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PUSAT PENDIDIKAN DAN PELATIHAN BULUTANGKIS DI SEMARANG DENGAN PENEKANAN DESAIN ARSITEKTUR BIOKLIMATIK oktaviani, juwita; indarto, eddy; nugroho, satrio
IMAJI Vol 3, No 4 (2014): jurnal IMAJI - Oktober 2014
Publisher : IMAJI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1427.453 KB)

Abstract

Olahraga termasuk salah satu bidang yang dapat menaikkan citra bangsa di mata dunia, salah satunya Bulutangkis. Kepopuleran olahraga ini dimulai ketika Indonesia berhasil menorehkan tinta emasnya di kejuaraan-kejuaraan olahraga dunia di era tahun 80-an. Dan sampai sekarang, dengan kemenangan atlet Indonesia di ajang Yonex All England Open Badminton Championship 2014, menjadi bukti bahwa PBSI mampu menjaga kejayaan dunia perbulutangkisan. Namun, membina atlet menjadi pemain Pofesional membutuhkan penggojlokan seperti di Pusdiklat, dan kebetulan Semarang tidak mempunyai Pusat Pelatihan, sehingga sulit bersaing dengan daerah lain. Kajian diawali dengan mempelajari pengertian tentang Bulutangkis, pengertian dan standar-standar mengenai GOR Bulutangkis, serta studi banding beberapa Pusdiklat yang telah ada. Dilakukan juga tinjauan mengenai Kota Semarang, perkembangan Pusdiklat di kota tersebut, serta program-program pemerintah yang mendukungnya. Pendekatan perancangan arsitektural dilakukan dengan penekanan desain Arsitektur Bioklimatik dengan konsep Taman oleh Garret Eckbo sebagai acuan yang dipilih dalam mengembangkan Pusdiklat Bulutangkis ini. Selain itu dilakukan pendekatan fungsional, kinerja, teknis, dan konstekstual. Pemilihan tapak dilakukan pada 2 alternatif lokasi dengan menggunakan matriks pembobotan. Sebagai kesimpulan, luaran program ruang yang diperlukan, serta gambar-gambar 2 dimensi dan 3 dimensi sebagai ilustrasi desain.
PUSAT PENDIDIKAN DAN PELATIHAN BULUTANGKIS DI SEMARANG DENGAN PENEKANAN DESAIN ARSITEKTUR BIOKLIMATIK juwita oktaviani; eddy indarto; satrio nugroho
IMAJI Vol 3, No 4 (2014): jurnal IMAJI - Oktober 2014
Publisher : Departemen Arsitektur, Fakultas Teknik, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1427.453 KB)

Abstract

Olahraga termasuk salah satu bidang yang dapat menaikkan citra bangsa di mata dunia, salah satunya Bulutangkis. Kepopuleran olahraga ini dimulai ketika Indonesia berhasil menorehkan tinta emasnya di kejuaraan-kejuaraan olahraga dunia di era tahun 80-an. Dan sampai sekarang, dengan kemenangan atlet Indonesia di ajang Yonex All England Open Badminton Championship 2014, menjadi bukti bahwa PBSI mampu menjaga kejayaan dunia perbulutangkisan. Namun, membina atlet menjadi pemain Pofesional membutuhkan penggojlokan seperti di Pusdiklat, dan kebetulan Semarang tidak mempunyai Pusat Pelatihan, sehingga sulit bersaing dengan daerah lain. Kajian diawali dengan mempelajari pengertian tentang Bulutangkis, pengertian dan standar-standar mengenai GOR Bulutangkis, serta studi banding beberapa Pusdiklat yang telah ada. Dilakukan juga tinjauan mengenai Kota Semarang, perkembangan Pusdiklat di kota tersebut, serta program-program pemerintah yang mendukungnya. Pendekatan perancangan arsitektural dilakukan dengan penekanan desain Arsitektur Bioklimatik dengan konsep Taman oleh Garret Eckbo sebagai acuan yang dipilih dalam mengembangkan Pusdiklat Bulutangkis ini. Selain itu dilakukan pendekatan fungsional, kinerja, teknis, dan konstekstual. Pemilihan tapak dilakukan pada 2 alternatif lokasi dengan menggunakan matriks pembobotan. Sebagai kesimpulan, luaran program ruang yang diperlukan, serta gambar-gambar 2 dimensi dan 3 dimensi sebagai ilustrasi desain.
User Satisfaction Analysis of Access Kai Application Using Delone and Mclean Method Approach Oktaviani, Juwita; Retnowardhani , Astari
Jurnal Indonesia Sosial Sains Vol. 6 No. 6 (2025): Jurnal Indonesia Sosial Sains
Publisher : CV. Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jiss.v6i6.1789

Abstract

Access KAI application is a mobile application like e-commerce that sell various kinds of service related to train travel in Indonesia officially developed by PT. Indonesian Railways. PT. KAI has collaborated with other e-commercial application as a partner like Traveloka and Tiket.com to sell their intercity train tickets. The main purpose of this study is to analyze factors that influence user satisfaction and give the insight for the company. This research was conducted using the Delone and Mclean model that aims to identify and evaluate factors the influence of Information Quality, System Quality, Service Quality, and Intention to Use, against the User Satisfaction. This study involves analyzing data with the SEM-PLS analysis tools (Structural Equation Modelling) using SmartPLS 4 by testing data that has been collected through online questionnaire from Google Forms to 400 respondents. The study was conducted with 26 questions derived from 5 variables. These 5 variables are analyzed the validity and reliability levels. Then if all are said to be valid and reliable, the model will be tested using the PLS and Bootstrapping methods. The results of the validity and reliability test were declared valid and reliable. The result of test of proposed research model showed that system quality and intention to use have a positive and significant correlation (p-value<0.01) on user satisfaction. While information quality and service quality have no significant correlation (p-value>0.01) on user satisfaction. Thus, the result of this study states that only system quality and intention to use is stated to have a significant effect in influencing user satisfaction.
Inovasi Pembelajaran: Pengembangan Eco-Explorer Game Terintegrasi SDGS Terhadap Dimensi Bergotong Royong dan Hasil Belajar Kognitif Oktaviani, Juwita; Al-Muhdhar, Mimien Henie Irawati; Rahayu, Sofia Ery; Sueb, Sueb; Setiawan, Deny; Yuhanna, Wachidatul Linda; Hidayati, Nunik; Akbar, Muhammad Iqbal
Jurnal Inovasi Pembelajaran Biologi Vol 7 No 1 (2026)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jipb.v7n1.p1-20

Abstract

Learning ecosystem material can be taught in line with efforts to realize the Sustainable Development Goals, one of which is the point of Life on Land. Learning media plays a crucial role in facilitating effective learning and offers advantages, especially in terms of flexibility and interactivity. This development aims to produce a website-assisted learning product, the Eco-Explorer Game, which is effective in improving the dimensions of mutual cooperation and cognitive learning outcomes. The development process follows the Lee & Owens model, which consists of five stages: analysis, design, development, implementation, and evaluation. In the implementation stage, this study used a pre-experimental design with a one-group pretest-posttest technique, with a sample consisting of 36 tenth-grade students at SMAN 1 Singosari. Quantitative data were collected through two main instruments: pretest and posttest scores to measure cognitive learning outcomes, and observation sheets equipped with a quantitative assessment rubric to measure the dimensions of mutual cooperation (collaboration, caring, and sharing). The data analysis technique to measure the improvement of both variables used the N-Gain test. The collected data shows that the game is proven to be effective in improving the dimensions of mutual cooperation and students' cognitive learning outcomes as indicated by the increase in the average achievement results of each indicator both in the dimensions of mutual cooperation (from the initial 56.1 to 88.7) and also cognitive learning outcomes (from the initial 66.8 to 87.7). The N-Gain score obtained from the observation sheet for the dimensions of mutual cooperation shows a high score of 0.7. Furthermore, cognitive learning outcomes show an N-Gain score of 0.62, which is included in the moderate category. Based on these findings, it can be concluded that the Eco-Explorer Game is very effective in improving the dimensions of mutual cooperation of students and is quite effective in improving their cognitive learning outcomes.