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Analisis Hubungan antara Kepuasan Karyawan dan Kepuasan Pelanggan dengan Mediasi Kualitas Pelayanan Studi pada Magister Manajemen Universitas Islam Indonesia Diah Fitriani; Sunardji Daromi
Sinergi: Kajian Bisnis dan Manajemen Edisi Khusus on Marketing
Publisher : Universitas Islam Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20885/js.v0i0.922

Abstract

Penelitian ini menganalisa hubungan antara kepuasan karyawan dan kepuasan pelanggan dengan mediasi kualitas pelayanan. Penelitian ini bertujuan untuk menguji hubu¬ngan antara kepuasan karyawan dan kepuasan pelanggan dan variabel-variabel apa yang mendorong terciptanya kepuasan karyawan dan kepuasan pelanggan. Selain itu, penelitian ini juga bertujuan untuk mengetahui tingkat kepuasan pelanggan terhadap kualitas pelayanan. Pengujian hipotesis penelitian dilaksanakan dengan menggunakan uji kolerasi dan uji selisih nilai mutlak. Hasil penelitian ini dapat membuktikan adanya hubungan antara kepuasan karyawan dan kepuasan pelanggan dengan kualitas pelayanan yang berfungsi sebagai mode¬rating variable. Secara keseluruhan dosen dan karyawan menyatakan puas, terutama pada dimensi pimpinan. Sedang faktor dominan dari kualiatas pelayanan yang mempengaruhi kepuasan pelanggan adalah dimensi responsiveness. Dalam hal ini, secara keseluruhan ma¬ha¬siswa menyatakan puas dan menilai kualitas pelayanan MM UII berada pada kategori baik.Kata Kunci: Kepuasan, Pelayanan, Pelanggan dan Kualitas
Studi kasus : Pemanfaatan Game Online untuk Peningkatan Motivasi Belajar Peserta Didik di SDN Alalak Selatan 2 Diah Fitriani; Ahmad Suriansyah; Arta Mulya Budi Harsono; Dessy Dwitalia Sari; Mubarok, Mubarok
Journal Educational Research and Development | E-ISSN : 3063-9158 Vol. 1 No. 2 (2024): Oktober - Desember
Publisher : GLOBAL SCIENTS PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62379/jerd.v1i2.126

Abstract

This research aims to analyze and describe online games as an alternative for increasing students' learning motivation in elementary school. Technological advances in the world of education certainly have a big influence, starting from learning media to strategies and learning methods that are different from previous times. The method applied in this research is a qualitative approach with case studies. Data was collected through interviews, observation and documentation at SDN Alalak Selatan 2. The research subjects consisted of Class V homeroom teachers and class V students. Data collection was carried out through observation, interviews and documentation. Observations are carried out to observe. student behavior and responses when using online games in learning. The researcher determines the class and students who will be observed, then creates an observation schedule that includes several learning sessions. During observations, researchers recorded students' interactions with online games, including their level of engagement and responses to tasks given through the game. Changes in learning motivation, such as increased participation, enthusiasm, and persistence in completing assignments, were also noted. Apart from observations, interviews were conducted to obtain in-depth views from students and teachers regarding the use of online games in learning. Interviews were conducted with participants who had been observed as well as several teachers involved in the learning process. This research concludes that the use of online games in education has great potential to increase students' learning motivation.