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EFFECTIVENESS OF WORK MOTIVATION AND EMPLOYEE ABILITIES TO THE DISTRICT LOCAL GOVERNMENT ORGANIZATION GIVE IT GORONTALUS Syamsu Qamar Badu; Novianty Djafri
International Journal of Artificial Intelligence for Digital Marketing Vol. 1 No. 4 (2024): International Journal of Artificial Intelligence for Digital Marketing
Publisher : PT ANTIS INTERNATIONAL PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61796/ijaifd.v1i4.86

Abstract

A government organization has a predetermined purpose. Success in achieving these goals is not only from government operational funds, facilities and infrastructure, and technology, but depends on human resources. Therefore, this study aims to see the influence of work motivation and employee ability on the effectiveness of local government organizations, with the hypothesis that "there is a positive influence of work motivation and employee ability on organizational effectiveness". The research method used is a causal survey method with multiple regression analysis techniques. This research is a quantitative research so that the data obtained, processed and analyzed statistically (parametric). Based on the data analysis that has been carried out, this study produces the following conclusions: (i) work motivation and ability together have a significant effect on organizational effectiveness; (ii) self-motivation (partial) has a significant effect on organizational effectiveness; (iii) the ability to itself (partially) has a significant effect on the effectiveness of the organization.
PENERAPAN METODE PEMBELAJARAN DRILL AND PRACTICE UNTUK MENINGKATKAN PENGUASAAN OPERASI HITUNG DASAR MATEMATIKA SISWA PADA MATERI STATISTIKA DI KELAS VIII Gindastri Angkareda; Syamsu Qamar Badu; Nancy Katili
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 12, No 1 (2026)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v12i1.9164

Abstract

Rendahnya penguasaan operasi hitung dasar pada siswa SMP menjadi salah satu kendala utama dalam memahami materi statistika. Berdasarkan hasil observasi di kelas VIII A SMP Negeri 3 Kabila, hanya 25% siswa yang mencapai Kriteria Ketuntasan Minimal (KKM), sehingga diperlukan inovasi pembelajaran untuk meningkatkan kemampuannya. Penelitian ini bertujuan untuk menguji keefektifan metode Drill and Practice dalam meningkatkan penguasaan siswa terhadap operasi hitung dasar matematika. Penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas (PTK) yang dilaksanakan dalam dua siklus dengan melibatkan 16 siswa. Instrumen penelitian berupa lembar observasi, pedoman wawancara, dan tes formatif yang telah divalidasi, sedangkan teknik analisis data dilakukan dengan metode deskriptif kuantitatif dan kualitatif. Hasil penelitian menunjukkan bahwa pada siklus I pencapaian ketuntasan belajar hanya mencapai 56,25%, namun setelah dilakukan tindakan perbaikan pada siklus II seluruh siswa (100%) berhasil mencapai nilai ≥ 75 sesuai standar KKM. Selain itu, aktivitas guru dan siswa juga mengalami peningkatan yang signifikan dari kategori cukup menjadi baik dan sangat baik. Temuan ini membuktikan bahwa metode Drill and Practice efektif dalam memperkuat keterampilan operasi aritmatika dasar sekaligus meningkatkan pemahaman konsep statistik. Implikasi penelitian ini menunjukkan bahwa metode ini dapat digunakan sebagai alternatif strategi pembelajaran yang praktis dan sistematis bagi guru matematika untuk meningkatkan kualitas pembelajaran di kelas.
PENGEMBANGAN MEDIA PEMBELAJARAN BOARD GAME “PROBABILITY QUEST” PADA MATERI PELUANG UNTUK SISWA KELAS X DI SMA TERPADU WIRA BHAKTI GORONTALO Nurdian Siama; Syamsu Qamar Badu; Khardiyawan A.Y. Pauweni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.53463

Abstract

This research was motivated by students' difficulties in understanding mathematical concepts, specifically the probability topic, which is often considered abstract and tedious, combined with the school's policy of limiting digital device usage during class hours. As a solution, this study aims to describe the development process of a non-digital learning tool in the form of the "Probability Quest" board game for tenth-grade high school students that is valid, feasible, and practical. The methodology employed was Research and Development (R&D) using the 4D development model, which includes the Define, Design, Develop, and Disseminate stages. The trial subjects involved 27 students from class X-4 at SMA Terpadu Wira Bhakti Gorontalo. Data collection instruments consisted of validation sheets, readability questionnaires, and response questionnaires to measure the media's feasibility and practicality. The results of the study indicated that the "Probability Quest" board game learning media met the criteria for being highly feasible and highly practical. This is demonstrated by: (1) the student readability questionnaire analysis, which scored 91.5% in the highly feasible category; (2) the mathematics teacher response questionnaire analysis, which achieved 93% in the highly practical category ; and (3) the student response questionnaire analysis during the field trial, which reached 98.98% in the highly practical category. In conclusion, the "Probability Quest" board game is declared valid, feasible, and practical to be used as an alternative, engaging, and interactive innovation for non-digital mathematics learning