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Soft Skill Customer Care dan Literasi Bisnis Digital sebagai Prediktor Kesiapan Kerja Nisa, Lidia Oktapiatun; Sartika, Sri Hardianti; Gumilar, Rendra
SJEE (Scientific Journals of Economic Education) Vol 10, No 1 (2026): April
Publisher : Universitas Batanghari Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/sjee.v10i1.324

Abstract

This study aims to determine the effect of customer care soft skills and digital business literacy on students' job readiness. This study uses a quantitative approach with a survey method and an explanatory research design to examine the causal relationship between variables. The population in this study were all 139 students of grade XI in Online Business and Marketing Expertise at SMK Negeri 1 Tasikmalaya in the 2025/2026 academic year. Data analysis was conducted using multiple linear regression analysis with the help of the SPSS program, and supported by analysis prerequisite tests including normality, linearity, multicollinearity, and heteroscedasticity tests. The results show that customer care soft skills have a positive and significant effect on students' job readiness. Digital business literacy also has a positive and significant effect on job readiness. Simultaneously, customer care soft skills and digital business literacy have a significant effect on students' job readiness. These findings confirm that strengthening soft skills and digital literacy are important factors in improving the job readiness of vocational high school students.
Determinan Kesiapan Berwirausaha Siswa SMK: Peran Pengetahuan Kewirausahaan, Dukungan Sosial, dan Efikasi Diri Ramadhanti, Regita Ari; Gumilar, Rendra; Srigustini, Astri
JURNAL LENTERA [PENDIDIKAN PUSAT PENELITIAN LPPM UM METRO] Vol 11, No 1 (2026): Jurnal Lentera Pendidikan Pusat Penelitian LPPM UM Metro
Publisher : LPPM UM Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jlpp.v11i1.5122

Abstract

This study was motivated by the low level of entrepreneurial readiness among vocational high school students, even though the competency standards for vocational high school graduates are designed to prepare them for employment and entrepreneurship. The objective of this study is to determine the influence of entrepreneurial knowledge, social support, and self-efficacy on students’ entrepreneurial readiness. The research approach is quantitative using a survey method. The population of this study consists of 634 eleventh-grade students at SMK Negeri 1 Ciamis for the academic year 2025/2026. The sampling technique used is proportionate stratified random sampling, with a sample size of 245 students. The results of the study indicate that: 1) Entrepreneurial knowledge has a positive and significant effect on students’ entrepreneurial readiness. 2) Social support has a positive and significant effect on students’ entrepreneurial readiness. 3) Self-efficacy has a positive and significant effect on students’ entrepreneurial readiness. 4) Entrepreneurial knowledge, social support, and self-efficacy have a positive and significant influence on students’ entrepreneurial readiness. It can be concluded that students’ entrepreneurial readiness is shaped by the integration of cognitive aspects,the social environment, and internal beliefs that mutually influence one another in solidifying students’ career choices to become entrepreneurs. 
PENGARUH MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT (TGT) DENGAN BANTUAN MEDIA ULAR TANGGA TERHADAP HASIL BELAJAR Minggiani, Nilan; Gumilar, Gugum; Gumilar, Rendra
JURNAL LENTERA [PENDIDIKAN PUSAT PENELITIAN LPPM UM METRO] Vol 11, No 1 (2026): Jurnal Lentera Pendidikan Pusat Penelitian LPPM UM Metro
Publisher : LPPM UM Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jlpp.v11i1.5119

Abstract

The low level of students’ learning outcomes in Economics is the main focus of this study. This research aims to analyze the improvement of students’ learning outcomes before and after the treatment and to compare the improvement between students taught using the learning model of the Teams Games Tournament (TGT) type assisted by snakes and ladders media and those taught using conventional learning methods. The study was conducted at SMA Negeri 1 Ciamis using a quantitative approach with a quasi-experimental method. The population consisted of all eleventh-grade students, with class XI F 9 as the experimental group and class XI F 8 as the control group selected through nonprobability sampling. Data were collected through pre-tests and post-tests and analyzed using IBM SPSS 26.0 with paired sample t-tests and independent sample t-tests at a 5% significance level. The results showed a significance value (Sig. 2-tailed) of 0.000, indicating a significant difference in learning outcome improvement, with the experimental group achieving higher improvement than the conventional group.
Pengaruh Penggunaan Generative AI Dan Efikasi Diri Terhadap Self-Directed Learning Pada Mahasiswa Jurusan Pendidikan Ekonomi Universitas Siliwangi Romdiyani, Sindi; Sadiah, Ati; Gumilar, Rendra
JURNAL LENTERA [PENDIDIKAN PUSAT PENELITIAN LPPM UM METRO] Vol 11, No 1 (2026): Jurnal Lentera Pendidikan Pusat Penelitian LPPM UM Metro
Publisher : LPPM UM Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jlpp.v11i1.5120

Abstract

Mahasiswa perguruan tinggi dituntut untuk memilikiSelf-directed learning atau kemampuan belajar mandiri, seperti merumuskan tujuan belajar, mengambil inisiatif, sertamengevaluasi proses belajar secara mandiri, di tengahperkembangan teknologi yang semakin pesat. Tujuan daripenelitian ini untuk mengetahui pengaruh penggunaanGenerative AI dan efikasi diri terhadap Self-directed learning pada mahasiswa Jurusan Pendidikan Ekonomi Universitas Siliwangi. Penelitian ini menggunakan pendekatan kuantitatifdengan metode survei pada 558 mahasiswa Jurusan Pendidikan Ekonomi Universitas Siliwangi Tahun Ajaran 2025/2026 sebagai populasi dan 233 mahasiswa sebagai sampelpenelitian. Teknik pengambilan sampel menggunakan proportional stratified sampling dan analisis data dilakukan melalui regresi linear berganda. Hasil penelitian menunjukkan bahwa: (1) penggunaan Generative AI tidak berpengaruh signifikan terhadap self-directed learning, ditandai nilai t hitung (0,175) lebih kecil dari t tabel (1,969) dan nilai signifikansi 0,861 > 0,05; (2) efikasi diri berpengaruh positif dan signifikan terhadap self-directed learning, ditandai nilai t hitung (9,868) lebih besar dari t tabel (1,969) dan nilai signifikansi 0,000 < 0,05; (3) penggunaan Generative AI dan efikasi diri secara simultan berpengaruh signifikan terhadap self-directed learning, ditandai nilai F hitung (75,945) lebih besar dari F tabel (3,04) dan nilai signifikansi 0,000 < 0,05.