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PROFIL GENERASI Y : STUDY OF VALUES (SOV) PADA MAHASISWA DI YOGYAKARTA Mulyati, Rina; Gusniarti, Uly
Nathiqiyyah Vol 5 No 1 (2022): Nathiqiyyah - Jurnal Psikologi Islam
Publisher : Program Studi Psikologi Islam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46781/nathiqiyyah.v5i1.406

Abstract

The period of the 2000s in university are dominated by college students from Generation Y or also known as the Millennium/Millennial. They born when the innovation of modern science and technology have growth rapidly. This research aims to find the dominant values of students from generation Y in Yogyakarta and to confirm the differences between types of values at state and private universities students. The instrument that used to detect the type of student’s value was SoV (Study of Values) that developed by Allport, Vernon and Lindzey. There are six types of measured values, i.e. theoretical, economic, aesthetic, social, political, and religious. Subjects in this study were students from State Universities and Private Universities that derived from various faculties and departments. State Universities were represented by the two universities (90 students) and Private Universities represented by three universities (135 students). The results of the analysis using Independent Sample T Test showed that there was no difference in the type of the students value in state and private universities. The higher classification based on mean score of students’ value were social and economic types. While the type of theoretical, aesthetic, religious, and political values have mean scores in the medium category.
Cognitive-Oriented Serious Game Design for Manufacturing Production-Flow Problem Solving Using Mini Drone Assembly Sari, Handini Fatma; Ratnasari, Chanifah Indah; Mulyati, Rina
MALCOM: Indonesian Journal of Machine Learning and Computer Science Vol. 6 No. 3 (2026): MALCOM July 2026
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/malcom.v6i3.2916

Abstract

Manufacturing production-flow problem-solving requires Industrial Engineering students to understand how queues, work-in-process (WIP), bottlenecks, quality control, rework, and system stability interact to determine production performance. Yet conventional materials rarely allow students to observe how a single decision affects the whole system. This study aims to produce a refined, cognitive-oriented serious game design that explicitly links cognitive problem-solving, simplified production-flow rules, and game-system interaction across four progressive levels, and to evaluate it formatively as a basis for further development. Using Design-Based Research, the design was represented through Figma-based static mockups covering level progression, rule-based production behavior, feedback, and performance reports, operationalizing an Observe–Diagnose–Predict–Adjust–Stabilize–Reflect loop. Two game-design experts and five Industrial Engineering students evaluated the design through researcher-guided walkthroughs. Expert judgment produced an overall mean of 2.86 out of 5, indicating refinement needs in dynamic-system behavior and feedback. In contrast, prospective users gave 3.74 out of 5, with the strongest perception in cognitive support. Consistent with its formative objective, these results were not treated as evidence of learning effectiveness but were directly used to refine production-flow rules, feedback, and level structure, producing a four-level design artifact that provides a basis for future prototype development and effectiveness testing.
Penguatan Teacher Leadership Guru dalam Mengintegrasikan Soft Skills Industri pada Pembelajaran DIAN JULIARTI BANTAM; Rina Mulyati; Raisya Norma Malika
Jurnal Pengabdian Kepada Masyarakat Mulia Madani Yogyakarta Vol. 4 No. 2 (2026): DIMASLIA JURNAL PENGABDIAN MASYARAKAT MULIA MADANI YOGYAKARTA
Publisher : Jurnal Pengabdian Kepada Masyarakat Mulia Madani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.67157/dimaslia.v4i2.187

Abstract

Tuntutan dunia industri yang semakin menekankan penguasaan soft skills menuntut sekolah untuk mengintegrasikan keterampilan tersebut ke dalam proses pembelajaran. Namun, pembelajaran di Yayasan Pendidikan Nurul Haromain masih didominasi oleh pencapaian akademik sehingga pengembangan soft skills peserta didik belum dilakukan secara sistematis. Pemahaman guru mengenai teacher leadership sebagai strategi untuk mengembangkan pembelajaran yang berpusat pada peserta didik masih terbatas. Program pengabdian kepada masyarakat ini bertujuan meningkatkan pemahaman guru tentang teacher leadership, meningkatkan kemampuan guru dalam mengintegrasikan soft skills ke dalam pembelajaran, serta menghasilkan rancangan aktivitas pembelajaran yang sesuai dengan kebutuhan dunia kerja. Kegiatan dilaksanakan pada 28 Juli 2026 dengan melibatkan 24 guru SMK dan MA Yayasan Pendidikan Nurul Haromain menggunakan pendekatan partisipatif berbasis praktik melalui workshop, diskusi, aktivitas kolaboratif, presentasi kelompok, peer feedback, dan refleksi. Pelatihan mengacu pada modul Teacher Leadership: Mengintegrasikan Soft Skills Industri dalam Pembelajaran yang terdiri atas empat sesi, yaitu transformasi pendidikan dan tantangan dunia kerja, teacher leadership, penyusunan aktivitas pembelajaran berbasis teacher leadership, serta penguatan implementasi. Hasil kegiatan menunjukkan bahwa seluruh peserta mengikuti pelatihan secara aktif dan berhasil menyusun enam rancangan aktivitas pembelajaran berbasis teacher leadership yang mengintegrasikan komunikasi, kolaborasi, berpikir kritis, kreativitas, kepemimpinan, serta digital soft skills ke dalam mata pelajaran masing-masing. Peserta juga tampak memahami peran teacher leadership dalam menciptakan pembelajaran yang berpusat pada peserta didik, serta kesiapan untuk mengimplementasikan rancangan pembelajaran tersebut di sekolah. Program ini memberikan kontribusi terhadap peningkatan kapasitas profesional guru dalam mengembangkan pembelajaran yang lebih kolaboratif, inovatif, dan relevan dengan kebutuhan dunia kerja.