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Penggunaan Teknologi Artificial Intelligence (AI) dalam Pembelajaran Bahasa di Madrasah: Systematic Literature Review Ria Agustina; M. Zaim; Harris Effendi Thahar; Megi Afroka
Jurnal Pendidikan Agama Islam Al-Thariqah Vol. 9 No. 1 (2024): Jurnal Pendidikan Agama Islam Al-Thariqah
Publisher : UIR Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/althariqah.v9i1.16741

Abstract

Artikel ini bertujuan untuk meninjau efektivitas penggunaan teknologi Artificial Intellgence (AI) dalam pembelajaran Bahasa. Jenis penelitian yang digunakan adalah analisis konsep dengan menggunakan pelndelkatan systelmatilc liltelraturel relvilelw (SRL).  Hasil temuan menunjukkan bahwa seìbagai beìrikut.  Peìrtama, adanya peìningkatan yang signifikan dalam keìteìrampilan meìndeìngarkan, beìrbicara, meìmbaca, dan meìnulis seìteìlah meìnggunakan AI. Teìmuan ini meìndukung eìfeìktivitas peìnggunaan AI dalam peìmbeìlajaran bahasa. Keìdua, teìknoìloìgi AI dapat meìndukung peìrsoìnalisasi peìmbeìlajaran. Keìtiga, AI dapat digunakan untuk meìmbeìrikan umpan balik yang eìfeìktif keìpada siswa. Namun, ada beìbeìrapa tantangan yang mungkin timbul dalam peìmanfaatan teìknoìloìgi AI dalam koìnteìks peìndidikan. Salah satunya adalah keìkhawatiran teìntang privasi dan keìamanan data siswa. Seìlain itu, peìnting juga untuk meìmpeìrtimbangkan bahwa teìknoìloìgi AI tidak dapat seìpeìnuhnya meìnggantikan peìran guru, teìtapi hanya beìrfungsi seìbagai alat bantu yang kuat. Keìsimpulannya, peìmanfaatan teìknoìloìgi AI dapat meìmbeìrikan manfaat yang signifikan bagi guru dalam meìnghadapi tantangan di eìra digital. Deìngan meìmanfaatkan AI, guru dapat meìngeìloìla data deìngan leìbih eìfisieìn, meìmbeìrikan peìmbeìlajaran yang peìrsoìnal, dan meìmbeìrikan umpan balik yang eìfeìktif keìpada siswa. Guru dapat mengintegrasikan teknologi kecerdasan buatan dalam pembelajaran bahasa. Penggunaan AI telah terbukti efektif dalam meningkatkan keterampilan mendengarkan, berbicara, membaca, dan menulis. Oleh karena itu, guru dapat mencari atau mengembangkan aplikasi atau platform pembelajaran yang menggunakan teknologi AI untuk meningkatkan efektivitas pembelajaran bahasa
Perilaku Konsumtif Mahasiswa Berbelanja Melalui Aplikasi Belanja Online dalam Perspektif Ekonomi Syariah Dwi Putri Agustini; Hilda Hilda; Ria Agustina
Jurnal Penelitian Ilmu Ekonomi dan Keuangan Syariah Vol. 2 No. 1 (2024): Februari : Jurnal Penelitian Ilmu Ekonomi dan Keuangan Syariah
Publisher : STAI YPIQ BAUBAU, SULAWESI TENGGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59059/jupiekes.v2i1.782

Abstract

Consumptive behavior is an activity in consuming goods and services that is carried out unplanned, exceeding limits and prioritizing wants over needs. This online shopping application really helps students to order the products they need and want just by making transactions on their cellphones. In the view of Islamic economics, consumptive behavior is prohibited and the prohibition has been explained in the Al-Qur'an and Hadith. This study aims to determine the Islamic economic perspective on consumptive behavior in shopping through online shopping applications for students of the Faculty of Islamic Economics and Business, UIN Raden Fatah Palembang. This type of research is a type of descriptive qualitative research using data collection methods in the form of interviews and documentation. Data analysis techniques used are data reduction, data presentation, and data verification. The results of this study reveal that the consumptive behavior of students of the Islamic Faculty of Economics and Business UIN Raden Fatah Palembang in shopping through online shopping applications still occurs in the student environment due to various reasons and in the Islamic economic perspective, consumptive behavior is prohibited and the prohibition has been explained in the Al-Qur'an and Hadith.
PENGARUH KUALITAS PELAYANAN DAN HARGA TERHADAP KEPUASAN KONSUMEN PADA TOKO KAOS POLOS MANIA CABANG SUKMAJAYA KOTA DEPOK Ria Agustina; Cornelia Dumarya Manik
Journal of Research and Publication Innovation Vol 3 No 1 (2025): JANUARI
Publisher : Journal of Research and Publication Innovation

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The purpose of this research is to determine the influence of service quality and price on consumer satisfaction. The method used is a quantitative associative approach. The sampling technique used accidental sampling technique with the Slovin formula and a sample of 91 respondents was obtained. Data analysis uses validity tests, reliability tests, classical assumption tests, regression analysis, correlation coefficients, coefficients of determination and hypothesis testing. The results of this research are that Service Quality influences Consumer Satisfaction with a coefficient of determination value of 66.6% and the hypothesis test obtained t count > t table or (13.319 > 1.988). Price has a significant effect on consumer satisfaction with a coefficient of determination value of 76.4% and the hypothesis test obtained t count > t table or (16.990 > 1.988). Service Quality and Price simultaneously have a significant effect on Consumer Satisfaction with the regression equation Y= 4.276 + 0.107X1 + 0.776X2. The coefficient of determination value is 76.7% while the remaining 23.3% is influenced by other factors. Hypothesis testing obtained a calculated F value > F table or (144.516 > 3.10).
ONLINE OFFLINE LANGUAGE LEARNING: BASED ON INDONESIAN STUDENTS’ PERPECTIVE (EXPERIENCE OR ENGAGEMENT) AT STKIP MUHAMMADIYAH SUNGAI PENUH Ria Agustina; Mufida Maryamah Gusti; Yoga Karmizi
EDU RESEARCH Vol 5 No 3 (2024): EDU RESEARCH
Publisher : IICLS (Indonesian Institute for Corporate Learning and Studies)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47827/jer.v5i3.451

Abstract

This research aimed to investigate the Indonesian Study Program students’ perpective (experience or engagament) toward the online offline language learning st STKIP Sungai Penuh. This was a descriptive qualitative study. The respondents of this research were 30 student at Indonesian Study Program at STKIP Sungai Penuh. The instrument of this reserach was an inteview. The interview guideline was designed by the theory from Trowler (2010) and Fredricks et al (2004) who divided three indicators of stduents’ engagement criteria, namely; behavioral, emotional, and cognitive. This research found that mostly the students have good experience and feelings while learning language in offline rather than in online class. The students have a big eager to participate language class in offline learning rather than online. They said that in language class, they always actively participate in class, whether responding to the lecturer's questions or making presentations in class. Mostly the students answered it was easy or not too difficult to complete the task while studying language in offline learning. And also the students feel excitement and challenging while studying language in offline class rather than online.
Meningkatkan UMKM Jus Buah Bu Ida dengan Mengoptimumkan Penjualan Menggunakan Metode Simpleks dalam Linear Programming Ria Agustina; Ruth Sanaya Nainggolan; Suvriadi Panggabean
JURNAL RISET RUMPUN MATEMATIKA DAN ILMU PENGETAHUAN ALAM Vol. 3 No. 1 (2024): April : Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam
Publisher : Pusat riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrimipa.v3i1.2223

Abstract

household industry or usually known quantity when UMKM is an arising chance. Rephrase. This happens because there are very few job break. However, some UMKMs still have adversity determining the optimal production abundance broad- based on accessible expedient, so these troop cannot amplify. One of them is Bu Ida fruit juice, which consistently produces fruit juice according to crowd-pleasing orders of average consumer credit. admittedly utilize capital and basic materials enough, Ms. Ida's business is growing day by day. From this research, problems were distinguish and answer live needed, comprehend the employment of linear programming to determine the sales abundance that absence to be optimized to attain maximum earnings from juice sales Ida's fruit. There are 6 (six) juices and 6 (six) ingredients. In this study, a simple method linear programming algorithm is applied to obtain an optimization model to maximize the juice production quantity and obtain optimal profits. The POM-QM Windows application provides fast, accurate and precise calculation results.
PENGARUH MODEL GAME BASED LEARNING BERBANTUAN APLIKASI KAHOOT TERHADAP MOTIVASI BELAJAR MATEMATIKA SISWA KELAS VII SMP NEGERI 27 MEDAN Ria Agustina; Ade Andriani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.33966

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model Game Based Learning (GBL) berbantuan aplikasi Kahoot terhadap motivasi belajar matematika siswa kelas VII SMP Negeri 27 Medan. Latar belakang penelitian berangkat dari rendahnya motivasi belajar siswa, khususnya pada materi data dan diagram. Berdasarkan observasi awal, siswa kurang bersemangat mengikuti pembelajaran konvensional yang cenderung monoton. Hal ini berdampak pada rendahnya keterlibatan siswa dalam proses belajar. Metode penelitian yang digunakan adalah kuasi eksperimen dengan desain pretest-posttest control group. Populasi penelitian mencakup seluruh siswa kelas VII SMP Negeri 27 Medan tahun ajaran 2024/2025. Sampel terdiri dari dua kelas yang dipilih secara acak, yaitu kelas eksperimen dan kelas kontrol. Kelas eksperimen (29 siswa) diajar dengan model GBL berbantuan Kahoot, sedangkan kelas kontrol (29 siswa) diajar dengan pembelajaran konvensional. Instrumen penelitian berupa angket motivasi belajar. Analisis data dilakukan melalui uji normalitas, homogenitas, dan uji-t pada taraf signifikansi 5%. Hasil penelitian menunjukkan bahwa motivasi belajar siswa kelas eksperimen lebih tinggi dengan rata-rata 85,87 dibandingkan kelas kontrol dengan rata-rata 78,98; diperoleh nilai uji t = 2,968 > = 1,67252 dan nilai Sig. (1-tailed) = 0,002, sehingga terdapat pengaruh positif dan signifikan model Game Based Learning berbantuan Kahoot terhadap motivasi belajar matematika siswa. Hal ini membuktikan bahwa integrasi aplikasi Kahoot dalam pembelajaran mampu menciptakan suasana yang interaktif, kompetitif, dan menyenangkan sehingga berpengaruh positif terhadap motivasi belajar siswa.
TRANSFORMING ECONOMIES: NAVIGATING GLOBAL CHALLENGES IN THE DIGITAL ERA Muhamad Rahman Bayumi; Dur Brutu; Ria Agustina; Rizal Alfit Jaya
Journal of Economics and Development Vol. 1 No. 2 (2024): Journal of Economics and Development (JEnD)
Publisher : CV. Cendikiawan Muda Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70656/jend.v1i2.172

Abstract

The rapid digital transformation has significantly reshaped the global economy, introducing both opportunities and challenges. This study aims to analyze the impact of digital transformation on economic development, particularly in addressing contemporary global issues such as climate change, economic inequality, and post-pandemic recovery. Utilizing a qualitative approach, this research relies on secondary data analysis from scientific articles, global reports, and case studies of both developed and developing countries. The findings reveal that countries with high levels of technology adoption experience faster economic growth but face persistent digital divides. Digitalization is also identified as a catalyst for sustainable development, offering innovative solutions in sectors such as education, health, and e-commerce. However, addressing infrastructure gaps, digital literacy, and policy frameworks remains crucial. This study highlights the importance of inclusive and collaborative strategies to ensure that digital transformation supports resilience and sustainability in the global economy.
The correlation between maternal education and infant growth and development aged 0-6 months was studied at Pratama Arapenta clinic Tiarnida Nababan; Purba, Resmiana; Lumban gaol, Resnauli; Hasibuan, Revina Oktania; Ria Agustina
Jurnal EduHealth Vol. 15 No. 01 (2024): Jurnal eduHealt, Edition January - March, 2024
Publisher : Sean Institute

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Abstract

Baby massage is very useful in optimizing the growth and development of babies/children, including increasing food absorption so that babies are hungry faster and babies will suckle more often to their mothers so that they can increase body weight in babies.The Aim : This study aims to analyze the effect of infant massage on increasing body weight in infants. Method: The research method used is quantitative research methods, using Quasi-experiment design with Pretest design - Postest design. The population in this study were infants aged 2-12 months in the village of Giripurwo, Wonogiri Jurnal Kebidanan Indonesia. Vol 10 No 1. Januari 20 (12 – 18)13 District, which numbered 30 people. The sample in this study was infants aged 2 - 12 months in the village of Giripurwo, the sample in this study was the total population. Data analysis in this study with univariate analysis and bivariate analysis. Univariate analysis is gender, an age of the baby. Bivariate analysis to prove the effect of infant massage on increasing infant weight before and after treatment using the Wilcoxon Test. Measurements of respondents' weight in the intervention group were carried out 2 times, first when taking data before a baby massage, and finally when after a month a baby massage was carried out. Results: P-Value = 0,000 (fter a month a baby massage was carried out. Conclusion: there is the effect of infant massage on increasing body weight in infants. 
PENGARUH MODEL GAME BASED LEARNING BERBANTUAN APLIKASI KAHOOT TERHADAP MOTIVASI BELAJAR MATEMATIKA SISWA KELAS VII SMP NEGERI 27 MEDAN Ria Agustina; Ade Andriani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.33966

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model Game Based Learning (GBL) berbantuan aplikasi Kahoot terhadap motivasi belajar matematika siswa kelas VII SMP Negeri 27 Medan. Latar belakang penelitian berangkat dari rendahnya motivasi belajar siswa, khususnya pada materi data dan diagram. Berdasarkan observasi awal, siswa kurang bersemangat mengikuti pembelajaran konvensional yang cenderung monoton. Hal ini berdampak pada rendahnya keterlibatan siswa dalam proses belajar. Metode penelitian yang digunakan adalah kuasi eksperimen dengan desain pretest-posttest control group. Populasi penelitian mencakup seluruh siswa kelas VII SMP Negeri 27 Medan tahun ajaran 2024/2025. Sampel terdiri dari dua kelas yang dipilih secara acak, yaitu kelas eksperimen dan kelas kontrol. Kelas eksperimen (29 siswa) diajar dengan model GBL berbantuan Kahoot, sedangkan kelas kontrol (29 siswa) diajar dengan pembelajaran konvensional. Instrumen penelitian berupa angket motivasi belajar. Analisis data dilakukan melalui uji normalitas, homogenitas, dan uji-t pada taraf signifikansi 5%. Hasil penelitian menunjukkan bahwa motivasi belajar siswa kelas eksperimen lebih tinggi dengan rata-rata 85,87 dibandingkan kelas kontrol dengan rata-rata 78,98; diperoleh nilai uji t = 2,968 > = 1,67252 dan nilai Sig. (1-tailed) = 0,002, sehingga terdapat pengaruh positif dan signifikan model Game Based Learning berbantuan Kahoot terhadap motivasi belajar matematika siswa. Hal ini membuktikan bahwa integrasi aplikasi Kahoot dalam pembelajaran mampu menciptakan suasana yang interaktif, kompetitif, dan menyenangkan sehingga berpengaruh positif terhadap motivasi belajar siswa.