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The Impact of Organizational Culture, Compensation on Job Satisfaction, and Work Motivation on School Principal Performance in Indonesia: Mediating Role of Supply Chain Practices Ekosusilo, Madyo
International Journal of Supply Chain Management Vol 9, No 1 (2020): International Journal of Supply Chain Management (IJSCM)
Publisher : International Journal of Supply Chain Management

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (332.553 KB)

Abstract

Abstract- The prime aim related to the existing research is to examine the impact of organizational culture, work motivation, compensation on job satisfaction on school principal performance in the Indonesian school system. The secondary aim associated with this literature is to investigate the mediating role of supply chain practices (SCP) among the links of organizational culture and performance of school principal, compensation on job satisfaction and performance of school principal and work motivation and performance of school principal. For analysis purposes data were gathered from the private schools that are currently operating in Indonesia and PLS-SEM was employed to test the hypotheses that are purposed by the research. The results indicated that positive links among the organizational culture, work motivation, compensation on job satisfaction and school principal performance. The outcomes also indicated that SCP has positively mediated among the nexus of organizational culture and performance of school principal, compensation on job satisfaction and performance of school principal and work motivation and performance of school principal. The research gives insight to the regulators that they expand their focus on the organizational culture along with the work motivation and job satisfaction that enhance the performance of the principal in the school.
Pengembangan Media Mobile Learning pada Materi Stokiometri untuk Siswa Kelas X SMK Tamansiswa Sukoharjo Alfiria, Alfiria; Ekosusilo, Madyo; Subiyantoro, Singgih; Haryanto, Haryanto
Edudikara: Jurnal Pendidikan dan Pembelajaran Vol 4 No 2 (2019)
Publisher : IPTPI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/edudikara.v4i2.152

Abstract

Penelitian ini bertujuan untuk mengembangkan media mobile learning yang layak dan tepat digunakan pada pembelajaran KIMIA khususnya Stokiometri kelas X SMK Tamansiswa Sukoharjo.Metode penelitian yang digunakan adalah metode Research and Development ( R & D ) dengan model pengembangan yang digunakan adalah model ADDIE. Model ini sesuai dengan namanya, terdiri dari lima tahap utama, yaitu (A)nalysis, (D)esign, (D)evelopment, (I)mplementation, dan (E)valuation.Hasil penelitian dan pengembangan menunjukan bahwa media mobile learning pada materi stokiometri untuk siswa kelas X SMK Tamansiswa Sukoharjo telah selesai dilaksanakan. Pada Tahap ahli, ahli materi memberikan penilaian terhadap produk sebesar 3,0 (kategori baik). Penilaian oleh ahli media sebesar 3,30 (kategori Baik). Media mobile learning pada uji coba perorangan diperoleh skor sebanyak 3,13 (kategori baik), uji coba kelompok kecil sebesar 2,97 (kategori baik) dan hasil pemahaman siswa rata-rata Post Test kelompok kontrol 24,7 dan kelas eksperimen 40,0. Pada uji t dengan tingkat kemaknaan 0,05 yaitu terdapat perbedaan yang signifikan terhadap media mobile learning yang dikembangkan.Kesimpulan dari penelitian ini adalah produk mobile learning yang dihasilkan sudah layak dan tepat digunakan untuk meningkatkan menat dan hasil belajar siswa kelas X SMK Tamansiswa Sukoharjo.
Penggunaan LMS (Learning Management System) Berbasis Moodle Ditinjau dari Minat Belajar Mahasiswa di Masa Pandemi Covid-19 Fauziyah, Syifa; Ekosusilo, Madyo; Putra, Hamda Kharisma
Lembaran Ilmu Kependidikan Vol 51, No 2 (2022): September: Curriculum and Learning, Inclusive Education and Equity
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/lik.v51i2.36242

Abstract

Penelitian ini menginvestigasi: (1) Penggunaan LMS berbasis Moodle ditinjau dari minat belajar mahasiswa dimasa pandemi COVID-19. (2) Penggunaan LMS berbasis Moodle ditinjau dari pengaruh internal minat belajar mahasiswa dimasa pandemi COVID-19. (3) Penggunaan LMS berbasis Moodle ditinjau dari pengaruh eksternal minat belajar mahasiswa dimasa pandemi COVID-19. Penelitian ini merupakan penelitian jenis deskriptif kualitatif. Subjek penelitian ini mahasiswa Teknologi Pendidikan Fakultas Keguruan dan Ilmu Pendidikan Universitas Veteran Bangun Nusantara Semester I, III, V, VII Tahun Ajaran 2021/2022. Penelitian ini menggunakan angket modifikasi skala likert. Data dianalisis menggunakan statistik deskriptif. Dari hasil penelitian menunjukan bahwa: (1) Mahasiswa yang memiliki minat belajar saat menggunakan LMS berbasis Moodle dimasa pandemi COVID-19 dengan kriteria tinggi (20,69%), sedang (58,62%), dan rendah (20,69%). (2) Pengaruh Internal minat belajar saat menggunakan LMS berbasis Moodle dimasa pandemi COVID-19 dengan kriteria sedang; Kesadaran Diri (62,07%), Rasa Ingin Tahu (62,07%), Kecakapan Sosial (75,86%), Tidak Putus Asa (72,41%), dan Pengaruh Fisiologis (58,62%). (3) Pengaruh Ekternal minat belajar saat menggunakan LMS berbasis Moodle dimasa pandemi COVID-19 dengan kriteria; Pengaruh Sosial (68,97%), dan Pengaruh Non-Sosial (44,83%).
Using Gamification Applications to Increase The Student's Learning Activity in Digital Simulation Subjects Ahmmadi, Wahid Nur; Ekosusilo, Madyo; Putra, Hamda Kharisma
Indonesian Journal of Instructional Media and Model Vol 4 No 2 (2022): Indonesian Journal of Instructional Media and Model
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v4i2.2856

Abstract

The pandemic covid-19 over the past two years made major changes in the education world especially students, at which time the practice of face-to-face learning trials took place especially in the army of veteran 1 sukoharjo. The problem with face-to-face learning is that students lack the focus of learning during the teaching process, and students are inactive or lack confidence in expressing. Suggested that the process of using elements that are implemented in each activity that has no game elements and therefore provides an unsaturated effect. The purpose of this study is to increase the activation of class x TBSM students in veteran 1 sukoharjo with application of gamonification. Research methods are class action studies, using the four stages of planning, action, observation, and reflection done with the 3 cycles of pre cycles, cycles I, and cycles ii. The subject of this study is an x TBSM student at veteran 1 sukoharjo high school. The media employed in research is kahoot! And quizziz. The instrument used is the student's activity observation sheet. The data analysis technique used is a quantitative description. The study then obtained an average value-an average of 63.24 % (active criteria) on the I cycle, then with the teacher making repairs can, increasing activation to the ii cycle 81.62%. Results from test t in pairs, score alpha 0.05 acquired.
PENGEMBANGAN MULTIMEDIA INTERAKTIF PADA MATERI PESAWAT SEDERHANA UNTUK SISWA SEKOLAH DASAR Octafiana, Windha; Ekosusilo, Madyo; Subiyantoro, Singgih
Jurnal Komunikasi Pendidikan Vol 2 No 2 (2018): Jurnal Komunikasi Pendidikan
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/jkp.v2i2.131

Abstract

Penelitian ini bertujuan untuk mengembangan multimedia interaktif yang layak dan tepat digunakan pada pembelajaran IPA khususnya Pesawat Sederhana kelas V Sekolah Dasar Negeri III Kudi Batuwarno Wonogiri. Metode penelitian yang digunakan adalah metode Penelitian dan Pengembangan Research and Development ( R & D ) dengan model pengembangan yang digunakan adalah model ADDIE. Model ini sesuai dengan namanya, terdiri dari lima fase atau tahap utama, yaitu (A)nalysis, (D)esign, (D)evelopment, (I)mplementation, dan (E)valuation. Hasil penelitian dan pengembangan menunjukan bahwa multimedia interaktif pada materi pesawat sederhana untuk siswa kelas V Sekolah Dasar Negeri III Kudi Batuwarno Wonogiri telah selesai dilaksanakan. Pada Tahap ahli, ahli materi memberikan penilaian terhadap produk sebesar 3,37 (kategori Sangat baik). Penilaian oleh ahli media sebesar 3,10 (kategori Baik). Multimedia interaktif pada uji coba perorangan diperoleh skor sebanyak 3,30 (kategori sangat baik), uji coba kelompok kecil sebesar 3,50 (kategori sangat baik) dan hasil pemahaman siswa rata-rata Post Test kelompok kontrol 6,1 dan kelas eksperimen 8,8. Pada uji t dengan tingkat kemaknaan 0,05 yaitu terdapat perbedaan yang signifikan terhadap multimedia yang dikembangkan. Adapun kesimpulan dari penelitian ini adalah produk multimedia interaktif yang dihasilkan sudah layak dan tepat digunakan untuk meningkatkan motivasi dan hasil belajar belajar siswa kelas V Sekolah Dasar Negeri III Kudi Batuwarno Wonogiri.Kata Kunci : Multimedia Interaktif, Pesawat Sederhana, Sekolah Dasar
Analysis of Teacher Perceptions of Online Gamification Learning Methods Putra, Hamda Kharisma; Ekosusilo, Madyo; Subiyantoro, Singgih; Ismail, Ismail; Fauziyah, Syifa
Cognitive Development Journal Vol. 2 No. 1 (2024): Cognitive Development Journal
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v2i1.20

Abstract

The integration of gamification into online learning has garnered considerable attention in contemporary educational discourse. This article delves into teachers' perceptions regarding the implementation of this method. The background lies in the increasing utilization of technology in education and the potential of gamification to enhance student engagement and motivation. The objective is to explore teachers' viewpoints on the effectiveness, challenges, and benefits of this learning method. The research methodology involves surveys and interviews with a cohort of teachers who have utilized gamification in their online teaching practices. Findings reveal a spectrum of perceptions among teachers, including their understanding of gamification concepts, comfort levels in its application, and its influence on student engagement. The conclusion drawn highlights positive acceptance of gamification, alongside identified challenges such as time constraints and technical skills. The research contributes valuable insights for the development and implementation of gamification learning methods in the online education landscape.
Penerapan Media Counting Box untuk Meningkatkan Hasil dan Keaktifan Belajar Matematika Rochmadani, Putri Rias; Ekosusilo, Madyo; Siwi, Dwi Anggraeni
Jurnal Pendidikan Matematika VOLUME 11 NOMOR 1 JUNI 2024
Publisher : UIN Antasari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/jpm.v11i1.10972

Abstract

Penelitian tindakan kelas ini bertujuan untuk mengetahui peningkatan hasil belajar matematika dan keaktifan siswa kelas I Sekolah Dasar Negeri Palur 02 Tahun Pelajaran 2022/2023 dengan pembelajaran menggunakan media Counting Box. Penelitian ini dilakukan dengan menggunakan Penelitian Tindakan Kelas (classroom Action Research). Subyek penelitian adalah siswa kelas I Sekolah Dasar Negeri Palur 02 Tahun Pelajaran 2022/2023 yang terdiri dari 23 siswa. Penelitian dilaksanakan dalam dua siklus. Hasil penelitian menunjukkan penggunaan media Counting Box dapat meningkatkan hasil belajar matematika dan keaktifan siswa kelas I Sekolah Dasar Negeri Palur 02. Hasil belajar siswa meningkat dilihat dari Krtiteria Ketercapaian Tujuan Pembelajaran (KKTP) atau nilai minimal ≥75 dari siklus I ke siklus II yang meningkat dari 64,56% menjadi 91,03 %. Keaktifan siswa juga meningkat dari siklus I ke siklus II yang dilihat dari meningkatnya skor rata-rata presentase keaktifan, dari 64,56 % menjadi 78,26 %.
Analysis of Teachers' and Students' Perceptions of Using Artificial Intelligence Chatbots in Higher Education Subiyantoro, Singgih; Ekosusilo, Madyo; Ismail, Ismail; Putra, Hamda Kharisma; Fauziyah, Syifa
Cognitive Development Journal Vol. 1 No. 1 (2023): Cognitive Development Journal
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v1i1.7

Abstract

Artificial Intelligence (AI) chatbots have emerged as tools with the potential to enrich the learning experience. This research aims to analyze the perceptions of professors and students regarding the utilization of AI chatbots in the context of higher education. The primary objective of this study is to comprehend how teachers and students view the use of AI chatbots in higher education. This research adopts a qualitative approach employing semi-structured interviews and content analysis of relevant written documents. Data are collected and analyzed using descriptive statistics. The findings of this research reveal that most respondents, both professors and students, hold a positive attitude toward using AI chatbots in higher education. The critical benefits acknowledged include accessibility, assistance answering questions, and enhanced learning efficiency. Some challenges related to data security and the quality of interaction with chatbots are also identified. This research demonstrates that AI chatbots have significant potential to enhance the learning experience in higher education. However, attention must be given to existing technical challenges and privacy concerns to ensure broader acceptance. This study provides valuable insights into the perceptions of professors and students regarding AI chatbots, which can serve as a guide for educational institutions in developing effective implementation strategies. Furthermore, these results may stimulate further research into the use of AI technology in higher education.