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Pelatihan Pengolahan Data Berbasis Komputer Bagi Peneliti Pemula Nina Zakiah; Muhammad Irwanto; Santi Nurul Fianti
Jurnal Pengabdian UntukMu NegeRI Vol 4 No 2 (2020): Pengabdian Untuk Mu negeRI
Publisher : LPPM UMRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jpumri.v4i2.2073

Abstract

Based on the observations we conducted on the students, it can be concluded that most students faced difficulties in processing research data to complete the thesis. This was due to the lack of students' understanding of research methodology and statistics as well as the students’ minimum ability to use the help of a data processing application in a computer, such as SPSS. Based on this problem, we took an initiative to carry out a community service program specifically for students who were conducting research with the theme "Computer-based Data Processing Training for Novice Researchers". The target of this activity was the final year students of STAIN BENGKALIS who were in the process of completing a thesis. The ultimate goal of this activity is: a) To improve the students' understanding of statistical science. b) To improve the students' data processing ability in using one of the research data processing software, especially SPSS.
Pemanfaatan Model Jigsaw Pada Game Edukasi Sebagai Media Pembelajaran Untuk Anak Penderita Tunawicara Zulkifli; Santi Nurul Fianti; Azrai Sirait
U-NET Jurnal Teknik Informatika Vol. 3 No. 1 (2019): U-NET Jurnal Teknik Informatika | Februari
Publisher : LPPM Universitas Al Washliyah Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52332/u-net.v3i1.222

Abstract

Isi Game edukasi merupakan media pembelajaran yang bersifat mendidik agar pengguna mendapatkan manfaat yaitu menambah pengetahuan dengan cara bermain sambil belajar. Pemanfaatan game edukasi dengan menerapakan pembelajaran jigsaw atau berkelompok dapat memudahkan siswa-siswi dalam menyerap pelajaran karena di dalam game edukasi sudah disajikan materi-materi pelajaran mengenal huruf dan membaca yang dilengkapi dengan audio visual. Game edukasi menyajikan materi pelajaran mengenal huruf dan membaca kalimat yang dilengkapi dengan tampilan teks, gambar dan huruf yang dapat dilihat dengan jelas serta dilengkapi dengan bunyi suara huruf dan kalimat. Dengan menggunakan game edukasi ini dapat membantu anak didik dalam proses mengenal huruf dan membaca lebih meningkat sehingga dapat menambah pengetahuan anak didik
Analisis Pelanggaran Dan Implikasi Perjudian Online Terhadap Mahasiswa Kabupaten Bengkalis Nurul Fianti, Santi
Bertuah Jurnal Syariah dan Ekonomi Islam Vol. 5 No. 3 (2024): Bertuah: Jurnal Syariah dan Ekonomi Islam (Special Issue)
Publisher : STAIN Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56633/jsie.v5i3.842

Abstract

Fenomena Perjudian online merupakan dampak negatif dari perkembangan teknologi informasi dan komunikasi, tak hanya dimasyarakat luas, namun perjudian online juga menyusup dibeberapa kalangan mahasiswa. Dalam penelitian ini bertujuan untuk menganalisa pelanggaran dan implikasi yang terjadi dari pelanggaran perjudian online, Adapun yang menjadi objek pada penelitian ini yaitu mahasiswa pada Perguruan Tinggi di Kabupaten Bengkalis, yang meliputi Politeknik Negeri Bengkalis (PNB), Sekolah Tinggi Agama Islam Negeri (STAIN) Bengkalis, Sekolah Tinggi Ilmu Ekenomi Syari’ah (STIES) Bengkalis. Penelitian ini menggunakan metode desktiftip kuantitatif yaitu analisis data dalam bentuk angka/ numerik, Adapun pengumpulan data yaitu yaitu dengan cara menyebarkan angket melalui google form dishare melalui aplikasi whatsapp kepada 139 orang mahasiswa, sedangkan Teknik analisis data menggunakan probability sampling yaitu pengambilan sampel dari anggota populasi secara acak, dan sampel yg digunakan yaitu 10%. Berdasarkan dari hasil survey yang didapatkan dari data angket atau kusioner kepada mahasiswa, dari responden yang masih aktif menggunakan aplikasi perjudian online sebanyak 18,70%. Dan hasil survey dari faktor pendorong mahasiswa terlibat perjudian online, yaitu ada beberapa faktor yang menjadi pendorong. Yang menjawab faktor kesenangan dan hiburan sebanyak 37,80%, factor pengaruh teman dan rekan sebanyak 28,20%, faktor lain (sosial, ekonomi dan gaya hidup) 34,%. Sedangkan implikasi dari perjudian online memberikan dampak Sosial, Ekonomi, Akademis, Kesehatan mental, dan Hukum.
THE IMPACT OF “LEADERSHIP FOR YOUTH” TRAINING IN REDUCING STUDENTS GLOSSOPHOBIA Ivonesti, Syarifah; Chanifudin, Chanifudin; Fitriany, Rany; Pajriati, Desi; Fianti, Santi Nurul; Mahsuri, Mahsuri
Jurnal Psikologi Malahayati Vol 7, No 1 (2025): Jurnal Psikologi Malahayati
Publisher : Program Studi Psikologi Universitas Malahayati

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33024/jpm.v7i1.16137

Abstract

AbstrakKecemasan berbicara di depan umum (glossophobia) merupakan salah satu hambatan psikologis yang sering dialami siswa, ditandai dengan gejala fisik dan emosional seperti gugup, jantung berdebar, gemetar, lupa kata-kata, hingga menghindari situasi berbicara di depan umum. Penelitian ini bertujuan mengevaluasi efektivitas pelatihan "Leadership for Youth" dalam mengurangi kecemasan berbicara di depan umum pada siswa. Metode penelitian yang digunakan adalah eksperimen semu dengan desain pretest-posttest satu kelompok. Data dikumpulkan melalui skala PRPSA (Personal Report of Public Speaking Anxiety), wawancara, dan observasi. Data dianalisis menggunakan uji t sampel berpasangan (paired sampel t-tes). Hasil penelitian menunjukkan terdapat perbedaan signifikan antara skor kecemasan sebelum dan sesudah mengikuti pelatihan. Hal ini mengindikasikan bahwa keberhasilan pelatihan dalam menurunkan tingkat kecemasan berbicara di depan umum. Selain itu program ini juga meningkatkan rasa kepercayaan diri, keterampilan komunikasi, dan kemampuan berorganisasi. Hasil penelitian ini dapat menjadi rujukan dalam pengembangan program intervensi serupa di berbagai pendidikan dan pelatihan. Kata Kunci: Leadership For Youth Training, Glossophobia, Siswa.  Abstract Anxiety about public speaking (glossophobia) is one of the psychological obstacles that students often experience, characterized by physical and emotional symptoms such as nervousness, heart palpitations, trembling, forgetting words, and avoiding public speaking situations. This study aims to evaluate the effectiveness of "Leadership for Youth" training in reducing public speaking anxiety in students. The research method used is a pseudo-experiment with a one-group pretest-posttest design. Data was collected through the PRPSA (Personal Report of Public Speaking Anxiety) scale, interviews, and observations. Data analyzed using paired sample t-tests. The results of the research indicate there was a significant difference between the anxiety score before and after participating in the training. This indicates that the success of the training in lowering the level of anxiety about speaking in front of the general public. In addition, this program also increases confidence, communication skills, and organizational skills. The results of this study can be used as a reference in the development of similar intervention programs in various education and training. Keywords: Leadership For Youth Training, Glossophobia, Students
Development of Digital Learning Media to Strengthen Literacy and Numeracy in SDN 015 Rambah Chandra, Detri Amelia; Muslim, Muslim; Santosa, Firman; Dwiana, Ari Aprilia; Fianti, Santi Nurul
Computing and Education Technology Journal Vol 6, No 1 (2026): APRIL
Publisher : Pendidikan Komputer FKIP Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/cetj.v6i1.18692

Abstract

This study aimed to develop digital learning media to strengthen literacy and numeracy among fourth-grade students at SDN 015 Rambah and to examine its feasibility and effectiveness. The study employed a Research and Development (R&D) method using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages, while the effectiveness test used a one-group pretest-posttest design. The limited trial involved 20 fourth-grade students, and product validation involved four validators, consisting of two material experts and two media experts. Data were collected through observation, interviews, validation sheets, and literacy-numeracy pre-test and post-test instruments covering information comprehension, numerical reasoning, contextual problem solving, and simple data interpretation. The data were analyzed descriptively and using the N-Gain index. The results showed that the developed media took the form of a lightweight, interactive, multi-device educational game application based on Progressive Web App (PWA) technology and was suitable for use under limited internet connectivity. The material expert validation score was 4.60 and the media expert validation score was 4.40, with an overall mean of 4.50 categorized as very feasible. The effectiveness test showed that students' mean score increased from 57.45 to 82.55, with an average N-Gain of 0.59 in the moderate category, indicating that the media was effective. The novelty of this study lies in the development of a PWA-based literacy and numeracy medium without a backend server that integrates concise materials, interactive exercises, immediate feedback, gamification, and local progress storage for elementary school settings with limited infrastructure. Therefore, the developed media is highly feasible and effective as a supporting tool for literacy and numeracy learning in elementary schools.