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The Development of Contingency Theory in Public Sector: An Overview Hadiyanti, Endang; Jannah, Lina Miftahul; Lutfi, Achmad
Enrichment: Journal of Multidisciplinary Research and Development Vol. 2 No. 7 (2024): Enrichment: Journal of Multidisciplinary Research and Development
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/enrichment.v2i7.169

Abstract

The purpose of this study is to provide an overview of contingency theory research, particularly in the public sector. The inductive approach of a series of studies with the goal of theoretical development in the field of investigation served as the foundation for the research methodology and design. We focus on the publication in journals indexed on the Scopus database. A quantitative bibliometric analysis is carried out. 159 articles on the topic were located. We also identified the authors, journals, nations/regions, and the number of citations that contributed most to the growth of the investigation in this research topic by encouraging the analysis of strict bibliometric tools. To better understand the evaluation of the research topic, we use the VOSviewer software. As a result, despite a very slow start in 1979, this field of study has significantly expanded in recent years. There was a total of 13 documents published in 2019 and 2022, and so far in 2024, 9 documents have been published. With 44 documents published, the United States is the country or territory that has conducted most of this research; Indonesia is in sixth place with 9 documents.
Collaborative Governance In The Development of Malapari Plants as Biodiesel Feedstock (Analysis of Collaborative Governance Readiness) Hestiana, Mia; Lutfi, Achmad
Asian Journal of Social and Humanities Vol. 2 No. 5 (2024): Asian Journal of Social and Humanities
Publisher : Pelopor Publikasi Akademika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59888/ajosh.v2i5.241

Abstract

The role of coal in energy supply is in line with the increasing demand for power plant construction in several regions driven by economic growth and income. The purpose of this study is to determine collaborative governance in the development of malapari plants as biodiesel feedstock. This research uses qualitative research to understand social phenomena with a normative legal approach that prioritizes literature studies, data collection activities from various literature both from libraries and other places. The results obtained are education and training to farmers on sustainable agricultural practices and natural resource management is also a precondition that must be done. This knowledge can help farmers adopt practices that support the sustainable growth of malapari plants. Effective pest and disease management strategies are needed to protect malapari plants from attacks that can reduce crop yields. The conclusion of this study is that training and education programs need to be expanded to increase farmers' understanding of sustainable agricultural practices, processing technology, and agrofuel management. This can help improve the quality and quantity of malapari crop yields. Socialization to the community regarding the benefits of developing malapari plants as biofuels and their positive impacts on the environment needs to be strengthened. Public acceptance is considered to be able to support the growth of this industry.
Chem-USG Learning Media to Increase Students' Learning Interest in High School Chemical Equilibrium Material: A Case Study Pradita, Pingky Nirmala; Lutfi, Achmad
Hydrogen: Jurnal Kependidikan Kimia Vol. 13 No. 2 (2025): April 2025
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/hjkk.v13i2.15128

Abstract

The aim of this research is to obtain Chem-USG learning media which is feasible to use in learning high school chemical equilibrium material to increase students' learning interest. The type of research used is research and development (R&D) with the 4D development model but only until the third stage. The stages carried out by researchers are define, design, and develop. The data collection techniques used by researchers are interviews, observations, questionnaires, and tests, while the data analysis used is quantitative descriptive. Validity is based on the learning media validation questionnaire. Practicality is based on activity observations and student response questionnaires. Effectiveness is based on a questionnaire of learning interest and student learning outcomes. The validation result of learning media yielded mode scores 3 and 4 with valid categories. At the trial stage, the average percentage score on the activity observation results was 80%-100% with a good category, and received good responses from students with mode scores of 3 and 4 with good categories so that Chem-USG media could be declared practical. And obtained an increase in the percentage of students' learning interest on the post-learning interest questionnaire reached above 80% with a good category and supported by improved student learning outcomes so that make the Chem-USG media effective. So, based on the results obtained, Chem-USG learning media can be said to be feasible to use to increase students' interest in learning high school equilibrium material because it meets the eligibility requirements, namely validity, practicality, and effectiveness.
Identification of Students' Misconceptions and Understanding on Thermochemistry Material with Four-Tier Multiple-Choice Tests Rosyidah*, Kholifatur; Lutfi, Achmad; Sanjaya, I Gusti Made; Astutik, Julia
Jurnal Pendidikan Sains Indonesia Vol 12, No 1 (2024): JANUARY 2024
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jpsi.v12i1.34899

Abstract

The delivery of chemistry learning lacking meaning and coherence is often associated with the occurrence of misconceptions. These misconceptions when not detected from the start, may persist and affect the understanding of subsequent materials. Therefore, this research aimed to identify misconceptions and understanding of concepts among students, with a focus on factors causing misconceptions about thermochemical materials. A quantitative descriptive approach was used with the four-tier multiple-choice test and questionnaire instruments. The samples comprised students in class XI Science at SMA Kawung 1 Surabaya. The results showed a profile of misconceptions about thermochemical material consisting of system and environment sub-concepts, types of systems, endothermic and exothermic reactions, types of enthalpy, as well as changes in reaction enthalpy. About 15% of students understood the concept, 31% had misconceptions, and 54% did not understand. Factors that caused misconceptions included poor understanding of the material, media used, teachers or methods, and learning resources
The Effectiveness of the Brain Out Chemistry Game as a Learning Media to Improve Students’ Learning Outcomes and Retention on the Periodic System of Elements Material: Efektifitas Permainan Brain Out Chemistry Sebagai Media Pembelajaran untuk Meningkatkan Hasil Belajar dan Retensi Peserta Didik pada Materi Sistem Periodik Unsur Puspita, Widia Indah; Lutfi, Achmad
PendIPA Journal of Science Education Vol 9 No 3 (2025): October
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.9.3.897-904

Abstract

This study aims to determine the effectiveness of using the Brain Out Chemistry learning media in This study aims to determine the effectiveness of the Brain Out Chemistry game-based media in improving students’ cognitive abilities, learning activities, and retention of learning outcomes on the Periodic System of Elements. The research was conducted at SMA Negeri 15 Surabaya involving 34 tenth-grade students using a One-Group Pretest–Posttest Design. The research instruments included cognitive tests (pretest, posttest 1, and posttest 2 as the retention test) and student activity observation sheets. Data were analyzed using the Wilcoxon Signed Ranks Test through SPSS. The results showed a significant increase between the pretest and posttest scores (sig. 0.000 < 0.05). The average score of posttest 1 was 85.87, which decreased to 76.86 in posttest 2, resulting in a retention value of 89,5%, categorized as high. Student learning activities also improved, as indicated by observation scores falling within the active category. Classically, the learning mastery rate exceeded 85%. Thus, the Brain Out Chemistry game-based media is effective because it enhances cognitive abilities, maintains learning retention, and promotes student learning activities in chemistry instruction.
Permainan Hydrocarbon Craft sebagai Media Pembelajaran untuk Meningkatkan Motivasi Belajar dan Keterampilan Berpikir Kritis Peserta Didik pada Materi Senyawa Hidrokarbon Ma'rufah, Nadia Izaty; Lutfi, Achmad
PendIPA Journal of Science Education Vol 10 No 1 (2026): January - March
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.10.1.36-46

Abstract

This study aims to obtain a Hydrocarbon Craft game that meets the feasibility aspects based on the valid, practical, and effective categories in improving students' learning motivation and critical thinking skills on hydrocarbon compounds. This study uses the Research and Development (R&D) type of research that refers to the ADDIE development model. However, this study is limited to the development stage. The product trial was conducted on a limited basis with 33 grade XI students at SMA Khadijah Surabaya. The instruments used were validation sheets, student response questionnaires, student activity observation sheets, learning motivation questionnaires based on the ARCS model developed by Keller, which includes four components, namely Attention, Relevance, Confidence, and Satisfaction and pretest-posttest sheets. The following are the details of the research results obtained, namely (1) the validity aspect obtained a mode of 5 with a very valid category, (2) the practicality aspect was obtained through a student response questionnaire with a percentage of 95.43% and observation of student activities of 88.25% so that the media was said to be very practical, (3) the effectiveness aspect was obtained through a learning motivation questionnaire of 90%, and the results of the posttest of critical thinking skills analyzed using the Wilcoxon Signed Ranks Test obtained a p value <0.05 which showed that there was a significant difference between the pretest and posttest scores, so that the media was said to be effective. Based on the research results obtained, it shows that the Hydrocarbon Craft game is suitable for use as a learning medium to increase learning motivation and critical thinking skills of students in the material of hydrocarbon compounds.
Pengembangan Game Chem-Veryday untuk Meningkatkan Motivasi dan Hasil Belajar Peserta didik Kelas XI SMA Mengenai Faktor-Faktor yang Mempengaruhi Laju Reaksi dalam Kehidupan Sehari-Hari Rahma Dani, Nafitria Nur; Lutfi, Achmad
PendIPA Journal of Science Education Vol 10 No 1 (2026): January - March
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.10.1.74-85

Abstract

This study aims to develop and examine the feasibility, practicality, and effectiveness of the Chem-Veryday educational game as a chemistry learning medium on the topic of factors affecting reaction rates for eleventh-grade senior high school students. This research employed a Research and Development (R&D) method using the ADDIE development model, which consists of analysis, design, development, implementation, and evaluation stages. The research instruments included expert validation sheets, student response questionnaires, ARCS motivation questionnaires, and learning outcome tests in the form of pretests and posttests. The research subjects were eleventh-grade students of SMA Khadijah Surabaya. The validation results indicated that the Chem-Veryday game achieved a very high level of feasibility in terms of material accuracy, media design, and ease of use. The effectiveness test results showed a significant improvement in learning outcomes, with the average pretest score of 50.3 increasing to 94.8 in the posttest. The Wilcoxon Signed-Rank Test yielded a significance value of p < 0.001 with a very large effect size, indicating a strong impact of the Chem-Veryday game on students’ learning outcomes. In addition, students’ learning motivation increased across all ARCS components from low–moderate to very high levels. Student response results also demonstrated that the game is practical, engaging, and easy to use. Therefore, the Chem-Veryday educational game is considered valid, practical, and effective as a chemistry learning medium to enhance students’ motivation and learning outcomes on reaction rate material.
Game Edukasi Chem Epic Conquest Sebagai Media Pembelajaran Untuk Meningkatkan Minat dan Hasil Belajar Peserta Didik Pada Pembelajaran Kimia Kumalasari, Shofia Nur; Lutfi, Achmad
PendIPA Journal of Science Education Vol 10 No 1 (2026): January - March
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.10.1.153-162

Abstract

Minat dan hasil belajar peserta didik merupakan aspek penting yang perlu ditingkatkan pada kegiatan pembelajaran kimia, khususnya terkait materi sistem periodik unsur yang sering dianggap sulit. Oleh karena itu, tujuan penelitian ini adalah untuk mengidentifikasi peningkatan minat dan hasil belajar setelah penggunaan game edukasi pada materi sistem periodik unsur. Penelitian ini dilakukan dalam satu kelas yang ditentukan secara acak. Data yang dikumpulkan meliputi minat belajar, hasil belajar, serta data pendukung berupa respon peserta didik dan pengamatan aktivitas. Data minat, respon, dan pengamatan aktivitas peserta didik dilakukan melalui angket, sedangkan pada hasil belajar dilakukan tes (pretest dan posttest). Hasil penelitian menunjukkan bahwa minat belajar peserta didik meningkat sebesar 52,94% setelah menggunakan game edukasi Chem Epic Conquest pada materi sistem periodik unsur. Selain itu, hasil belajar menunjukkan adanya peningkatan hasil belajar secara signifikan setelah penggunaan game edukasi. Studi ini menyarankan penerapan game edukasi Chem Epic Conquest secara lebih luas pada pembelajaran kimia, serta eksplorasi lebih lanjut terhadap dampaknya pada penguatan minat serta capaian belajar siswa pada materi yang berbeda.
A G-Bond Development: Gamification Media to Improve Literacy, Visualization, and Numeracy in Chemical Bond Learning in High School Dwiningsih, Kusumawati; Lutfi, Achmad; Hidayah , Rusly; Sukarmin, Sukarmin; Andriani , Novia; Fathoni , Rizal
IJORER : International Journal of Recent Educational Research Vol. 6 No. 3 (2025): May
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v6i3.827

Abstract

Objective: This study aims to develop and evaluate G-Bond, a gamification-based learning media designed to improve students' literacy, visualisation, and numeracy skills in learning chemical bonds. Methods: The research uses a Research and Development (R&D) approach with a 4D (Define, Design, Develop, Disseminate) model, limited to the development stage. A total of 35 high school students in Gresik Regency participated in the pretest-posttest design of one group. Five experts carry out validation through content assessment, design, and visualisation. Practicality was tested through a student questionnaire, and effectiveness was measured using an N-Gain score. Results: The G-Bond application obtained a perfect validity score (average = 5), was rated very practical (95.14%), and showed moderate to high effectiveness in improving literacy (N-Gain = 0.34), numeracy (0.34), and visualisation (0.74). The most significant improvement occurs in the visualisation aspect. Novelty: G-Bond is the first gamification medium to simultaneously integrate three main skills in one interactive platform based on the topic of chemical bonding. Unlike previous media that focused only on a single aspect or were less connected to the curriculum, G-Bond presents relevant and adaptive game-based contextual challenges for both online and offline learning. Future integration with Augmented Reality (AR) and AI technologies is proposed to enhance immersive and personalised learning experiences.
Direktorat Jenderal Sumber Daya dan Perangkat Pos dan Informatika (Ditjen SDPPI) Odhi Pradana, Tantri; Lutfi, Achmad
Jurnal Ilmiah Administrasi Publik Vol. 11 No. 2 (2025): Jurnal Ilmiah Administrasi Publik (JIAP)
Publisher : Badan Penerbitan Jurnal (BPJ) FIA-UB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21776/ub.jiap.2025.011.02.3

Abstract

This research aims to explain how performance-based budgeting is implemented at Ditjen SDPPI. The Policy Implementation Model by Edward III (1980) is used as an analytical tool to describe the implementation of performance-based budgeting at Ditjen SDPPI using secondary data from the 2023 SPIP and SAKIP assessments. The results of this study show that in the implementation of performance-based budgeting at Ditjen SDPPI, there are significant challenges related to formulating objectives and performance indicators that comply with SMART criteria. The lack of integration between planning and budgeting, as well as the inability to utilize performance measurement results as a basis for budget adjustments, has caused gaps in achieving strategic goals. The 2023 SPIP and SAKIP assessments indicate that although there has been progress in planning and performance management, improvements in communication, bureaucratic restructuring, and enhancement of human resource competencies are needed to optimize the implementation of performance-based budgeting at Ditjen SDPPI.