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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.
MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS PESERTA DIDIK PADA MUATAN MATEMATIKA KELAS IV MENGGUNAKAN MODEL INGAT DI SEKOLAH DASAR Diah Fitriani; Fathul Jannah
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.v10i03.31025

Abstract

This study aims to overcome the low critical thinking skills of students in learning Mathematics. The problem is caused by the lack of active involvement of students in the learning process. The solution applied is the use of the INGAT model, a combination of PBL, TGT, and Snowball Throwing models. This research used the Classroom Action Research (PTK) method for four meetings, with the subject of 20 fourth grade students of SDN Alalak Selatan 2 Banjarmasin. Through Classroom Action Research in class IV, the results showed that critical thinking skills and learning outcomes of students have increased significantly. The INGAT learning model is proven to be effective in increasing learner engagement and learning outcomes. This research can be used as a reference or alternative in improving the quality of mathematics learning in elementary schools.
STRATEGI PEMBELAJARAN ANAK AUTISME DI SEKOLAH LUAR BIASA: TINJAUAN OBSERVASI DAN WAWANCARA Mariana Agustina Turnip; Hariyanti, Riris; Diah Fitriani; Agung Ramadhan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i1.40269

Abstract

This study aims to describe learning strategies for children with autism in Special Needs Schools (SLB) through observation and interviews. The focus of the study was directed at the characteristics of children with autism, the types of learning strategies implemented by teachers, and the supporting and inhibiting factors in the learning process. This study used qualitative methods with a descriptive approach. The subjects consisted of one student with Autism Spectrum Disorder (ASD) and his/her accompanying teacher at the Taman Pendidikan Islam Medan Special Needs School. Data collection techniques included direct observation during learning activities and in-depth interviews with the teacher. Data were analyzed through data reduction, data presentation, and conclusion drawing. The results showed that the implemented learning strategies were individualized and structured, including one-teacher-one-child mentoring, the use of a modified curriculum, simple instructions, visual media, and a positive reinforcement system. These strategies were able to improve children's focus, learning responses, and emotional control during learning. However, the study also identified obstacles such as limited facilities, the absence of a Special Needs Teacher, and the child's internal conditions that impacted learning stability. Parental support and collaboration with the school are important factors in supporting child development. Therefore, adaptive, individualized and collaborative learning strategies are considered effective in supporting the learning process for children with autism in SLB.
Studi Komparatif Algoritma Random Forest dan Logistic Regression dalam Analisis Sentimen Ulasan Aplikasi E-Wallet Dana Diah Fitriani; Afril Efan Pajri; Aprillia Dwi Ardianti
JURNAL RISET KOMPUTER (JURIKOM) Vol. 13 No. 1 (2026): Februari 2026
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v13i1.9517

Abstract

The increasing use of digital wallets in Indonesia has led to a growing number of user opinions expressed, including on the DANA platform in the Play Store. These reviews reflect users' experiences and satisfaction levels, necessitating sentiment analysis to comprehend public opinions about the application’s service quality. The study conducts an analytical comparison between Random Forest and Logistic Regression methods in classification sentiments for DANA application. Data was obtained through scraping techniques, resulting in 2,068 reviews after the cleaning process. The analysis stages include text preprocessing, labeling based on review scores, weighting using TF-IDF, and modeling with both algorithms. The evaluation results demonstrate that Random Forest obtains an accuracy of 86.23%, while Logistic Regression obtains an accuracy of 84.54%. Both models are capable of classifying positive sentiments well but are less optimal in detecting negative sentiments. Random Forest shows higher performance compared to Logistic Regression within the task in sentiment analysis for DANA app reviews. Thus, we can conclude that using the random forest algorithm is able to produce accurate sentiment analysis and can act as a basis for making decisions in further research