Claim Missing Document
Check
Articles

Found 16 Documents
Search

Employee Emotions on Employee Performance: The Role of Human Character Pindo Asti; Dewi Widyaningsih; Agus Priyadi
Jesya (Jurnal Ekonomi dan Ekonomi Syariah) Vol 5 No 2 (2022): Article Research Volume 5 Number 2, Juni 2022
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi Al-Washliyah Sibolga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36778/jesya.v5i2.787

Abstract

This study strives to enhance employee performance by bridging the mediating role of the human character of the Emotional Employee. Employee emotional changes can be boosted by potential human character, which would have the ability to strengthen employee performance. Data has been collected from 227 employees across the profession, and this has been analyzed using structural equation modeling SEM-PLS. The findings of the SEM show that emotional employee have a positive direct effect on the human character. The data results using this quantitative method showed that employees' emotions had a direct positive impact on human character. Emotional wealth has a positive effect on employee performance. The human character holds proven to potentially bridge the inconsistency of employee emotional changes towards optimizing employee performance. From a methodological standpoint, the role of "static" human characters is paired with symmetrical and asymmetric statistical instruments to better comprehend contingencies and interactions in this study. This approach adds to the literature by examining how individual characters must be awakened through employees' emotions for them to perform well.
PENGARUH ILUSTRASI DESAIN KEMASAN PADA PRODUK SINGKONG KEJU D-9 OLEH-OLEH KHAS KOTA SALATIGA Ahmad Zainudin; Agus Priyadi; Dimas Pamungkas
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 1 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i1.466

Abstract

After doing research on Singkong Keju D-9 Salatiga, it can be seen that Singkong Keju D-9 Ready to Fried has limitations in its packaging, which is not yet in accordance with the regulatory standards of the State Ministry of Cooperatives and SMEs RI. In addition, it also has a packaging design that is not much different from competing products. Therefore, it is necessary to design a packaging design that is in accordance with the regulatory standards of the Ministry of Cooperatives and SMEs of the Republic of Indonesia and also innovation in packaging design that is able to provide characteristics as a souvenir product typical of the City of Salatiga so that it has an exclusive image on the product and continues to be able to compete against its competitors.The purpose of this study is to describe the effect of packaging design on consumer confidence in buying products based on packaging design and measure the accuracy of the theme of the illustration image on the packaging design of Singkong KejuD-9 as souvenirs typical of the city of Salatiga.The method used is the Research and Development method, starting with (1) potential and problems, (2) data collection, (3) packaging design, (4) packaging design validation, (5) packaging design revision, (6 ) product trials, (7) implementation.The results showed that the packaging design had met the requirements and met the requirements for use, judging from the results of the validation it had Cronbach's Alpha Reliability >=0.6 that the questionnaire used was very reliable.
Pengembangan Game Edukasi Matematika Geometri Untuk Siswa Kelas V Sekolah Dasar Kristen Ngampin Agus Priyadi; Ahmad Zainudin; Eko Rustanto
JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA Vol 2 No 2 (2022): Oktober : JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v2i2.162

Abstract

Mathematic Geometry Educational Game Development for Fifth Grade Students at SD Kristen Ngampin. Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills. There are some problems which frequently happened at SD Kristen Ngampin, especially for fifth grade students, related to the media game utilization in learning. Firstly, conservative learning which is already applied by the teacher, lead them to have less curiosity in learning the material. Secondly, the media learning limitation affects the students’ independence learning and their participation on the learning process. The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user. Based on the research conducted, it concluded that educational game enhances insight and direct experience about Mathematic learning, especially on geometry material for fifth grade students of SD Kristen Ngampin.
Pengembangan Game Edukasi Pengenalan Rambu-Rambu Lalu Lintas TK Kemala Bhayangkari 31 Salatiga Ahmad Zainudin; Agus Priyadi; Dewi Prehantini Wahyuningtyas
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 2 (2022): Vol 15 No 2 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i2.817

Abstract

Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills. There are some problems which frequently happened at TK Kemala Bhayangkari 31 Salatiga, firstly, the number of props of traffic signs is limited so it is not proportional to the number of meetings in the existing curriculum and students must repeat the same material. Secondly, there isn’t suitable learning support media to add props to traffic signs that are still lacking. The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user. Based on the research conducted, it concluded that this game has 43 signs which fulfill the number of signs that must be taught to students according to the curriculum at TK Kemala Bhayangkari 31 Salatiga, 18% which is most often found on the road from the total number of traffic signs in the Minister of Transportation Regulation No. 13 years 2014.
Peningkatan Kompetensi Technopreneurship Siswa-Siswi SMKT Al-Huda Petak Kabupaten Semarang Melalui Pelatihan Digital Marketing Edwin Zusrony; Edy Jogatama Purhita; Ahmad Zainudin; Dewi Widyaningsih; Agus Priyadi; Indra Ava Dianta; Siti Kholifah
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 4 No. 1 (2023): Jurnal Pengabdian kepada Masyarakat Nusantara (JPkMN)
Publisher : Cv. Utility Project Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (718.37 KB)

Abstract

Pelatihan dan pendampingan kegiatan pengabdian kepada masyarakat dengan topik digital marketing bagi siswa dan siswi Sekolah Menengah Kejuruan Terpadu Al Huda Petak Kabupaten Semarang dengan harapan meningkatkan kompetensi serta pengetahuan dalam digital marketing serta dapat digunakan sebagai bekal menjadi pengusaha muda. Pelatihan serta pendampingan ini dilakukan dengan metode ceramah, praktik, tanya jawab serta diskusi secara langsung. Pelatihan ini mengajarkan penggunan teknik copywriting untuk membuat flyer digital dengan bantuan aplikasi Canva. Para peserta dari siswa dan siswi Sekolah Menengah Kejuruan Terpadu Al Huda Petak dalam praktik pembuatan flyer digital menggunakan aplikasi Canva sangat bersemangat, antusias dan interaktif. Kegiatan dilaksanakan secara luring di ruang kelas Sekolah Menengah Kejuruan Terpadu Al Huda Petak yang beralamat di Jalan Hos Cokroaminoto Petak, Desa Sidoharjo, Kecamatan Susukan, Kabupaten SemarangSasaran dalam pelatihan ini merupakan siswa kelas XI jurusan teknik komputer jaringan berjumlah 44 orang. Praktik hasil pelatihan dan pendampingan kegiatan pengabdian kepada masyarakat agar para siswa memiliki kemampuan yang kompeten di bidang digital marketing.
PELATIHAN PELATIHAN TEKNOLOGI INFORMASI TINGKAT DASAR FORUM KOMUNIKASI GURU SWASTA (FKGS) TK KABUPATEN SEMARANG Ahmad Zainudin; Andik Prakasa; Dewi Widyaningsih; Agus Priyadi; Robby Andika Kusumajaya; Dani Sasmoko
Community : Jurnal Pengabdian Pada Masyarakat Vol 2 No 2 (2022): Juli : Jurnal Pengabdian Pada Masyarakat
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (378.326 KB)

Abstract

Kegiatan ini dilakukan berdasarkan hasil pengamatan masih minimnya pengetahuan oleh pimpinan setempat beserta anggotanya tentang teknologi informasi, khususnya terkait kesulitan dalam mengarsipkan data serta mengolah data dan juga dapat membagikannya melalui jaringan internet. Pola pelaksanaan pelatihan dan penyuluhan Teknologi Informasi Tingkat Dasar dilakukan dengan menggunakan pelatihan bersama-sama dengan skema interaksi langsung dengan instruktur dengan dibantu mahasiswa. Dasar pertimbangan yang menjadi pilihan dilakukannya pelatihan yang bersifat bersama-sama karena adanya permintaan pelatihan dari peserta yang menginginkan pelatihan secara bersama-sama atau berkelompok. Pada prinsipnya, pelatihan secara klasikal dilakukan untuk pengenalan dasar mengenai strategi manajemen kelola data dengan menerapkan Teknologi Informasi yang efektif di Kabupaten Semarang. Setelah program tersebut selesai dilatihkan, maka TIM PPM akan dilakukan evaluasi berdasarkan materi dilatihkan secara individual
Pelatihan Penerapan Penggunaan Streamlabs OBS dan Bahasa Indonesia Sebagai Pendukung Kegiatan Administrasi Bagi Pegawai di Yayasan Pendidikan Islam Al Khoiriyyah Semarang Eni Endaryati; Vivi Kumalasari; Nining Fitriani; Wiwid Wahyudi; Agus Priyadi; Irda Yunianto; Andreas Heri Kurniawan; Nur Rokhman
Community : Jurnal Pengabdian Pada Masyarakat Vol 2 No 3 (2022): November : Jurnal Pengabdian Pada Masyarakat
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (572.077 KB)

Abstract

Salah satu bentuk kepedulian dari Lembaga Pengabdian Kepada Masyarakat STEKOM Semarang adalah dengan mengadakan Pelatihan di Yayasan Pendidikan Islam Al Khoiriyyah Semarang untuk para pegawai di lingkungan tersebut. Upaya ini perlu dilakukan karena berdasarkan pengamatan sebelumnya, bahwa penggunaan Bahasa Indonesia yang baik dan benar serta aplikasi Streamlabs OBS oleh pegawai di sana masih kurang lancar dan baik serta belum mengenal sama sekali tentang penggunaan Streamlabs OBS. Dalam kegiatan operasional sehari-hari, penggunaan Bahasa Indonesia mendukung proses pembuatan laporan kegiatan, surat dan proposal. Penggunaan Streamlabs OBS diharapkan dapat membantu para guru untuk membuat video pembelajaran online maupun ketika memberikan pengajaran kepada para siswa secara live streaming selama masa pandemi Covid-19. Kegiatan pelatihan dilaksanakan pada tanggal 27 November 2021 dengan model praktek. Dapat disimpulkan bahwa para pegawai merasa puas dan senang dengan adanya pelatihan Streamlabs OBS dan Bahasa Indonesia ini karena mereka telah mampu mengaplikasikan Streamlabs OBS dan Bahasa Indonesia yang menjadi kebutuhannya. Tolak ukurnya adalah kehadiran para pegawai pada saat pelatihan mencapai angka lebih dari 90%. Di samping itu, setelah program pelatihan selesai dilakukan, mereka masih tetap ingin melanjutkan pelatihan ini dengan program aplikasi lainnya. Bahkan sebagian dari mereka mengusulkan adanya pelatihan rutin dari tim PPM Universitas STEKOM Semarang kepada para pegawai di Yayasan Pendidikan Islam Al Khoiriyyah Semarang.
MEDIA INFORMASI VIRTUAL REALITY UNTUK MEMPROMOSIKAN SEKOLAH DI MASA PANDEMI Andik Prakasa Hadi; Setiyo Adi Nugroho; Agus Priyadi; Rizky Ridwan Saputra
Elkom : Jurnal Elektronika dan Komputer Vol 16 No 1 (2023): Juli : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v16i1.1264

Abstract

School promotions were carried out directly by visiting junior high schools, during a pandemic this can’t be done. In an effort to attract prospective new students at SMK PGRI 2 Salatiga, it is necessary to innovate by adding promotional media that can be accessed by the wider community. Information distribution can be done through social media and the school's YouTube channel. Information media was chosen as virtual reality in the form of 360° videos to display school facilities and privileges. The measurement indicators used in this study are behavior, interactivity, and sound to find out whether the virtual environment can affect the interest of prospective students at SMK PGRI 2 Salatiga. In addition, the interactivity of the video when it is played and the sound of the environment in the video can give immersive in a school environment. The results of this study by the majority of respondents stated that promotional media virtual reality in the form of 360° videos is appropriate for use for school promotions during a pandemic, as an effort to increase the number of new students.
MEDIA INFORMASI VIRTUAL REALITY UNTUK MEMPROMOSIKAN SEKOLAH DI MASA PANDEMI Andik Prakasa Hadi; Setiyo Adi Nugroho; Agus Priyadi; Rizky Ridwan Saputra
Elkom : Jurnal Elektronika dan Komputer Vol 16 No 1 (2023): Juli : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v16i1.1264

Abstract

School promotions were carried out directly by visiting junior high schools, during a pandemic this can’t be done. In an effort to attract prospective new students at SMK PGRI 2 Salatiga, it is necessary to innovate by adding promotional media that can be accessed by the wider community. Information distribution can be done through social media and the school's YouTube channel. Information media was chosen as virtual reality in the form of 360° videos to display school facilities and privileges. The measurement indicators used in this study are behavior, interactivity, and sound to find out whether the virtual environment can affect the interest of prospective students at SMK PGRI 2 Salatiga. In addition, the interactivity of the video when it is played and the sound of the environment in the video can give immersive in a school environment. The results of this study by the majority of respondents stated that promotional media virtual reality in the form of 360° videos is appropriate for use for school promotions during a pandemic, as an effort to increase the number of new students.
PERAGAAN BUSANA VIRTUAL SEBAGAI SARANA PROMOSI DI OBEDA BOUTIQUE SALATIGA Setiyo Adi Nugroho; Andik Prakasa Hadi; Agus Priyadi; Eni Kristina Pujiastuti
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol 2 No 2 (2023): Mei : Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v2i2.1713

Abstract

This research is about designing a virtual fashion show video for promotion at Obeda Boutique Salatiga. This research is purposed to display fashion products in fashion shows in the form of 3-dimensional animation, and to hold fashion shows through social media. The preparation of this promotional video utilizes the Multimedia Development Life Cycle (MDLC) research approach which follows six steps, namely (1) concept, for setting goals, target audience, and others. (2) design, to develop detailed specifications regarding style, appearance, and material requirements for animation production. (3) collection of materials, collect materials according to the needs of the project. (4) assembly, making all objects or animated materials. (5) testing, testing performance to ensure compliance with the expected specifications, and (6) distribution, producing the final product in video format with *.mp4 format. Based on the research results, the design of a virtual fashion show video as a means of promotion at Obeda Boutique Salatiga is appropriate to be published on all Obeda Boutique Salatiga social media. Keywords: (1) Promotional Video, (2) Virtual Video, (3) Promotional Media.