Winanti Winanti
Bina Nusantara University

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Pengaruh Iklim Kerja, Kompensasi, dan Kompetensi terhadap Produktivitas Kerja pada STMIK Dharma Putra I Gusti Made Karmawan; Winanti Winanti; Sugiarto Hartono
ComTech: Computer, Mathematics and Engineering Applications Vol. 6 No. 1 (2015): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v6i1.2287

Abstract

Compensation is everything that will be received by a person as remuneration for the work she/he has done, either directly or indirectly. Assessment of labor productivity is almost always automatically associated with the rules and regulations of individual salary increases and bonus distribution. Result of the analysis indicates work environment played a very important role for the improvement of labor productivity with r2 = 0.933 (93.3%), and t 8.158 and t table 0.30. Result of the hypothesis testing of the effect of compensation onemployee and lecturer productivity (r2=0.933 or 93.3 % with t 3.729 and t table of 0.30) means compensation had a very strong influence. Result of the hypothesis testing of the effect of competence on employee and lecturerproductivity shows r2= 0.933 or by 93.3%, with t 4.014 and t table 0.30. Result of the analysis shows the correlation between work environment and labor productivity is equal to 0.769, means it had a fairly high correlation. The correlation between compensation and labor productivity by 0.482 is moderate. The correlation between competence and labor productivity by 0509 is moderate. The determination determination is equal to 0.933 means that employee and lecturer productivity was influenced by work environment, compensation, and competency in the amount of 0.933 (93.3%); while the 6.7% remaining was influenced by other variables outside the research. The regression function resulted from the analysis is Y = -0.026 + 0.548 X1 + 0.260 X2 + 0.281 X3.
Gamification Framework for Programming Course in Higher Education Winanti Winanti; Bachtiar Saleh Abbas; Wayan Suparta; Yaya Heryadi; Ford Lumban Gaol
Journal of Games, Game Art, and Gamification Vol. 5 No. 2 (2020): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v5i2.7479

Abstract

This paper presents a gamification framework for higher education, especially for programming language courses to increase user motivation, pleasure and satisfaction so that learning objectives can be achieved. Although student and lecturer motivation, pleasure, and satisfaction tend to increase compared to conventional techniques, gamification is not a panacea. The success of its application depends on the skill of the lecturer in choosing a game mechanic to give a sense of playing to the learning process in a more interesting way. The technique is done by dividing the class into two parts where one class uses the conventional method and one class uses the gamification method and the results will be evaluated through the assessment results before using the gamification method and after using the gamification method. The framework in this paper adds to the existing framework activities, namely adding in the field of baseline analysis, learning materials and tools used in gamification, where previous papers from three activities have not been discussed in detail. The results obtained turned out that using the gamification technique of student learning outcomes on average 15 to 25 better than using conventional techniques.