive sampling. The findings of the visualization construct confirm that effective organizational support acts as a catalyst in increasing work engagement, strengthening motivation, and improving the performance and productivity of social workers in the public service organization environment. Organizational support is not only an administrative aspect, but also a social phenomenon that is formed through interaction, communication, and work experience. These findings contribute to the social phenomenology literature in organizational management studies, as well as provide recommendations for social organizations to improve the well-being and engagement of social workers.
Random Multi-Augmentation to Improve TensorFlow-Based Vehicle Plate Detection Kirana, Kartika Candra; Abdulrahman, Salah Abdullah Khalil
Buletin Ilmiah Sarjana Teknik Elektro Vol. 6 No. 2 (2024): June
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/biste.v6i2.10542

Abstract

In the development of the "Machine Learning" education kit, vehicle plate recognition was created using TensorFlow with SSD MobileNetV2. The detection failure rate in the training process with varying distances and lighting from the camera is high if the training data is insufficient. Addressing that notable gap in research, we proposed Random Multi-Augmentation to Improve TensorFlow-Based Vehicle Plate Detection. Augmentation techniques are expected to train data that is manipulated at varying lighting and distance. The proposed method consists of two combining augmentation approaches, namely: position augmentation and lighting augmentation. Position augmentation which consists of Flip, Crop, Rotate, Shift, and Crop is used to enrich the visualization of distance and viewing angle, while Lighting augmentation which consists of Greyscale, Hue, Saturation, Brightness, Exposure, and Blur is used to enrich the visualization of lighting. Variations in values were determined randomly based on variations in values from several previous studies. The comparison of TensorFlow SSD MobileNetV2 and Augmentation were tested using one video Roboflow. TensorFlow without augmentation exhibited an accuracy of 60%, precision of 100%, recall of 60%, and an F1 score of 75%, whereas TensorFlow within augmentation achieved a higher accuracy of 70%, precision of 100%, recall of 70%, and an F1 score of 82.3%. Based on precision measurement, Tensorflow can be claimed to prevent false positives, which indicates that the algorithm did not detect non-plate objects as vehicle plates. Furthermore, a comparison of the use of augmentation shows an increase in plate detection capabilities when using augmentation as Tensorflow preprocessing, which is indicated by an increase in recall and accuracy values. These results emphasize that augmentation is the pre-processing optimizer for vehicle number plate systems.
PENINGKATAN KUALITAS PACKING PRODUK BERBASIS TEKNOLOGI TEPAT GUNA DI DESA LANGLANG Wibawanto, Slamet; Sujito, Sujito; Kirana, Kartika Candra; Ningrum, Gres Dyah Kusuma; Gushardana, Raffi Taufiq; Yusuf Ekananda, Thoriq Bachtiar
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 4 No 2 (2023): Jurnal Pengabdian Pendidikan Masyarakat Vol 4 No 2 (2023)
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v4i2.1354

Abstract

Teknologi tradisional masih menjadi salah satu kendala bagi UMKM Jaya Lestari untuk bersaing dengan mitra lain untuk mendapatkan hasil yang maksimal. Dalam mengelola usahanya, para mitra berusaha untuk meminimalkan biaya produksi dengan mengurangi biaya siklus hidup produk, terutama dalam pengemasan produk. Banyaknya cacat produk dalam pengemasan membuat para mitra mengubah lini pengemasan dari tradisional ke modern. Keterbatasan peralatan pengemasan membuat produksi menjadi tidak efisien dan hasil yang diperoleh tidak maksimal. Efek ini membuat proses pemasaran produk sedikit cepat memudar. Kegiatan program pengabdian ini bertujuan untuk menerapkan teknologi tepat guna berupa mesin continuous sealing stainless steel yang dapat merekatkan kemasan produk menjadi lebih bersih dan kuat, meningkatkan kualitas produk, kualitas kemasan dan nilai ekonomis yang dihasilkan oleh UMKM Jaya Lestari di Desa Langlang, Kecamatan Singosari, Kabupaten Malang. Berdasarkan identifikasi permasalahan yang dihadapi UMKM tersebut, maka dapat diselesaikan dengan penerapan mesin Vacuum capping. Hal ini memudahkan mitra UMKM Jaya Lestari untuk meningkatkan kualitas kemasan, umur simpan produk dan mengurangi biaya tak terduga ketika menggunakan teknologi tradisional. Mesin Vacuum Sealer ini dilengkapi dengan fitur untuk mengatur ketinggian konveyor agar dapat mencakup semua produk dengan ukuran berbeda pada semua produk ini. Fungsi pengisian gas juga ditambahkan untuk menjaga bentuk produk agar tidak cepat rusak.
PENINGKATAN MOTIVASI BELAJAR INFORMATIKA MATERI SISTEM KOMPUTER MELALUI PLATFORM GIMKIT PADA SISWA KELAS 7 SMPN 15 MALANG Wulandari, Rizka Safitri; Kirana, Kartika Candra; Purwanto, Eko Tristyo
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.25795

Abstract

Low student motivation in Informatics, particularly on Computer Systems, is a challenge in the digital era. This study aims to examine the effectiveness of the Gimkit platform in enhancing the motivation and activeness of 7th-grade students at SMPN 15 Malang. A quantitative approach with a quasi-experimental design was used. Instruments included an ARCS-based motivation questionnaire and an observation sheet. The findings show that students using Gimkit were more motivated and active than those in conventional classes. Gimkit was found effective in capturing attention, providing relevance, building confidence, and fostering learning satisfaction.
PENGEMBANGAN MODUL AJAR BERBASIS MOTIVASI MODEL ARCS PADA MATA PELAJARAN INFORMATIKA KELAS VIII SMPN 15 MALANG Perdana, Sigit; Kartika Candra Kirana; Eko Tristyo Purwanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.26644

Abstract

This study was conducted to develop a Learning Module based on ARCS learning motivation model in informatics subjects for class VIII of junior high school. This study used a research and development method (Research and Development) with the ADDIE development model. The trial design used was a one-group pretest-posttest design. The results of the study showed that the learning module developed based on the ARCS model was categorized as very valid, with an average validation of construction experts and material experts obtained a percentage of 95.8% with a very valid category. In the effectiveness test of the learning module in the cognitive domain, there was an increase with an average gain value of 0.61, including the moderate category. So that the results of the validity and effectiveness test of the learning module, a conclusion was obtained that the development of a learning module based on ARCS motivation model in informatics subjects for class VIII of SMPN 15 Malang was declared feasible to use.
ANALISIS USABILITY MEDIA PEMBELAJARAN INTERAKTIF LANGIT MAYA TENTANG CYBERBULLYING PADA SISWA KELAS VIII SMP NEGERI 15 MALANG Latif, Rafika; Kirana, Kartika Candra; Purwanto, Eko Tristyo
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31540

Abstract

The rapid advancement of digital technology has introduced various social challenges among adolescents, one of which is cyberbullying. Low levels of digital literacy and limited student understanding of this issue demand contextual and engaging learning innovations. This study aims to analyze the usability level of the interactive learning media Langit Maya, developed to deliver educational content about cyberbullying to eighth-grade students at SMP Negeri 15 Malang. This research employed a descriptive quantitative method using the System Usability Scale (SUS) instrument consisting of 10 Likert-scale statements. Data were collected from 30 students who used the media during a learning session and analyzed using the standard SUS calculation. The results showed that the average usability score of Langit Maya was 77.5, categorized as “Good” and “Acceptable.” Most students reported that the media was easy to use, comfortable, and effective in helping them understand the concept of cyberbullying. These findings indicate that Langit Maya possesses a high level of usability and can serve as an alternative digital learning tool that responds to the needs and characteristics of students in the digital age.
A STUDI KASUS PENGGUNAAN BOARD GAME DALAM MENINGKATKAN MINAT BELAJAR PESERTA DIDIK PADA MATA PELAJARAN INFORMATIKA DI SMPN 15 MALANG Handayani, Nia Okta; Kartika Candra Kirana; Eko Tristyo Purwanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31547

Abstract

Penelitian ini bertujuan menganalisis perancangan dan implementasi Board Game sebagai media pembelajaran serta dampaknya terhadap minat belajar peserta didik pada mata pelajaran Informatika di SMPN 15 Malang. Latar belakang penelitian ini adalah rendahnya minat belajar peserta didik akibat pendekatan pembelajaran yang monoton. Penelitian ini menggunakan metode studi kasus dengan pendekatan kualitatif deskriptif dan didukung data kuantitatif dari angket serta hasil evaluasi belajar. Subjek penelitian meliputi guru Informatika dan 30 peserta didik kelas VIII semester genap (fase D). Teknik pengumpulan data mencakup observasi, wawancara mendalam, dokumentasi, dan angket minat belajar, dengan validasi melalui triangulasi sumber dan metode. Hasil penelitian menunjukkan bahwa Board Game yang dirancang secara kontekstual dan sesuai materi Informatika mampu meningkatkan minat belajar peserta didik. Persentase peserta didik dengan kategori minat belajar tinggi meningkat dari 13% sebelum implementasi menjadi 60% sesudahnya. Selain itu, hasil evaluasi pembelajaran menunjukkan peningkatan jumlah peserta didik yang mencapai ketuntasan sesuai KKM. Strategi pedagogis guru seperti pendekatan kolaboratif, pembelajaran berbasis masalah, dan fasilitasi eksploratif turut mendukung efektivitas media ini. Kesimpulannya, Board Game merupakan media pembelajaran yang inovatif, efektif, dan aplikatif dalam meningkatkan minat dan hasil belajar peserta didik pada mata pelajaran Informatika di tingkat SMP.
ANALISIS USABILITY MEDIA GAME-BASED LEARNING DALAM KONTEKS PEMBELAJARAN INFORMATIKA DAN PENGARUHNYA TERHADAP MOTIVASI BELAJAR SISWA SMP Nurjihan Najma Zahera; Kartika Candra Kirana; Eko Tristyo Purwanto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31893

Abstract

Game-based educational tools have emerged as a key innovation designed to foster student participation and boost motivation. This research examines the influence of such media on the learning motivation of middle school students. A quantitative research design was applied using a quasi-experimental method. The findings reveal that the use of game-based media leads to a significant improvement in students’ learning motivation when compared to traditional teaching approaches. This type of media contributes to a more stimulating, interactive, and challenging educational environment. As such, incorporating game elements into instructional practices presents a promising approach to enhancing student motivation in the context of modern, digitally-driven education. Based on to the System Usability Scale (SUS), the usability score achieved was 71.15, indicates that Game-Based Learning media contributes positively to increasing student motivation.
The Effectiveness of Flipbook-Based Learning Media Using Problem-Based Learning on Students’ Interest in UX Design Course Hidayat, Wahyu Nur; Smaragdina, Azhar Ahmad; Kirana, Kartika Candra; Firmansyah, Muhammad Ferdian; Mas’udah, Ajeng Ramadhani Lailul; Akbar, Asna Isyarotul; Sari, Rahajeng Kartika
Edu Komputika Journal Vol. 11 No. 1 (2024): Edu Komputika Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukom.v11i1.10696

Abstract

User Experience Design at the State University of Malang encounters significant challenges in students' grasp of essential concepts such as Design Thinking, User Experience (UX), and User Interface (UI) design, primarily due to the lack of specialized learning resources. This study addresses these challenges by developing a Flipbook-based learning resource integrated with Problem-Based Learning (PBL) strategies, aiming to enhance student engagement and motivation. The research follows the Research and Development (R&D) method, utilizing the ADDIE model, which includes Analyze, Design, Development, Implement, and Evaluate phases. The resulting media, a UX Design flipbook with a .html extension, underwent rigorous validation. Material expert validation achieved a score of 81.90%, while media expert validation scored 87.82%, both categorized as very feasible. Furthermore, small and large group trials yielded very feasible ratings of 86.23% and 87.38%, respectively. The student interest test indicated a high score of 86.30%, reflecting very high student interest. These findings demonstrate that the developed media is well-suited as supplementary material in UX Design education, promoting a more interactive, engaging, and effective learning environment. This innovative approach holds promise for improving student understanding and interest in the UX Design course.
Co-Authors Abdulrahman, Salah Abdullah Khalil Achmad Hamdan Adam Achmad Rachmawan Ahmad Hamdan Akbar, Asna Isyarotul Andrian Rachmat Ashar, Muhammad Axel Gandy Arthayuda Azhar Ahmad Smaragdina Begananda, Hilham Bagus Budi Rahmadya Budi, Lalu Agung Purnama Cahya Bintang Wira Winata Cahyono, Gigih Prasetyo Choirul Anam Devita, Riri Nada Dimas Prasetyo Buseri Eko Tristyo Purwanto Ellvina Pramitadewi Wahyunigtyas F Ti Ayyu Sayyidul Laily Fadhlullah, Aufar Faiq Fajar Ananda Saputra Febri Liantoni Filsafalasafi, Alfi Firmansyah, Muhammad Ferdian Gigih Prasetyo Cahyono Gushardana, Raffi Taufiq Handayani, Nia Okta Hani Ramadhan Haq, Yaritza Hary Suswanto Hermanto, Yon Ade Lose Heru Wahyu Herwanto Imro’aturrozaniyah Imro’aturrozaniyah Indri Astuti Ivan reynaldi Putra Krisma Anuarin Hidayat Lalu Agung Purnama Budi Latif, Rafika Mas’udah, Ajeng Ramadhani Lailul Michell Brella Tamarizta Mochammad Bagus Priyantono Mohamad Firzon Ainur Nadifah Adya Ilham Nandha Mustika Sari Nasharuddin Mas Nidhom, Ahmad Mursyidun Ningrum, Gres Dyah Kusuma Nur Hidayah Nur Hidayat, Wahyu Nurjihan Najma Zahera Perdana, Sigit Prasetya, Januari Adi Priyantono, Mochammad Bagus Purwanto, Eko Tristyo Rachmawan, Adam Achmad Raffi Taufiq Gushardana Sari, Nandha Mustika Sari, Rahajeng Kartika Shofiea, Maulida Siregar, Galih Carlos Putra Siregar, Sherly Allsa Slamet Wibawanto Sujito Sujito Sujito Sujito Syahputra, M. Firman Aji Thoriq Bachtiar Yusuf Ekananda Tri Hadiah Muliawati Wahyu, Kartika Wulandari, Rizka Safitri Yusuf Ekananda, Thoriq Bachtiar