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EFEKTIVITAS MEDIA ONLINE OFFICE 365 UNTUK PEMBELAJARAN PKN PADA MASA PANDEMI COVID-19 DI SMK NEGERI 1 PEKANBARU Nurul Nabila; Gimin Gimin; Supentri Supentri
Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan Vol 8, No 1 (2021): EDISI 1 JANUARI-JUNI 2021
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Keguruan dan Ilmu Pendidikan

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Abstract

Abstract: This study aims to find out the effectiveness of Office 365 online media for Civic Education learning during the pandemic covid-19. This study was conducted on students who had done PKn learning using Office 365 online media and students who had never learned using Office 365 (conventional) online media with a population of 882 people and a sample of 72 people determined using Isaac and Michael tables. The data collection method uses questionnaires to determine the use of Office 365 online media, documents of learning achievement to determine student learning achievement before using Office 365 online media and after using Office 365 online media and library studies are used to measure the effect oftovotas and theories in research. The data analysis techniques in this study are descriptive analysis in the form of questionnaire data to determine the use of Office 365 media and learning achievement to find out student learning achievement and t-paired sample t test to determine differences in learning outcomes and n-gain scores to currify the effectiveness of using Office 365 using SPSS software version 22 and Microsoft Exel. The results showed that office 365 oline media usage was good with a percentage gain of 44.44%, there is an increase in learning achievement After using Office 365, differences in learning achievement before using Office 365 and After using Office 365, and office 365 online media is quite effectively used as an online learning media for learning Civic Education learning the Pandemic covid-19 in SMK Negeri 1 pekanbaru with the acquisition of n-gain score of 67.14 based on hake theory (1999).Key Words: Effectiveness, Online Media Office 365, Pkn, Covid-19, Students
PERANCANGAN GEDUNG AUDITORIUM UNIVERSITAS ISLAM DARUL ‘ULUM LAMONGAN Nurul Nabila; Muhammad Koderi
DEARSIP : Journal of Architecture and Civil Vol 3 No 01 (2023): Mei 2023
Publisher : Faculty of Engineering, Universitas Islam Darul Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/dearsip.v3i01.4180

Abstract

Perancangan ini bertujuan untuk merancang Gedung Auditorium Universitas Islam Darul ‘Ulum Lamongan yang didirikan untuk mewadahi berbagai kegiatan mahasiswa Universitas Islam Darul ‘Ulum. Selain untuk mewadahi kegiatan mahasiswa Gedung ini juga berfungsi sebagai sarana komersil. Perancangan Gedung Auditorium ini menggunakan pendekatan arsitektur metafora yaitu mengidentifikasikan hubungan antara benda dimana hubungan tersebut lebih bersifat abstrak daripada nyata serta mengidentifikasikan pola hubungan sejajar. Dan dalam perancangan ini menggunakan jenis Tangible methaphors (metafora yang nyata), metafora yang berangkat dari hal-hal visual serta spesifikasi/karakter tertentu dari sebuah benda. Inspirasi bentuk yang digunakan dalam perancangan ini dari bentuk segi enam (heksagon). Hasil perancangan berupa perancangan Gedung Auditorium Universitas Islam Darul ‘Ulum Lamongan dengan tema arsitektur metafora. Dalam perancangan ini penataan ruang luar terdapat tempat parker, taman, rest area, dan gedung auditorium. Di dalam Gedung auditorium ini terdapat beberapa ruang, yaitu ruang auditorium, ruang pameran, backstage, ruang ganti dan make up, ruang meeting, lobi, ruang administrasi, ruang arsip, food court, musholla. Dan ruang servis yaitu : ruang pengelola, ruang staff, ruang tunggu, ruang control (lampu, proyektor, sound), ruang genset, ruang trafo, Gudang dan toilet.
Analisis Kualitas Pelayanan Menggunakan Metode Service Quality (Servqual): Studi Kasus Prima Freshmart SV IPB Hamdah Istifha Dinia; Haniyyah Laura Balqis; Wilman Aprilian Nurrahman; Merin Ananda; Nurul Nabila; Khoirul Aziz Husyairi; Tina Nur Ainun
Jurnal Manajemen Bisnis Era Digital Vol. 1 No. 2 (2024): Mei : Jurnal Manajemen Bisnis Era Digital
Publisher : Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jumabedi.v1i2.98

Abstract

Service Quality is fulfilling customer needs by offering products and services that exceed customer expectations, so that they can satisfy customer desires. Prima Freshmart, which is the object of this research, is a retail store that plays a crucial role in meeting people's needs. The aim of this research is to evaluate the level of customer satisfaction with the services provided at Prima Freshmart. The method used is the Service Quality Method (Servqual), this method can identify the service criteria expected by customers. Research on 97 respondents at Prima Freshmart SV IPB showed valid values ​​in measuring service levels. The results of analysis using Servqual show an average gap of -0.175. The attribute that has the biggest gap is being fast in providing promo information, so there is a need to improve in providing promo information quickly to customers.
Pengembangan Game Congklak Berbasis Kecerdasan Buatan Menggunakan Algoritma Alpha-Beta Pruning Nurul Nabila; Dolly Virgian Shaka Yudha Sakti
Jurnal Ticom: Technology of Information and Communication Vol 13 No 1 (2024): Jurnal Ticom-September 2024
Publisher : Asosiasi Pendidikan Tinggi Informatika dan Komputer Provinsi DKI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70309/ticom.v13i1.142

Abstract

Penelitian ini berfokus pada pengembangan game congklak berbasis kecerdasan buatan dengan implementasi algoritma Alpha-Beta Pruning dan metode ATUMICS, bertujuan untuk mengoptimalkan proses evaluasi pohon keputusan tanpa mengurangi akurasi hasil. Transformasi permainan congklak dari bentuk tradisional menjadi digital ini dirancang untuk mempertahankan serta memperkenalkan warisan budaya Indonesia melalui media interaktif yang mendidik. Hasil pengujian kualitas perangkat lunak menunjukkan bahwa game ini mencapai tingkat keberhasilan 81,9% dalam aspek kegunaan, yang dikategorikan sebagai "Sangat Baik". Respon pengguna yang positif mengindikasikan bahwa game ini tidak hanya menawarkan hiburan, tetapi juga berfungsi sebagai alat edukasi yang efektif, dengan kecerdasan buatan yang mendukung permainan yang dinamis dan menantang. Kontribusi utama dari penelitian ini adalah pengembangan teknologi untuk pelestarian budaya tradisional melalui media digital, sekaligus membuka peluang untuk penelitian lebih lanjut dalam penerapan kecerdasan buatan di bidang permainan digital. Temuan ini diharapkan dapat berperan penting dalam promosi dan pelestarian nilai-nilai budaya Indonesia di era digital.
Studi Literatur: Dampak Penggunaan Gadget Pada Minat Siswa Dan Hasil Belajar Peserta Didik Di Sekolah Dasar Nurul Nabila; Nadia Febriani; Adrias Adrias; Aissy Putri Zulkarnaini
Jurnal Pendidikan Transformatif Vol. 4 No. 2 (2025): Maret 2025
Publisher : Yayasan Aya Sophia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9000/jpt.v4i2.2128

Abstract

Penelitian ini bertujuan untuk mengeksplorasi dampak penggunaan gadget terhadap minat dan prestasi belajar siswa di Sekolah Dasar. Gadget adalah alat elektronik yang memiliki fungsi spesifik dan dirancang agar mudah digunakan. Metode yang digunakan adalah literatur review, dimana mengkaji literatur yang telah ada. Penggunaan gadget yang berlebihan mengakibatkan peserta didik kehilangan konsentrasi, fokus, dan perhatian terhadap pembelajaran. Berdasarkan hasil tinjauan, dapat disimpulkan bahwa pemanfaatan gadget mempunyai dampak pada pembelajaran di sekolah dasar. Penggunaan gadget yang dimaksud yaitu penggunaan yang berlebihan akan menimbulkan dampak buruk pada minat dan nilai akhir belajar siswa di tingkat Sekolah Dasar.
Pembuatan Digital Storytelling dalam Pembelajaran Bahasa Jerman Nurul Nabila; Indah Aini
Sintaksis : Publikasi Para ahli Bahasa dan Sastra Inggris Vol. 3 No. 6 (2025): Sintaksis : Publikasi Para ahli Bahasa dan Sastra Inggris
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/sintaksis.v3i6.2318

Abstract

This study employs the 4-D development model (Define, Design, Develop, and Disseminate) adapted from Thiagarajan et al. (1974) to develop a Digital Storytelling medium using Canva for the topic “Family” in Senior High School (SMA/MA). A needs analysis was conducted in the Define phase, revealing that students experienced difficulties in listening and speaking. In the Design phase, a context-based story medium with illustrations, texts, and German audio narration was created. During the Develop phase, the product was validated by two experts. A German language instructor reviewed the material and deemed it suitable for use without revisions. The material validation results showed that the medium is usable without revision, as the material was rated clear, systematic, complete, engaging, and easy to understand. The material expert’s evaluation covered five categories, resulting in a total material score of 95. A media expert evaluated the medium along with audio and video content. The media expert’s assessment included ten categories, resulting in a total media score of 95. Meanwhile, data validation indicated that the medium can be further used with minor revisions, such as enhancing visual elements to make it more dynamic and adjusting audio quality to improve listening comfort. The results of this study show that the development process of the Digital Storytelling medium using Canva for the “Family” topic in Senior High School successfully produced an engaging and communicative product that matches the characteristics of beginner German language learners. This medium contains a story on the theme “Family,” complemented by illustrations, texts, and audio content. The developed video has been uploaded to the YouTube platform to facilitate access for teachers and students.
The Effect of Training on Employee Performance Improvement: Case Study of Matahari Bangkalan Plaza Store Ismi Millah Tibyana; Yunita Agustini; Nurul Nabila; Iriani Ismail
International Journal of Economics and Management Research Vol. 4 No. 2 (2025): August: International Journal of Economics and Management Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/ijemr.v4i2.388

Abstract

Employee training is a crucial element in enhancing individual and organizational performance. This study aims to analyze the impact of training on employee performance at Store Matahari Bangkalan Plaza. Using a qualitative approach, data was collected through in-depth interviews with 10 employees who participated in training programs. The findings indicate that training positively contributes to improving work skills, motivation, productivity, and adaptability to workplace changes. Additionally, training enhances the quality of customer service. Therefore, companies should develop more systematic and continuous training programs to ensure optimal employee performance.