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PENINGKATAN PENGUASAAN KOSAKATA BAHASA INDONESIA PADA MATERI SINONIM DAN ANTONIM MELALUI MEDIA WORDWALL DI KELAS V UPT SDN 064974 KECAMATAN MEDAN TEMBUNG Ismi Aulia; Hotma Siregar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09 No. 03 September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i3.17550

Abstract

This research is based on field findings indicating that students' ability to master synonyms and antonyms remains weak, as evidenced by their obtained values falling below the Minimum Compliance Criteria (KKM). The goal of this study is to assist students in enhancing their mastery of Indonesian vocabulary by using synonymous and antonymic materials, which cThis research was conducted as part of a class action study in class V SD. tion research conducted in class V SD. The results of this research show that the implementation of learning using wall media can improve student learning outcomes. Based on the conclusion, (1) Teachers can use wordwall as an alternative to improve the mastery of Indonesian vocabulary synonymous and antonym materials students, and (2) Teachers are expected to be able to choose appropriate and interesting media, so that can motivate students to more enthusiastically follow learning in class
The Influence of Perceived Enjoyment and Perceived Playfulness on Intention to Continue Using the Netflix Application: A Study on Generation Z in Kolaka Regency Ismi Aulia; Muhamad stiadi; Agus Zul Bay
JURNAL MANAJEMEN DAN BISNIS EKONOMI Vol. 4 No. 2 (2026): April: JURNAL MANAJEMEN DAN BISNIS EKONOMI
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jmbe-itb.v4i2.3823

Abstract

This study aims to analyze the influence of perceived enjoyment and perceived playfulness on intention to continue using the Netflix application, focusing on Generation Z users in Kolaka Regency. The rapid development of digital technology has transformed entertainment consumption behavior from conventional media toward streaming-based services that are more flexible, personalized, and easily accessible. Netflix has become one of the widely used digital entertainment platforms because it offers diverse content, personalized recommendations, and viewing experiences that align with users’ preferences. In the context of Generation Z, enjoyable and engaging user experiences are particularly important because this group is characterized as digital natives, tends to prefer varied content, and is likely to switch to other platforms when the experience does not meet their expectations. This study employed a quantitative approach using a survey method. The sample consisted of 100 Netflix users residing in Kolaka Regency, selected through purposive sampling. Data were collected using a Likert-scale questionnaire and analyzed with Structural Equation Modeling-Partial Least Square (SEM-PLS). The results indicate that perceived enjoyment has a positive and significant effect on intention to continue using. This finding suggests that the higher the comfort, satisfaction, and enjoyment perceived by users, the stronger their intention to continue using Netflix. Furthermore, perceived playfulness also has a positive and significant effect on intention to continue using. This means that an interesting, curiosity-arousing, and attention-focused experience can strengthen users’ continuance intention. This study confirms that the continued use of digital entertainment applications is influenced not only by functional aspects but also by emotional value and interactive experiences perceived by users.