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Tantangan dan Peluang dalam Mengelola Supply Chain Untuk E-Commerce di Era Digital Titin Sumarni; M.Ikhwan; Dwi Natasya; Suci Hikmatul Jannah; Benny Andrian Saputra
Journal Transformation of Mandalika, e-ISSN: 2745-5882, p-ISSN: 2962-2956 Vol. 6 No. 8 (2025): Agustus
Publisher : Institut Penelitian dan Pengembangan Mandalika Indonesia (IP2MI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jtm.v6i8.4108

Abstract

Perkembangan era digital telah memberikan dampak yang signifikan terhadap berbagai sektor, termasuk industri e-commerce yang berkembang pesat. Metode yang digunakan adalah penelitian kualitatif, yang bertujuan untuk memahami fenomena sosial dari sudut pandang atau perspektif partisipan. Partisipan adalah orang-orang yang diwawancarai, diobservasi, diminta untuk memberikan data, opini, pemikiran, dan persepsi. Perdagangan elektronik (e-commerce) atau perdagangan elektronik adalah perdagangan yang dilakukan dengan memanfaatkan jaringan telekomunikasi, khususnya internet. Internet memungkinkan orang atau organisasi yang berada di lokasi yang jauh untuk berkomunikasi satu sama lain dengan biaya rendah. Hal ini kemudian dimanfaatkan untuk melakukan transaksi perdagangan.
Penerapan Metode Make A Match Untuk Meningkatkan Hasil Belajar Materi Pendidikan Agama Islam Eva setianingsih; Nada ulfah; Titin sumarni; Zul syahrin; Putra, Purniadi
SAMBARA: Jurnal Pengabdian Kepada Masyarakat Vol 2 No 1 (2024): Januari
Publisher : CV Putra Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58540/sambarapkm.v1i4.517

Abstract

The make a match learning method is a learning method that invites students to learn actively and aims to ensure that students have a spirit of independence in learning and foster creativity so that they are able to make innovations. This make a match method has a cognitive level, from the level of knowledge, understanding, application, analysis and creativity. The aim of this research is to determine the increase in learning outcomes by applying the make a match method of Faith in the Messenger of Allah material for class V students at SDS IT Sulthoniyah Sambas. The data sources in this research are student and teacher respondents as well as informants, namely the Principal and documents. This research technique consists of observation, tests and interviews. The conclusion from this research is that during the learning process, the teacher delivered the material and the application of the method was good. Teachers provide motivation to students to be enthusiastic about learning. By implementing the make a match method in class V, it can increase student learning activities. Furthermore, based on the results of the evaluation of classical completeness learning, the students' scores reached an average of 78.5 with a percentage of 90% complete.
Model Pembelajaran Problem Based Learning (PBL) dalam Pembelajaran SKI di MAN 2 Kota Bengkulu Rina Andriyani Putri; Khoirun Nur Fitri; Ulfa Ningsih; Reyhan Arifqi Khalqi; Titin Sumarni
JURNAL RISET RUMPUN ILMU PENDIDIKAN Vol. 4 No. 1 (2025): April : Jurnal Riset Rumpun Ilmu Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurripen.v4i1.4822

Abstract

This research is motivated by the challenges faced by teachers in implementing effective and smooth learning processes, particularly in implementing the Problem Based Learning (PBL) model in Islamic Cultural History (SKI) learning at MAN 2 Bengkulu City. Teachers, as crucial components in the learning process, need to pay attention to students' needs and characteristics in preparing meaningful learning. The PBL model is one of the alternative learning approaches that uses problems as a starting point for students to develop critical thinking skills. This research employed a qualitative approach with research subjects comprising teachers and eleventh-grade students at MAN 2 Bengkulu City. Data collection was conducted through observation, in-depth interviews, and documentation. The research results identified several obstacles in PBL implementation, namely: (1) limited learning time; (2) minimal supporting facilities; (3) variations in student ability levels and characteristics; and (4) lack of interaction and communication between teachers and students. This research also produced strategies to overcome these obstacles, including thorough preparation, effective time management, and development of teachers' abilities to facilitate problem-based learning. These findings contribute to the development of more effective SKI learning practices with a PBL approach in madrasas.
EFEKTIVITAS PEMBELAJARAN GAME EDUKASI BERBASIS CANVA TERHADAP KEMAMPUAN KOGNITIF ANAK DI TK BAKTHI FAMILI KOTA BENGKULU Evi Selva Nirwana; Titin Sumarni; Yesi Saputri; Jesika Septa Wiyenda; Salsa Sabina Zia
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02, Juni 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.57050

Abstract

Cognitive ability plays a crucial role in early childhood development because it supports thinking, problem-solving, memory, and understanding of the surrounding environment. However, learning activities conducted in early childhood education settings are still dominated by conventional methods, resulting in less optimal cognitive stimulation. Canva-based educational games can act as an alternative learning medium that promotes interactive and enjoyable learning experiences. This study aimed to determine the effectiveness of Canva-based educational games on the cognitive abilities of children aged 5–6 years at TK Bhakti Family, Bengkulu City. This study employed a quantitative method employing a Quasi-Experimental Design with a Pretest-Posttest Control Group Design. The study involved 40 children in the experimental group and 40 children in the control group. Data were gathered through observation, documentation, and a cognitive ability assessment instrument that met validity and reliability requirements (Cronbach’s Alpha = 0.753). The homogeneity test yielded a significance value of 0.890, indicating homogeneous data. Based on the Independent Sample T-Test, the significance value was 0.856 (>0.05), which suggests that no significant difference existed between the experimental and control groups. The findings suggest that Canva-based educational games provide engaging and interactive learning experiences; however, they do not significantly affect the cognitive skills of children aged 5–6 years.