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Analysis of the Causes of Production Process Failure with the FishBone Diagram Method and Implementation of TQM to Improve Product Quality in the Manufacturing Industry of PT Emsonic Indonesia Aqilah, Jeanytha Thifal; Amelia, Risma; Prasetyo , Eko; Boimau, Devrin; Fadli, Rozul; Prastyo, Yudi
Review: Journal of Multidisciplinary in Social Sciences Vol. 1 No. 12 (2024): November
Publisher : Lentera Ilmu Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59422/rjmss.v1i12.666

Abstract

Emsonic Indonesia is a company engaged in plastic mold manufacturing, which produces speakers in the form of units, case assemblies, and finished forms based on RPP (Product Delivery Plan). PT. Emsonic Indonesia strives to provide the best for customers, by improving product quality. This study aims to analyze the causes of product defects, use the Fish Bone diagram method to analyze the causes, and apply Total Quality Management (TQM) to improve product quality at PT. Emsonic Indonesia. Based on the results of the fish bone diagram method, it can be seen that product defects come from human, mechanical, method, management, material, and environmental factors. In the human factor, it was found that employees did not receive adequate training regarding the operation of machines and correct work procedures giving rise to NG products because they exceeded the limits of inspection standards. Meanwhile, based on Total Quality Management (TQM), it was able to explain the improvement of product quality by 51.3% while the remaining 48.7% was explained by other factors that were not studied in this study. Meanwhile, the results of the F test show that simultaneously the variables of the production process and Total Quality Management (TQM) simultaneously have a positive and significant effect on the improvement of product quality and the results of the t test show that the variables of the production process and Total Quality Management (TQM) have a positive and significant effect on the improvement of product quality at PT. Emsonic Indonesia.
APERSEPSI GURU DALAM PEMBELAJARAN BAHASA INDONESIA SISWA KELAS XI SMA NEGERI 1 SOPPENG: TEACHER'S APPERCEPTION IN LEARNING INDONESIAN LANGUAGE OF CLASS XI SENIOR HIGH SCHOOL 1 SOPPENG STUDENTS Amelia, Risma; Sultan; Usman
Journal of Applied Linguistics and Literature Vol. 1 No. 1 (2023): Journal of Applied Linguistics and Literature
Publisher : Study Program of Indonesian Language Education, Faculty of Languages and Literature, Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/jall.v1i1.636

Abstract

This research is a teacher's apperception research that aims to. to describe the form of teacher apperception in learning Indonesian for class XI students of SMA Negeri 1 Soppeng. The data in this study are verbal data from teachers in learning Indonesian, and the data source is in the form of learning activities carried out by Indonesian teachers during the learning process in class. Data collection is done by recording, observation, interviews. The results of this study reveal apperception form data. (1) alpha wave (student readiness to learn) has four parts, namely three data ice breaking, fun story, bring gym, music. (2) warmer, (3) pre-teach), (4) scene setting
Penerapan Pembelajaran Interaktif Melalui Kukerta Terintegrasi dengan Menggunakan Aplikasi Canva Di Sekolah Dasar Negeri 002 Desa Tambak Kabupaten Pelalawan Prianto, Eko; Sitinjak, Yuannito Rick Yorda; Fahreza, Rizki; Sinaga, Owen Rivaldi; Putri, Melza Adika; Oktaviana, Della; Simanjuntak, Mega Sri Devi; Guritno, Wulan; Sofian, Alifa Khansa; Yela, Yayang Febri; Amelia, Risma
Jurnal Karya Abdi Masyarakat Vol. 6 No. 2 (2022): Jurnal Karya Abdi Masyarakat
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (851.531 KB) | DOI: 10.22437/jkam.v6i2.20528

Abstract

Sekolah merupakan lembaga pendidikan formal yang didirikan dengan tujuan untuk membantu peningkatan dan perkembangan taraf kehidupan melalui pendidikan. Sekolah memiliki peranan yang cukup besar dalam melahirkan pemikir dan pemimpin bangsa yang akan membawa kepada kemajuan. Sekolah Dasar 002 Desa Tambak menjadi tempat yang dipercaya oleh masyarakat untuk mengantarkan putra-putrinya mengenyam pendidikan yang layak. Untuk lebih mengoptimalkan dan meningkatkan mutu pendidikan yang diberikan, maka diperlukan usaha-usaha pemberdayaan. Salah satu usaha yang dilakukan adalah memberikan pelatihan penggunaan aplikasi media pembelajaran yang interaktif dan kekinian. Tujuan dari pengabdian ini sendiri antara lain yaitu, a) menambah pengetahuan, keterampilan, dan kreatifitas para guru dalam menyampaikan materi kepada siswa, b) membantu para guru untuk menciptakan suasana belajar yang interaktif, c) memanfaatkan kemajuan teknologi untuk diaktulisasikan ke dalam proses pembelajaran untuk menciptakan siswa-siswa yang berprestasi. Pemberdayaan ini akan memberikan manfaat positif yang berkepanjangan bagi guru, siswa, dan masyarakat Desa Tambak secara keseluruhan. Kegiatan pengabdian ini pula juga memberikan manfaat kepada tenaga penyuluh dan Perguruan Tinggi. Sasaran dari kegiatan ini adalah majelis guru SDN 002 Desa Tambak, dan dari hasil kegiatan yang telah dilakukan dapat diketahui bahwa para guru memiliki antusias yang tinggi untuk menggunakan aplikasi belajar dan mampu untuk menggunakannya sebagai salah satu media belajar yang efektif kedepannya. Dengan adanya KUKERTA terintegrasi ini kemampuan guru terkait metode pembelajaran yang lebih baik dapat ditingkatkan lagi. Ini menujukkan bahwa sentuhan Iptek melalui KUKERTA terintegrasi mampu mengakselerasi kemampuan guru didalam belajar mengjar di SDN 002 Desa Tambak.
The Effectiveness of Scratch Assisted Game-Based Discovery Learning to Improve Students’ Mathematical Problem-Solving Ability Lukmana, Deanisa Noviana; Rohaeti, Euis Eti; Amelia, Risma
(JIML) JOURNAL OF INNOVATIVE MATHEMATICS LEARNING Vol. 8 No. 1 (2025): VOLUME 8 NUMBER 1, MARCH 2025
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/jiml.v8i1.23529

Abstract

The low mathematical problem-solving ability of students in algebraic form served as the background for this research. The objectives were to describe the effectiveness of a game-based discovery learning model using the Scratch application in enhancing students' mathematical problem-solving abilities and to analyze students' challenges in implementing learning through game-based discovery learning using the Scratch application in algebraic form. The research employed a mixed methods approach with an explanatory design and a single-group pretest-posttest design. The subjects consisted of 32 Grade VII-A students from SMP Negeri 1 Batujajar. Instruments used included test questions and student response questionnaires. Data analysis techniques included prerequisite analysis and hypothesis testing. The results showed that the game-based discovery learning model using the Scratch application was effective in improving students' mathematical problem-solving abilities, with a percentage of 62.69%. This was proved through the average n-gain obtained by students, which was 0.64, and the results of the one-sample t-test on N-Gain showed a significant value at (2-tailed) = 0.000. These test results indicate that students' mathematical problem-solving abilities were in the moderate category, indicating a difference in the mean N-Gain of students' mathematical problem-solving abilities using game-based discovery learning through the Scratch application. Several challenges were identified that students faced during learning using game-based discovery learning through the Scratch application, including understanding the material, using the Scratch application itself, and fostering student cooperation throughout the learning process.
Indeks Konektivitas Eksentrik Edis Pada Graf Annihilator dari Ring Bilangan Bulat Modulo Amelia, Risma; Jauhari, Mohammad Nafie; Herawati, Erna
Jurnal Riset Mahasiswa Matematika Vol 4, No 3 (2025): Jurnal Riset Mahasiswa Matematika
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/jrmm.v4i2.30059

Abstract

This study discusses how the general formula of the Ediz eccentric connectivity index (IKEE) in the annihilator graph of the ring of integers modulo. This study aims to determine the Ediz eccentric connectivity index on the annihilator graph of the ring of modular integers , with  is a primer number for , and  is a positif integer. The initial step in conducting this research is to form an annihilator graph from the ring of integers of the modul  , then find the vertex degree and the eccentricity of the vertex on the annihilator graph which is used to calculate the Ediz eccentric connectivity index of each graph. After that, formulate a conjecture about the Ediz eccentric connectivity index on the annihilator graph of the ring of integers of the modul  , and the last one proves the hypothesis obtained. The results of this study is general formula for the Ediz eccentric conductivity index on the Annihilator graph of the ring of integers modulo  where p is a prime number and m is a positive integer.
Application of the contextual teaching and learning model assisted by geogebra to enhance eighth-grade students’ mathematical understanding of systems of linear equations in two variables Sihombing, Karlina; Fitriani, Nelly; Amelia, Risma
JPMI (Jurnal Pembelajaran Matematika Inovatif) Vol. 8 No. 1s (2025): Special Issue
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/jpmi.v8i1s.26815

Abstract

The purpose of this study is to obtain descriptive results regarding the application of the ctl model assisted by geogebra to improve mathematical understanding before and after the implementation of the ctl teaching approach assisted by geogebra in class viii smpn satap jayakerta for systems of linear equations in two variables material. 10 students were the subjects in this study. experiments in the form of comprehension ability test questions are the methods applied in this study. data analysis was carried out by implementing the pre-experimental design with the one group pretest-posttest design design. the findings in this study indicate that there is an influence of the ctl teaching approach using geogebra, found in the data analysis that has a sign value ≤0.05 which means that there is an increase in mathematical understanding before and after the implementation of the ctl teaching model assisted by geogebra for systems of linear equations in two variables material.
The Effectiveness of Hypothetical Learning Trajectory on Quadrilateral Topics for Junior High School Students Amelia, Risma; Herman, Tatang
(JIML) JOURNAL OF INNOVATIVE MATHEMATICS LEARNING Vol. 8 No. 2 (2025): VOLUME 8 NUMBER 2, JUNE 2025
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/jiml.v8i2.27044

Abstract

Geometry is an essential topic things to needs to be mastered by participants, one of the topics on geometry is quadrilateral. However, in conditions in the field students Still have difficulty understanding quadrilateral topics. Research This aims to design Hypothetical Learning Trajectory (HLT) Quadrilateral Topics for Grade VII Junior High School Students according to with needs of students and appropriate with the process of thinking student with analyze the effectiveness of HLT applied. The method used in the study This is method design research consisting of three stages : (1) preparation experiment to design HLT (2) design experiment that implements HLT which has been designed, and (3) analysis retrospective that analyzes effectiveness HLT applied in learning. Deep data collection techniques study this : (1) Interviews with teachers and students, (2) Observation and observation, and (3) Documentation For analysis and clarifying HLT. Subject study This consists of 20 students of SMPN 2 Cimahi Class VII with characteristics of heterogeneous students with high, medium, and low ability. This article serves results at stage preparation experiment, design experiments, and analysis retrospective as well as analyze HLT material effectiveness quadrilateral. Track design Study includes, objectives learning material quadrilateral, activities and tasks designed learning For material quadrilateral, and hypothesis channel think a student in understanding draft material quadrilateral. The study This produced HLT which consists of a series of activity learning material rectangle on indicator understand properties quadrilateral, and find around quadrilateral. Analysis results show that HLT is designed in study This Still needs development For activities on the topic properties square, but gives change positive to student class VII in understanding draft around quadrilateral. Analysis results effectiveness reviewed from completeness Study produced by 85% of studes Already achieve KKM on the material quadrilateral, thing This show that the HLT was designed Already effective applied in learning.
PENGEMBANGAN DESAIN E-DEDAKTIS MELALUI BAHAN AJAR BERBASIS PROJECT MENGGUNAKAN AUGMENTED REALITY Amelia, Risma; Setiawan, Wahyu; Al-jabar, Sheilla Zalzabilla
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 2 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i2.6845

Abstract

Peranan bahan ajar yang sesuai dengan kebutuhan siswa dapat memudahkan siswa dalam memahami materi. Namun kondisinya di lapangan, bahan ajar pada pembelajaran matematika yang diterapkan masih belum sesuai dengan kebutuhannya. Sehingga siswa kurang dapat memahami materi dan berujung pada tidak maksimalnya capaian pembelajaran. Tujuan penelitian ini yaitu mengembangkan desain e-didaktis melalui bahan ajar elektronik berbasis project menggunakan Augmented Reality, agar pembelajaran terpusat pada siswa dan pembelajaran lebih interaktif sehingga dapat mengkonstruksi penemuan konsep oleh siswa, sehingga siswa lebih mudah memahami materi. Metode penelitian yang digunakan adalah penelitian pengembangan (R&D) yang mengimplementasikan model Borg and Gall. Teknik pengumpulan data dalam penelitian ini yaitu melalui observasi dan angket. Subjek penelitian yaitu siswa SMP kelas VIII. Terdapat 5 ahli sebagai validator diantaranya 2 dosen prodi pendidikan matematika yang terdiri dari 1 orang ahli pembelajaran dan 1 orang ahli media pembelajaran serta 3 guru mata pelajaran matematika SMP. Identifikasi masalah awal melalui analisis hambatan belajar siswa yang dilakukan dengan mengaitkan alur pembelajaran yang dapat dikembangkan dengan membuat alur lintasan belajar (learning trajectory) untuk selanjutnya mendesain e-didaktis. Hasil dari penelitian ini adalah desain e-didaktis melalui bahan ajar elektonik melalui aplikasi flipbook dengan menggunakan Augmented Reality yang dikembangkan sesuai dengan metode penelitian pengembangan model Borg and Gall, berdasarkan hasil analisis validasi bahan ajar dengan rata-rata 3,24 menunjukkan bahan ajar valid dan layak digunakan, dan uji kepraktisan 78%  menunjukkan kriteria praktis untuk digunakan serta 85% menunjukkan ketuntasan belajar siswa. Sehingga bahan ajar yang dikembangkan sudah efektif untuk digunakan dalam pembelajaran.The role of teaching materials that suit students' needs can help students understand the material. However, conditions in the field, the teaching materials used in mathematics learning are still not in accordance with needs. So students are less able to understand the material and this results in less than optimal learning outcomes. The aim of this research is to develop e-didactical design through project-based electronic teaching materials using Augmented Reality, so that learning is student-centered and learning is more interactive so that students can construct concept discoveries. The research method used is development research (R & D) which implements the Borg and Gall model. Data collection techniques in this e-didactic design development research use two types, namely observation and questionnaires. The research subjects were junior high school students. There are 5 experts as validators including 2 mathematics education study program lecturers, namely learning experts and learning media experts as well as 3 junior high school mathematics subject teachers. Identify initial problems with learning obstacle analysis which is carried out by linking learning paths that can be developed by creating learning trajectories to further design e-didactics. The result of this research is an e-didactical design using electronic teaching materials via a flipbook application using Augmented Reality which was developed in accordance with the Borg and Gall model development research method, based on the results of the validation analysis of teaching materials with an average of 3.24 indicating that the teaching materials are valid and suitable for use, and a practicality test of 78% shows practical criteria for use and 85% shows student learning completeness. So that the teaching materials developed are effective for use in learning.
Penerapan model discovery learning berbatuan edpuzzle untuk meningkatkan kemampuan pemahaman matematis siswa SMP kelas VII di SMPN 3 Cikalongwetan Gunawan, Guntur; Yuliani, Anik; Amelia, Risma
JPMI (Jurnal Pembelajaran Matematika Inovatif) Vol. 7 No. 5 (2024): JPMI
Publisher : IKIP Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/jpmi.v7i5.24752

Abstract

The purpose of this study is to examine the application of the discovery learning model assisted by edpuzzle on the mathematical understanding ability of class VII students in terms of achievement, improvement, and completeness of learning objectives. The method used is a quasi-experimental method with two classes as samples, namely the experimental class and the control class. The technique used to collect data is the mathematical understanding ability question instrument. Data processing is analyzed using the Microsoft Excel application and SPSS 22 software. The results of the study explain that the achievement, improvement and completeness of the achievement of learning objectives for mathematical understanding abilities of class VII junior high school students with the discovery learning model assisted by edpuzzle are better than those using conventional learning.
PENGEMBANGAN MODUL AJAR IPA BERBASIS TRADISI TEDHAK SITEN MATERI PERTUMBUHAN DAN PERKEMBANGAN KELAS IX SMP/MTS Amelia, Risma; Budhi, Henry Setya
PendIPA Journal of Science Education Vol 9 No 3 (2025): October
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.9.3.662-671

Abstract

This research aimed to develop a science teaching module based on ethnoscience by integrating the local tradition of Tedhak Siten as an innovative approach to learning. It seeks to improve the understanding of scientific concepts through a contextual approach that is relevant to the local culture, to spark students' interest in science, and to strengthen the local cultural identity within the educational process. This study used the Research and Development (R&D) method with the ADDIE model approach (Analyze, Design, Development, Implementation, Evaluation). The research stage in this study only reached the Development stage. This module was designed to integrate concepts of growth and development in science with the cultural values of the Tedhak Siten tradition, making learning more contextual and relevant to students' lives. Based on data analysis, the validation results showed that the module received an average score of 94% from content experts and 96.4% from media experts, categorized as “highly valid” and not requiring revision. Therefore, this teaching module is declared fit for use in teaching science to grade IX students in SMP/MTs.