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Konsentrasi Perekat Pati Sagu Terhadap Karakteristik Briket Bioarangdari Limbah KulitBuah Durian Yulia Citra; Farida Hanum Hamzah; Yelmira Zalfiatri
Jurnal Online Mahasiswa (JOM) Bidang Pertanian Vol 5 (2018): Edisi 2 Juli s/d Desember 2018
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Pertanian

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Abstract

Increasing need of energy and decreasing of fuel supply requires human to discover alternative energy resources. Consequently, there should be a research to discover a new renewable energy source such as durian fruit leather. Durian is biomass that has great potential for bio-briquet. This research aims to discover the precise adhesive consentration rate in sago’s starch , which are 3%, 5%, and 7%. Based on analytical result of durian leather charcoal briquet research, the best quality briquet is the P1 consentration which composed rate are 3%, has 4.04% water content, 19.14% ashes content, 5.502 cal/g heat value, and 0.0017 g/sekoncombustion rate. Keywords: briquet, durian fruit leather, sago starch.
KECANDUAN INTERNET TERHADAP KETERAMPILAN SOSIAL DI ERA GENERASI MILENIAL Sari Wardani Simarmata; Yulia Citra
Jurnal Serunai Bimbingan dan Konseling Vol 9, No 1 (2020): JURNAL SERUNAI BIMBINGAN DAN KONSELING
Publisher : STKIP Budidaya Binjai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37755/jsbk.v9i1.281

Abstract

Penggunaan internet secara berlebihan memiliki dampak negatif dalam keterampilan sosial, komunikasi dan akademik. Secara tidak langsung internet dapat menjadi sarana bagi individu yang memiliki keterampilan sosial yang rendah akan memilih interaksi secara online daripada interaksi secara langsung. Penelitian ini bertujuan untuk mengetahui pengaruh kecanduan internet terhadap keterampilan sosial generasi milenial siswa kelas X SMK Putra Jaya Stabat Tahun Pelajaran 2019/2020. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian Kuantitatif deskriptif. Populasi dalam penelitian ini sebanyak 39 siswa dengan sampel sebanyak 39 orang siswa. Analisis data dengan menggunakan analisis regresi sederhana, dengan data normal dan homogen. Setelah dianalisis diperoleh hasil rhitung 0,239 <rtabel 0,308 maka dalam hal ini Ho diterima dan Ha ditolak berdasarkan hal tersebut dapat disimpulan bahwa tidak ada pengaruh kecanduan internet terhadap keterampilan sosial generasi milenial siswa kelas X SMK Putra Jaya Stabat Tahun Pelajaran 2019/2020.
Pengaruh Customer Experience, Service Quality, dan Perceived Value Terhadap Customer Loyalty Dimediasi Oleh Customer Satisfaction Yulia Citra; Ketut Sunaryanto
Jurnal Ekonomi, Manajemen Pariwisata dan Perhotelan Vol. 5 No. 1 (2026): Januari: Jurnal Ekonomi, Manajemen Pariwisata dan Perhotelan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jempper.v5i1.5863

Abstract

Digital transformation through e-commerce has changed consumer preferences in purchasing beauty and cosmetic products online. However, the existence of offline stores remains relevant because it can provide an irreplaceable virtual shopping experience. This study aims to analyze the influence of Customer Experience, Service Quality, and Perceived Value on Customer Loyalty with Customer Satisfaction as a mediating variable. The approach used is a quantitative approach with the SEM-PLS data analysis method. The study population was customers of offline beauty and cosmetic stores in malls in the Greater Jakarta area. Data were obtained through distributing questionnaires via google forms and 115 respondents were analyzed using SEM-PLS. The results show that Customer Experience, Service Quality, and Perceived Value have a positive effect on Customer Satisfaction. In addition, Customer Satisfaction is proven to mediate the relationship between Customer Experience and Customer Loyalty. These findings provide a strategic contribution for beauty and cosmetic industry players, especially offline stores, that improving customer experience, service quality, and perceived value can shape customer loyalty. This study emphasizes the importance of optimizing the shopping experience as a competitive advantage in the digital era.
PENGARUH PEMBERIAN PENGUATAN TERHADAP MOTIVASI BELAJAR SISWA KELAS V SDN 018 RANTAU SIALANG KECAMATAN KUANTAN MUDIK KABUPATEN KUANSING Yulia Citra; Syahrilfuddin
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 8 No. 2 (2019): October
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v8i1.7566

Abstract

This research was motivated by the weak learning motivation of students in the teaching and learning process, which was indicated by students’ passive behavior and lack of enthusiasm. The purpose of this study was to determine whether there was an effect of reinforcement on students’ learning motivation and to identify the magnitude of its influence. This study employed a quantitative approach with an experimental research type, using a pre-experimental design. The pre-experimental design applied was the one-group pretest–posttest design. The subjects of this study were 27 fifth-grade students of SDN 018 Rantau Sialang, consisting of 8 male students and 19 female students. The variables in this study were reinforcement and students’ learning motivation. Data were collected through documentation and questionnaires. The validity test used the Pearson product-moment formula, while the reliability test used the Alpha formula. The prerequisite analysis test employed a normality test using the Kolmogorov–Smirnov One-Sample test with SPSS 17.0 for Windows. Hypothesis testing was conducted using the t-test with the assistance of SPSS, followed by an effect size test. The results showed that reinforcement had a significant effect on students’ learning motivation, as indicated by the t-test results at significance levels of 1% and 5%, namely tcount > ttable, at the 1% level (7.751 > 1.298) and at the 5% level (7.751 > 1.674). The calculation of the effect size obtained an ES value of 3.146, which was categorized as high because the effect size exceeded 0.8. It can be concluded that reinforcement had a significant effect on the learning motivation of fifth-grade students at SDN 018 Rantau Sialang, Kecamatan Kuantan Mudik, Kabupaten Kuantan Singingi, with a high effect category.
Pengembangan Media Pembelajaran Berbasis Puzzle pada Materi Jumlah Riemann untuk Meningkatkan Pemahaman Konsep Siswa MAS Persada Desti Afirda; Yulia Citra; Asyfa Ummi Silti; Hanifah Hanifah; Fitria Mardika
Maksimal Jurnal : Jurnal Ilmiah Bidang Sosial, Ekonomi, Budaya, Teknologi, Dan Pendidikan Vol 3 No 2 (2025): Desember
Publisher : Maximal Journal : Jurnal Ilmiah Bidang Sosial, Ekonomi, Budaya dan Pendidikan

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Abstract

Penelitian ini dilatarbelakangi oleh penggunaan media belajar yang belum sesuai dengan karakteristik peserta didik, di mana dalam proses pembelajaran pendidik masih menggunakan buku paket dan LKPD sebagai media utama. Pendidik belum banyak melakukan inovasi untuk mengembangkan media pembelajaran yang lebih konkret, interaktif, dan sesuai dengan kebutuhan peserta didik, khususnya pada materi jumlah Riemann yang bersifat abstrak dan menuntut kemampuan visualisasi. Berdasarkan hal tersebut dilakukan penelitian pengembangan media puzzle jumlah Riemann untuk peserta didik SMA yang memenuhi kriteria valid, praktis, dan efektif. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Penelitian ini melibatkan peserta didik kelas XII sebagai subjek penelitian, dengan uji coba one-to-one evaluation melibatkan beberapa peserta didik dan uji coba small group melibatkan kelompok peserta didik lainnya. Penelitian ini menghasilkan media puzzle jumlah Riemann yang valid, praktis, dan efektif. Hasil penelitian menunjukkan bahwa media puzzle memenuhi kriteria sangat valid dengan rata-rata kevalidan media sebesar 84,05% serta rata-rata kevalidan materi sebesar 91,11%. Media puzzle juga memenuhi kriteria praktis dengan rata-rata kepraktisan 78% berdasarkan penilaian pendidik dan 65,49% berdasarkan penilaian peserta didik. Selain itu, media puzzle memenuhi kriteria efektif dengan perolehan persentase ketuntasan hasil belajar sebesar 90% serta hasil LKS perkelompok dengan rata-rata 70,67% yang berada pada kategori berhasil