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Pengaruh Etos Kerja, Kompetensi Sumber Daya Manusia dan Kinerja terhadap Produktivitas pada Kelompok Tani Maju Jaya Desa Bintan Buyu Sudirman Putra Sirimai; Indra Firdiyansyah; Roni Kurniawan
Maslahah : Jurnal Manajemen dan Ekonomi Syariah Vol. 4 No. 1 (2026): Januari : Maslahah : Jurnal Manajemen dan Ekonomi Syariah
Publisher : STAI YPIQ BAUBAU, SULAWESI TENGGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59059/maslahah.v4i1.2894

Abstract

This study examines the influence of work ethic, human resource competence, and performance on productivity at the Maju Jaya Farmer Group in Bintan Buyu Village. The research employed a quantitative approach with a saturated sampling technique involving 39 respondents. Data were collected through questionnaires using a Likert scale and analyzed using multiple linear regression with SPSS 24. The results indicate that work ethic significantly and positively affects productivity (t=3.638, sig=0.001), human resource competence significantly and positively affects productivity (t=2.181, sig=0.036), and performance significantly and positively affects productivity (t=2.737, sig=0.010). Simultaneously, the three variables have a significant positive effect on productivity (F=163.762, sig=0.000) with a contribution of 93.3% (Adjusted R²=0.928). This study confirms that internal factors of farmer group members play a crucial role in improving agricultural productivity in island regions with limited land resources
Sociodrama Training to Improve Social Interaction Skills in MAN 1 Students Ternate City: Pelatihan Sosiodrama untuk Meningkatkan Keterampilan Interaksi Sosial pada Siswa MAN 1 Kota Ternate Roni Kurniawan; Iwan Abdy
JATI EMAS (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat) Vol. 9 No. 3 (2025): Jati Emas (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat)
Publisher : DPD Jatim Perkumpulan Dosen Indonesia Semesta

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

Abstract

In the era of globalization and rapid technological advancement, social interaction skills play a vital role in shaping students’ character and social competence. The dominance of digital communication has reduced the quality of direct interactions, especially among madrasah students. In Ternate’s cultural context, which values social harmony and togetherness, this decline presents a challenge that requires contextually relevant educational strategies. Sociodrama—an active learning method involving role-play in simulated social scenarios—has proven effective in enhancing students’ social abilities. Responding to this need, the Community Service Team from the Faculty of Teacher Training and Education (FKIP), Universitas Khairun, organized a Sociodrama Training program at MAN 1 Kota Ternate on July 17–18, 2025. The training aimed to improve students’ social interaction skills and was conducted at the university’s partner school. The outcomes are expected to be integrated into regular school learning to strengthen students’ character development and interpersonal competencies in a sustainable manner.
Enhancing Learning Outcomes, Motivation, and Self-Efficacy in Sociodrama through a Blended Spinner Application and Role-Playing Method Abasa, Rafik; Kurniawan, Roni; Abdy, Iwan; Rahmadani, Andi; Pamuti, Pamuti; Susilawati, Lis
Jurnal Ilmiah Global Education Vol. 7 No. 1 (2026): JURNAL ILMIAH GLOBAL EDUCATION
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/jige.v7i1.5202

Abstract

This study addresses the challenge of low student engagement and performance in sociodrama within secondary education. Conventional teaching methods often lead to passive learning, lack of confidence, and inadequate understanding of role-playing techniques. The aim of this research is to investigate the effectiveness of a blended pedagogical approach combining a digital Spinner Application and Sociodrama (Role-Playing) to enhance learning outcomes, motivation, and self-efficacy among students. The research employed a Classroom Action Research (CAR) design, conducted over two cycles with 30 Grade XI Social Studies students at MAN 1 Ternate City, Indonesia. Methods included direct observation, performance rubrics, and pre- and post-intervention questionnaires measuring motivation and self-efficacy using a 5-point Likert scale. The results showed significant improvements: average spontaneity scores rose from 83.33 (Cycle I) to 88.67 (Cycle II), and structured performance scores increased from 82 (pre-test) to an average of 89.5 (Cycle II). Motivation increased by 63.4% and self-efficacy by 76.8%. The blended method successfully reduced anxiety, increased participation, and improved both cognitive and affective learning domains. These findings support the integration of gamification and experiential learning in drama education.