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Journal : Varied Knowledge Journal

Bimbingan Karir Bagi Mahasiswa Jurusan Komputer untuk Fokus Pengembangan Diri Menghadapi Dunia Kerja Priyudahari, Bhujangga Ayu Putu
Varied Knowledge Journal Vol. 1 No. 4: Varied Knowledge Journal, May 2024
Publisher : CT. Rajawali media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/vkj.v1i4.15

Abstract

The rapid growth of job demands is accompanied by an increasing need for the improvement of human resources capabilities. Career guidance is an effort to enhance these capabilities through student counseling, including: (1) identifying interests and talents, (2) knowledge about types and career options, (3) knowledge about job requirements and types, (4) identifying career issues. This research is a qualitative descriptive study that captures the phenomena found in the career guidance learning process for fourth-semester Computer Education students at Musamus University, totaling 33 students. In this study, students were able to recognize their own abilities through self-analysis and identification, analyze local career opportunities relevant to their field of study, and then plan learning strategies to achieve their desired career goals. This demonstrates the necessity of career guidance in higher education institutions, providing students with an overview of the career opportunities available to them. This also contributes to increasing students' enthusiasm and motivation for their studies after understanding that education is a platform for developing skills and abilities that can be utilized in their careers.
Demo Slot Pembelajaran Pragmatic Based Learning Pada Game Mahjong 3, 2, dan 1 Priyudahari, Bhujangga Ayu Putu
Varied Knowledge Journal Vol. 1 No. 3: Varied Knowledge Journal, February 2024
Publisher : CT. Rajawali media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71094/vkj.v1i3.21

Abstract

Mengembangkan sumber daya manusia yang memiliki keterampilan atau kemampuan dalam penguasaan teknologi pragmatic merupakan tuntutan dunia kerja saat ini. Selain keterampilan teknologi pragmatic, kemampuan menganalisis, berfikir rasional, berkomunikasi, memecahkan masalah, keterampilan literasi menjadi nilai tambah. Artikel ini akan membahas tentang bagaimana penerapan demo slot pada game mahjong. Penelitian ini menggunakan metode penelitian tindakan kelas yaitu mengamati situasi penerapan suatu model pembelajaran. Subjek penelitian ini adalah slot mahjong 3 sebanyak 8 mahasiswa, yang kemudian dilaksanakan dengan 2 siklus. Secara rata-rata pada mahjong 1 & 3 terjadi peningkatan sebesar 11,5%, dan paling signifikan pada slot mahjong 2 dengan rata-rata sebesar 80,5% yang berdampak pada tumbuhnya keinginan belajar untuk menyelesaikan proyek akhir game mahjong.