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PERANAN PURCHASING DALAM MENUNJANG OPERASIONAL KITCHEN DI ANGSANA HOTEL BINTAN Martina, Elti; Kurniawan, Budi
Jurnal Daya Saing Vol. 6 No. 1 (2020): Inovasi Pemasaran, Kewirausahaan, dan Kinerja Bisnis pada Era Transformasi Ekon
Publisher : Komunitas Manajemen Kompetitif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35446/dayasaing.v6i1.467

Abstract

Berdasarkan hasil penelitian yang diperoleh tanggapan karyawan kitchen terhadap kinerja purchasing dalam memenuhi permintaan pembelian barang kitchen dinilai baik, karena dalam prosesnya purchasing dapat memenuhi permintaan pembelian barang kitchen sesuai dengan apa yang diminta oleh kitchen department dan standart operasional procedure (SOP). Tanggapan karyawan kitchen terhadap purchasing dalam menentukan supplier barang kitchen di Angsana Hotel Bintan dengan kriteria terbanyak yaitu baik 6 orang (46,1%), karena dalam operasionalnya purchasing selalu memberikan barang dengan kualitas yang baik kepada kitchen department. Tanggapan karyawan kitchen terhadap penempatan order pembelian barang kitchen oleh purchasing di Angsana Hotel Bintan dengan kriteria penilaian terbanyak yaitu baik 5 orang (38,5%), karena dalam operasionalnya barang kitchen yang diantar oleh purchasing sesuai dengan yang dipesan oleh kitchen departement. operasionalnya barang kitchen yang datang dalam kondisi baik. Di Angsana Hotel Bintan bukti transaksi dibedakan menjadi bukti transaksi intern dan bukti transaksi ekstern.Tanggapan karyawan kitchen terhadap peranan purchasing dalam menunjang operasional kitchen pada umumnya adalah baik (46,2%) hal ini dapat dilihat dari tanggapan karyawan terhadap permintaan pembelian, pemilihan supplier, penempatan order pembelian, dan penerimaan barang. Keywords: Purchasing, operasional Kitchen, hotel
Pemanfaatan Platform Digital di SD INPRES RSS OESAPA Kota Kupang dalam Peningkatan Literasi Digital Kurniawan, Budi; Meilani, Dian; Letasado, Muhamad Rusadi; Bacotang, Bacotang; Nuriyah, Nuriyah
Jurnal Pengabdian Masyarakat: Pemberdayaan, Inovasi dan Perubahan Vol 5, No 6 (2025): JPM: Pemberdayaan, Inovasi dan Perubahan
Publisher : Penerbit Widina, Widina Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59818/jpm.v5i6.2304

Abstract

The rapid development of digital technology has significantly transformed the field of education; however, its implementation in elementary schools in Kupang City remains limited, as many teachers are unable to optimize digital platforms in classroom learning. This community engagement study aims to enhance teachers’ digital literacy and skills in using interactive digital learning media. A descriptive qualitative approach was employed through training sessions, observations, interviews, and direct mentoring for elementary school teachers, with data analysis conducted using the interactive Miles Huberman model, which includes data reduction, data display, and conclusion drawing. The results indicate that practice-based training effectively improved teachers’ understanding, skills, and confidence in using digital media such as Wordwall, Bamboozle, and Puzzle.org, while also fostering positive changes in teaching attitudes and creativity. Teachers began integrating digital tools into their lesson plans and demonstrated greater readiness to implement technology-supported learning. These findings suggest that participatory training approaches are effective in cultivating a digital culture within elementary school environments. In conclusion, strengthening teachers’ digital competencies can be achieved through intensive and continuous mentoring; however, sustained support from local government and educational institutions is essential to expand the impact of this program to other regions in East Nusa Tenggara;ABSTRAKPerkembangan teknologi digital telah mendorong transformasi signifikan dalam dunia pendidikan, namun pemanfaatannya pada jenjang Sekolah Dasar di Kota Kupang masih rendah karena banyak guru belum mampu mengoptimalkan platform digital dalam pembelajaran. Penelitian pengabdian masyarakat ini bertujuan meningkatkan literasi digital serta keterampilan guru dalam menggunakan media pembelajaran digital interaktif. Pendekatan kualitatif deskriptif diterapkan melalui pelatihan, observasi, wawancara, dan pendampingan langsung kepada guru-guru SD, dengan analisis data menggunakan model interaktif Miles Huberman yang mencakup reduksi data, penyajian data, dan penarikan kesimpulan. Hasil menunjukkan bahwa pelatihan berbasis praktik langsung meningkatkan pemahaman, keterampilan, dan kepercayaan diri guru dalam mengoperasikan media digital seperti Wordwall, Baamboozzle, dan Puzzle.org, serta memengaruhi perubahan sikap dan kreativitas dalam mengajar. Guru mulai mengintegrasikan teknologi ke dalam Rencana Pelaksanaan Pembelajaran dan menunjukkan kesiapan yang lebih baik dalam menerapkan pembelajaran digital. Temuan ini mengindikasikan bahwa pendekatan pelatihan partisipatif efektif dalam membangun budaya digital di sekolah dasar. Kesimpulannya, peningkatan kompetensi digital guru dapat tercapai melalui pendampingan yang intensif dan berkelanjutan, namun keberlanjutan program membutuhkan dukungan pemerintah daerah dan lembaga pendidikan agar dampaknya dapat diperluas ke wilayah lain di Nusa Tenggara Timur.
Transformasi Literasi: Membangun Generasi digital yang cerdas dan kreatif melalui platform digital di UPTD SDN Oetete 1 Kurniawan, Budi; Amri, Nurzil; Hafizin, Muhammad; Hasyda, Suryadin; Mau, Hana Noventari Dasi
Jurnal Pengabdian Masyarakat: Pemberdayaan, Inovasi dan Perubahan Vol 5, No 6 (2025): JPM: Pemberdayaan, Inovasi dan Perubahan
Publisher : Penerbit Widina, Widina Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59818/jpm.v5i6.2389

Abstract

This community engagement program aims to enhance the digital literacy of teachers and students through the implementation of digital platforms such as Wordwall, Educaplay, and Puzzle.org at UPTD SDN Oetete 1 Kota Kupang. The activities were carried out through training, mentoring, and hands-on practice using a deep learning approach that emphasizes concept analysis, problem-solving, and learning reflection. The methods used included initial observation, training implementation, and evaluation through participatory observation and analysis of student engagement. The results show a significant improvement in teachers’ ability to produce interactive digital media, with 80% of teachers able to create at least three types of digital learning games. Additionally, student activity and motivation increased, as indicated by the rise in learning engagement from 45% to 85%, and the completion rate of digital tasks from 40% to 82%. Classroom learning also transformed into a more interactive, creative, and student-centered environment. This program provides important pedagogical implications for integrating digital technology into primary education and contributes to reducing the digital gap by improving access to and competence in digital literacy within the school environment. Thus, this community engagement program successfully fosters the development of a smart and creative digital generation while supporting the continuous strengthening of digital literacy.ABSTRAKPenelitian ini bertujuan untuk meningkatkan literasi digital guru dan siswa melalui implementasi platform digital Wordwall, Educaplay, dan Puzzle.org di UPTD SDN Oetete 1 Kota Kupang. Kegiatan ini dilaksanakan melalui pelatihan, pendampingan, dan praktik langsung menggunakan pendekatan deep learning yang menekankan analisis konsep, pemecahan masalah, dan refleksi pembelajaran. Metode yang digunakan meliputi observasi awal, pelaksanaan pelatihan, dan evaluasi melalui observasi partisipatif serta analisis keterlibatan siswa. Hasil kegiatan menunjukkan adanya peningkatan signifikan pada kemampuan guru dalam menghasilkan media interaktif, di mana 80% guru mampu membuat minimal tiga jenis permainan digital. Selain itu, aktivitas dan motivasi belajar siswa mengalami peningkatan, ditunjukkan oleh naiknya keterlibatan belajar dari 45% menjadi 85%, serta peningkatan penyelesaian tugas digital dari 40% menjadi 82%. Pembelajaran di kelas juga mengalami transformasi ke arah yang lebih interaktif, kreatif, dan berpusat pada peserta didik. Kegiatan ini memberikan implikasi pedagogis penting dalam penerapan teknologi digital di sekolah dasar, sekaligus berkontribusi terhadap pengurangan kesenjangan digital melalui peningkatan akses dan kompetensi digital di lingkungan sekolah. Dengan demikian, program ini berhasil mendorong terwujudnya generasi digital yang cerdas dan kreatif serta mendukung penguatan literasi digital berkelanjutan.
Asesmen Kerusakan Bangunan Sekolah dan Penyusunan Rekomendasi Prioritas Perbaikan untuk Meningkatkan Keamanan dan Kenyamanan : Pengabdian Kurniawan, Budi; Azhar, Muhammad; Munajar, Muhammad Chairi; Fajariah, Nurul; Della, Alfa
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 3 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 3 (Januari 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i3.3934

Abstract

The community service activity was carried out to assist SMPS Waladun Sholeh in conducting an inspection of school building conditions, specifically regarding structural, architectural, and utility elements, which have posed challenges due to limited technical expertise within the school. The inspection plays an important role since school buildings are fundamental to maintaining the continuity of the teaching–learning process. The method employed was on-site inspection, including visual observation, measurements, inventorying building elements, and quantitative analysis of damage levels. In addition, interviews were conducted with school representatives to obtain supporting information regarding the history of damage and maintenance. The activity stages included: (a) initial coordination and collection of basic building data; (b) field inspection of structural, architectural, and utility components; (c) analysis of damage levels and determination of the building condition category; and (d) dissemination of inspection results and proposed follow-up plans to the school. The results indicate that most building components remain in good condition, with minor damage predominating and accounting for 13.40% of the total elements inspected. However, an uneven settlement of the foundation was detected, causing cracks and deformations in several parts of the building.
PEMANFAATAN PLATFORM DIGITAL UNTUK MENINGKATKAN AKTIVITAS BELAJAR PESERTA DIDIK Kurniawan, Budi; Letasado, Muhamad Rusadi; Nuriyah, Nuriyah; hasyda, Suryadin; Amri, Nurzil
Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi Vol 6, No 1 (2026): Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi
Publisher : Penerbit Widina, Widina Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59818/jpi.v6i1.2719

Abstract

This study aims to analyze the improvement of students’ learning activity through the implementation of gamification-based digital platforms Blooket, Wordwall, and Puzzle.org in two elementary schools: UPTD SD Inpres RSS Oesapa (n = 22) and SD Muhammadiyah 1 Kota Kupang (n = 24). The research employed a quasi-experimental method with a one-group pretest–posttest design. Data were collected through activity observations, pretest–posttest assessments, and documentation of classroom learning processes. The effectiveness of the intervention was measured using the N-Gain Score, which evaluates cognitive improvement and learning activity enhancement. The findings indicate a significant increase in students’ learning activity in both schools. The average activity score increased by 48.18% at UPTD SD Inpres RSS Oesapa and 44.44% at SD Muhammadiyah 1. Cognitive improvement measured through the N-Gain analysis showed a moderate category, with 0.62 for UPTD SD Inpres RSS Oesapa and 0.66 for SD Muhammadiyah 1 Kota Kupang. These results confirm that gamification-based digital platforms positively impact student engagement and conceptual understanding. These findings align with Fauziyah et al. (2025), who reported that challenge-based gamification enhances enthusiasm and active participation among elementary students, as well as Amelia et al. (2025), who found that gamification significantly boosts learning motivation at the vocational school level. The mechanisms contributing to the improvements include: (1) motivational effects of gamification elements such as points, challenges, leaderboards, and instant feedback; (2) interactive visual features in Wordwall, Blooket, and Puzzle.org that support deeper conceptual understanding; and (3) the novelty effect observed in classrooms with limited prior exposure to digital learning tools. The study concludes that integrating gamification-based digital platforms is effective in enhancing learning activity, motivation, and academic performance among elementary school students. Practical implications highlight the need for teacher training, adequate digital infrastructure, and the development of continuous interactive learning designs to maximize the benefits of gamification.ABSTRAKPenelitian ini bertujuan untuk menganalisis peningkatan aktivitas belajar peserta didik melalui pemanfaatan platform digital berbasis gamifikasi, yaitu Blooket, Wordwall, dan Puzzle.org, pada dua sekolah dasar: UPTD SD Inpres RSS Oesapa (n = 22) dan SD Muhammadiyah 1 Kota Kupang (n = 24). Metode penelitian menggunakan pendekatan kuasi-eksperimental dengan desain one-group pretest–posttest. Data dikumpulkan melalui observasi aktivitas, tes awal–tes akhir, serta dokumentasi proses pembelajaran. Analisis efektivitas intervensi dilakukan menggunakan N-Gain Score untuk melihat peningkatan hasil belajar dan aktivitas. Hasil penelitian menunjukkan adanya peningkatan signifikan pada aktivitas belajar siswa di kedua sekolah. Rata-rata aktivitas siswa pada UPTD SD Inpres RSS Oesapa meningkat sebesar 48,18%, sedangkan pada SD Muhammadiyah 1 meningkat 44,44%. Analisis kognitif menggunakan N-Gain menunjukkan peningkatan kategori sedang: 0,62 untuk UPTD SD Inpres RSS Oesapa dan 0,66 untuk SD Muhammadiyah 1 Kota Kupang. Peningkatan ini menunjukkan bahwa gamifikasi digital memberikan dampak nyata terhadap keterlibatan dan pemahaman siswa. Temuan ini selaras dengan penelitian Fauziyah et al. (2025) yang membuktikan bahwa gamifikasi berbasis tantangan meningkatkan antusiasme dan partisipasi aktif siswa MI, serta studi Amelia et al. (2025) yang melaporkan bahwa gamifikasi meningkatkan motivasi belajar siswa SMK secara signifikan. Mekanisme peningkatan yang teridentifikasi mencakup: (1) efek motivasional dari elemen gamifikasi seperti poin, kompetisi, tantangan, dan umpan balik instan; (2) visual interaktif Wordwall, Blooket, dan Puzzle.org yang mempermudah pemahaman konsep; dan (3) efek kebaruan (novelty effect) pada sekolah dengan paparan teknologi rendah sebelumnya. Penelitian ini menyimpulkan bahwa integrasi platform digital berbasis gamifikasi efektif meningkatkan aktivitas, motivasi, dan hasil belajar siswa sekolah dasar. Implikasi praktis penelitian ini menekankan pentingnya pelatihan guru, penyediaan infrastruktur digital, serta pengembangan pembelajaran interaktif berkelanjutan untuk memastikan manfaat gamifikasi dapat dimaksimalkan.
Implementation of Qual2Kw and MCDA in Formulating Sustainable River Water Quality Standard Compliance Program Policies: A Case Study of the Cileungsi River in Bogor Regency Komarudin, Muhamad; Fauzi, Anas M; Purwanto, Yanuar J; Hardjomidjojo, Hartrisari; Kurniawan, Budi
Eduvest - Journal of Universal Studies Vol. 6 No. 2 (2026): Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/eduvest.v6i2.52288

Abstract

This study aims to develop an integrative approach between water quality modeling using QUAL2Kw software and the Multi-Criteria Decision Analysis (MCDA) method with PROMETHEE software to support the formulation of policies for sustainable river water quality standards. The study was conducted on the Cileungsi River, West Java, with key parameters of BOD, COD, and TSS. Modeling was carried out in four tiered scenarios representing existing conditions and quality standards targets of classes IV, III, and II, thus providing a basis for designing technical interventions such as reducing point source and non-point source pollutant loads, increasing upstream discharge, and improving upstream water quality. Based on the results of iterations and model observations, six policy criteria (K1–K6) and twelve program alternatives (P1–P12) were obtained to achieve river water quality standards. PROMETHEE analysis was used to determine program priorities based on stakeholder preference weights. The results of the study show that the integration of QUAL2Kw–PROMETHEE is able to provide a more measurable scientific and policy basis, with the main priorities being the development and improvement of IPAL performance, control of non-point sources, and an increase in river base discharge. This approach has the potential to be applied as an evidence-based policy decision-making model in river water quality management in Indonesia.
浅析《黑神话:悟空》YouTube 评论区中的跨文化学习与交流 Kurniawan, Budi
Century: Journal of Chinese Language, Literature and Culture Vol. 14 No. 1 (2026): Vol 14 No 1
Publisher : Universitas Kristen Petra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/century.14.1.%p

Abstract

本研究通过分析《黑神话:悟空》预告片在YouTube评论区中的讨论,探讨其作为跨文化学习与交流平台的潜力。在全球游戏产业中,《黑神话:悟空》作为一款融合中国传统文化与现代游戏技术的代表作品,引发了全球观众的广泛关注。通过Mozdeh软件获取并分析评论数据,研究发现,评论区中的用户围绕孙悟空的能力、传统文化符号和哲学思想展开了深入讨论,展示了他们对中国文化的兴趣与理解。通过互动与信息分享,用户体现了语言学习和跨文化理解的过程。 关键词:跨文化学习;YouTube评论;孙悟空;黑神话:悟空
Co-Authors Achmad Hidir Adrian Muluk, Muhammad Adriana, Marlia Afriandi, Dian Agustin, Widya Agustina, Dian Sri Agustine Dwianika Ahmad, Rizqy A. R. Ahmady, Taufik Ain, Naougy Hurun Aktalina, Lucia Alghi Fari, Faishal Amelia, Febrina Risky Amri, Nurzil Anas Miftah Fauzi Andriani, Nia Andrianto, Charles Arifin, Didik As'ad, M Astuty, Dewi Yuni Aulia Bacotang, Bacotang Balangga, Muffaridun Basri K, Ivo Basri K., Ivo Basri, K. Ivo Basuki Toto Rahmanto Benny, Vrencia Liviana Budiantoro, Tekad Chao, ShanHua Christian, Matthew Darmansyah Tjitradi Davtywa, Daffa Dede, Salfian Ismail Dedy Hermawan Defi Pujianto Della, Alfa Dewi Apriyani, Dewi Dewi, Bela Purnama Dewi, Norminawati Dicky Yuswardi Wiratma Donant Alananto Iskandar, Donant Alananto Dwi Martha, Andre DWI SURYANTO E. Fernandes, Elisabeth Efadeswarni Eva Herianti Fajar Kurniawan Fajariah, Nurul Febianty, Evania Febryana, Shania Fernandes, Elisabeth E. Fernandes, Elisabeth Ernawaty Fernando, Kenny Florencia Irena Lawita Frisia Metta Kurnia, Frisia Metta Gunawan HANS-JOACHIM FREISLEBEN Hartrisari Hardjomidjojo Hasyda, Suryadin Hefni Effendi Hendrayudi, Hendrayudi Henny P. S. Wijaya Himawan Indrajat Hurip Pratomo Imawati, Sri Indah Masri Intan Permatasari Intan Safitri Intan Safitri, Intan Ismail Dede, Salfian Jenny Hidayat Jihan Alya Nabillah Joppy Mudeng Julia, Jeanny Jumili Arianto Kasse, Monica Marsalina Krishna Mochtar Kristiarini, Susiawati Kurniati Kemer Kusnandar ,, Kusnandar LETASADO, MUHAMAD RUSADI Lina Said Lukito, Alamsyah M. Yanuar J. Purwanto Machfiroh, Ines Saraswati Manlian Ronald A. Mantiri, Desy M. H Maria, Lisda Martina, Elti Marundha, Amor Mau, Hana Noventari Dasi Meilani, Dian Mohamad Ali Hisyam, Mohamad Ali Muhajir Arafat, Muhajir Muhamad Komarudin Muhammad Azhar Muhammad Hafizin Muhammad Romzi, Muhammad Muhammad, Romzi Mukhlis, Muhammad Munajar, Muhammad Chairi Na P. Bo Nataline, Lianda Ni Putu Eka Widiastuti Nickson J. Kawung, Nickson J. Ninik Umi Hartanti Noorfauzi, Ahmad Ridhani Nuriyah, Nuriyah Nurjanah , Nurjannah Nurjannah Nursatwika, Marcella Abellia Nuryati, Tutty Ono Wiharna, Ono Palla, Karima Tunisa Pustika A. Wahidiyat Ramadhianti, Sandika Randy Kuswanto Retno Budhiati, Retno Robi Cahyadi Kurniawan Rompas, Rizald M. Rondang R. Soegianto Rusidi, Rusidi Salma, Afia Sambuaga, Elfina Astrella Sanjaya, Felicya Saprudin Saprudin, Saprudin Saputro, Haris Sartika, Ghina Satria Novari Sembiring, Rinawati Seruni K.U. Freisleben Soehardjo Poertadji Sofiyyah , Sofa Sofiyyah, Sofa Sri Handayani Sri Mulatsih Sri Mulyani Sri Tita Faulina Suryanto Suryanto Susanto, Ahmad Susiawati, Susiawati Susilawati, Susilawati Suwanto, Yohanes Syahputra, Muhammad Budi Syaiful, Deni Tabah Maryanah Tatang Permana, Tatang Tjandring, Sahrul Tri Jaka Kartana Widiastuti, Ni Putu Kusuma Widiya Astuti Alam Sur Wijaya, Elisabet Natalia Wijaya, Filona Sagita Wiratama, Yolanda Rian Wiwi Idawati Yahya, Evelyn Yosephine Wignyo Zahirman, Zahirman Zhu, Shuiqing