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GROOMING DAN KINERJA FRONT OFFICE DALAM MEMBENTUK PERSEPSI TAMU TERHADAP PROFESIONALITAS HOTEL GRAND PURI SARON Anggraini, Fera Dhian; Berliana, Na'umi; Suardana, I Ketut
Mabha Jurnal Vol 6 No 2 (2025): November 2025
Publisher : Akparta Mandala Bhakti Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70018/mb.v6i2.109

Abstract

Grooming adalah bagian dari upaya perawatan diri yang dilakukan untuk menjaga penampilan, kebersihan, dan kerapian tubuh agar terlihat menarik dan profesional di lingkungan kerja. Penelitian ini bertujuan untuk memahami standar grooming dan kinerja karyawan Departemen Front Office yang berperan dalam membentuk persepsi tamu terhadap profesionalitas Hotel Grand Puri Saron Yogyakarta. Penelitian ini difokuskan untuk menggali makna penampilan profesional, sikap pelayanan, dan interaksi karyawan dengan tamu dalam lingkup pelayanan perhotelan. Pendekatan kualitatif dengan observasi partisipatif dan wawancara mendalam digunakan dalam penelitian ini yang diterapkan pada karyawan front office dan tiga tamu hotel. Data dianalisis melalui tahapan reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitiannya menunjukkan bahwa standar grooming yang konsisten menjadi indikator awal penilaian tamu terhadap kesan profesional karyawan. Kinerja pelayanan yang responsif, sopan, dan komunikatif memperkuat persepsi positif tamu terhadap kualitas layanan dan citra hotel. Sebaliknya, ketidakkonsistenan dalam penampilan atau sikap pelayanan dapat menurunkan kepercayaan tamu terhadap profesionalitas hotel secara keseluruhan.
Semiotika Sosial Teks “I Cupak Teken I Gerantang Ddengan Konsep Tri Hita Karana: Kajian Linguistik Sistemik Fungsional Suardana, I Ketut; Yoga Putra Semadi
Humanis Vol. 30 No. 1 (2026): Volume 30 No 1, Februari 2026
Publisher : Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JH.2026.v30.i01.p07

Abstract

Text of “I Cupak Tekȇn I Gerantang” is one of narrative texts which is very popular in Balinese communities. The text embeds symbolic meaning which has not been understood yet by a lot of Balinese communities comprehensively.  This research would like to explore the philosophy of the text associated with Tri Hita Karana. This research employs qualitative, Grounded Theory.  The theory used to explore the social phenomenon is the theory of Systemic Functional Linguistics (SFL). The data source used for this research is from Balinese folktale collection written by Suwija et al. The clauses were analyzed with SFL theory, namely; context of situation, context of culture, and ideology. The result of this research indicates that the text teaches us how to use appropriate language in accordance with the principle of Tri Hita Karana, namely; good language use will make harmonies for the users and the environment, good language use brings positive impact for the users and the others, good language use is the representation of God teaching. The text teaches us how to behave by emphasizing aesthetic, and ethic to all communities. This research gives positive impacts for applied linguistics development especially SFL and Semiotics. This result of the research can enrich applied linguistic references which can be used for the following linguistics researches.
Age and Sex Differences in the Association Between Online Gaming Duration and Adolescent Mental Health: A Cross-Sectional Study Sipahutar, Ida Erni; Suardana, I Ketut; Hartati, Ni Nyoman; Harini, I Gusti Ayu; Gama, I Ketut; Suardani, Ni Luh Ketut; Dewi, Desak Gede Mirah Puspita
Journal of Applied Nursing and Health Vol. 8 No. 2 (2026): Journal of Applied Nursing and Health
Publisher : Chakra Brahmanda Lentera Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55018/janh.v8i2.522

Abstract

Background: Online gaming is common among adolescents and may be associated with emotional and behavioural problems. However, evidence from Indonesia remains limited, particularly regarding whether age and sex modify the relationship between gaming duration and adolescent mental health outcomes. To examine whether age and sex moderate the association between online gaming duration and Strengths and Difficulties Questionnaire (SDQ) domains among Indonesian adolescents. Methods: This cross-sectional study followed the STROBE reporting guideline. Participants were students aged 15–18 years who reported playing online games at a public senior high school in Bali, Indonesia (n = 109; total sampling). Online gaming duration (independent variable) was categorized as <1 hour, 1–2 hours, 2–3 hours, 3–4 hours, and >4 hours per day. SDQ domains (dependent variables) included prosocial behavior, hyperactivity/inattention, emotional problems, conduct problems, and peer relationship problems. Moderators were age and sex. Data were analyzed with statistical significance set at p < 0.05. Moderation was tested using a two-way MANOVA with interaction terms. Results: Online gaming duration showed a significant multivariate association with the combined SDQ domains (p < 0.001; partial η² = 0.277). Significant interaction effects were observed for Age × Gaming Duration (p < 0.001; partial η² = 0.433) and Sex × Gaming Duration (p < 0.001; partial η² = 0.376). SDQ total difficulties were classified as abnormal in 81.6% of participants, which was interpreted cautiously as a potential measurement/contextual issue. Conclusion: Gaming duration was associated with adolescent mental health indicators, and the association varied by age and sex. School- and family-based guidance should emphasize balanced digital recreation alongside sleep, study, and offline social activities, with screening and referral pathways for adolescents reporting emotional or behavioral difficulties