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Enhancing Learning Outcomes in Creative Products and Entrepreneurship Through Problem-Based Learning at Class XI APHP 2 Efi Setianingsih; Cahyana Nursidiq; Anita Rinawati
Antroposen: Journal of Social Studies and Humaniora Vol. 4 No. 1 (2025): June
Publisher : Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/antroposen.v4i1.12407

Abstract

This study aims to determine whether the Problem-Based Learning (PBL) method can improve the learning outcomes of Grade XI APHP 2 students at SMK Negeri 1 Puring. The research design employed classroom action research intended to enhance teacher performance and student learning outcomes. The subjects of this study were 36 students of Grade XI APHP 2. Data collection took place from September 19 to October 10, 2024, over two learning cycles or four sessions. In the first cycle, student mastery was only 61.12% with an average score of 75.389. In the second cycle, the number of students achieving the Minimum Mastery Criteria (MMC) increased to 75%, with an average score of 77.827. Thus, it can be concluded that the PBL model can improve student learning outcomes in the Creative Products and Entrepreneurship subject for Grade XI APHP 2 students at SMK Negeri 1 Puring
Pengaruh Self Efficacy Dan Lingkungan Sekolah Melalui Motivasi Belajar Terhadap Prestasi Belajar Ekonomi Siswa Kelas X SMA Muhammadiyah Kutoarjo Indah Lu'luil Khoiriyah; Anita Rinawati; Sugeng Eko Putro Widoyoko
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.33505

Abstract

Tujuan penelitian ini adalah untuk mengetahui pengaruh efikasi diri dan lingkungan sekolah terhadap motivasi belajar dan prestasi belajar ekonomi siswa kelas X SMA Muhammadiyah Kutoarjo, serta pengaruh motivasi belajar terhadap prestasi belajar ekonomi. Penelitian ini menggunakan metode kuantitatif dengan analisis jalur. Kesimpulan penelitian ini menunjukkan bahwa: (1) efikasi diri berpengaruh positif dan signifikan terhadap motivasi belajar (β = 0,298, sig = 0,00), (2) lingkungan sekolah berpengaruh positif dan signifikan terhadap motivasi belajar (β = 0,608, sig = 0,000), (3) efikasi diri berpengaruh positif dan signifikan terhadap prestasi belajar ekonomi (β = 0,432, sig = 0,000), (4) lingkungan sekolah berpengaruh negatif dan signifikan terhadap prestasi belajar ekonomi (β = –0,571, p = 0,000), (5) efikasi diri berpengaruh negatif melalui motivasi belajar terhadap prestasi belajar ekonomi (-0,136 ≤ 0,432), (6) lingkungan sekolah berpengaruh negatif melalui motivasi belajar terhadap prestasi belajar ekonomi (-0,279 ≤ -0,571), dan (7) motivasi sebagai variabel intervening berpengaruh positif dan signifikan terhadap prestasi belajar ekonomi (β = 0,432, sig = 0,000). berpengaruh negatif dan signifikan terhadap prestasi belajar ekonomi (β = -0,458, sig = 0,008).  
PENGARUH LITERASI KEUANGAN DAN GAYA HIDUP TERHADAP PERILAKU KONSUMTIF SISWA SMK MUHAMMADIYAH PURWOREJO Vitrotul Amalia Khusna; Anita Rinawati; Lukman Fadhilliya
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.33836

Abstract

This study was conducted with the aim of analyzing the nfluence of financial literacy and lifestyle on the consumptive behavior of students at SMK Muhammadiyah Purworej. The sampling technique used was proportionate stratified random sampling. Data were collected through questionnaires. This research is quantitative in nature, with multiple regression analysis as the data analysis method. The results of the study show that: (1) Based on descriptive analysis, respondent’s financial literacy is relatively high, with a percentage of 53%, while lifestyle and consumptive behavior fall into the less favorable category with percentages of 57% and 64%, respectively. (2) Financial literacy has a significant negative effect on the consumptive behavior of SMK Muhammadiyah Purworejo students, as indicated by a t-value of -2.874 < t-table (1.987) and a significance value of 0.005 < 0.05. (3) Lifestyle has a significant positive effect on the consumptive behavior of SMK Muhammadiyah Purworejo students, as shown by a t-value of 6.798 > t-table (1.987) and a significance value of 0.000 < 0.05. (4) There is a simultaneous influence of financial literacy and lifestyle on the consumptive behavior of SMK Muhammadiyah Purworejo students. The coefficient of determination (R²) is 0.301, meaning that 30.1% of the variation in consumptive behavior is explained by these two variables, while the remaining 69.9% is influenced by other factors beyond the scope of this study.
SOSIALISASI DIGITALISASI MARKETING DAN INOVASI KEMASAN BAGI UMKM BERKEMBANG DAN NAIK KELAS (DIGEMAS) DI DESA BRUNOSARI (SOCIALIZATION OF DIGITAL MARKETING AND PACKAGING INNOVATION FOR MSMES TO GROW AND UPGRADE (DIGEMAS) IN BRUNOSARI VILLAGE) Indah Rahayu, Trajuingtyas Adhi Noer Wulandari; Anita Rinawati; Isnaeani Mardiyanti; Iska Ikhtifa Dzaty; Ummu Hannik; Zulfan Hanif
Jurnal Berdaya Mandiri Vol. 7 No. 3 (2025): JURNAL BERDAYA MANDIRI (JBM)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/jbm.v7i3.8797

Abstract

Kalicurug Hamlet, Brunosari Village, is a remote area in Purworejo with lucrative business potential, but still lacks knowledge in marketing and product packaging. The community and MSMEs are largely unaware of digital marketing and packaging innovation. The DIGEMAS Socialization activity aims to improve the understanding and skills of MSMEs in utilizing digital marketing and developing product packaging innovations to compete in the market. This socialization explained digital marketing through e-commerce platforms (Shopee & TikTok Shop) and the importance of product packaging innovation. This socialization demonstrated a significant increase in understanding among participants and MSMEs regarding digital marketing, packaging innovation, and product labeling. The results of the activity demonstrated increased insight and motivation among MSMEs to implement digital technology and improve their product packaging as a step towards further development and advancement. Keywords: MSMEs, Digitalization, Innovation, E-Commerce
Peningkatan Literasi Keuangan Digital Bagi Masyarakat Dalam Menghadapi Risiko Ekonomi Modern Rieneke Ryke Kalalo; Ida Bagus Made Wisnu Parta; Anita Rinawati; Dessy Evianti; Isma Coryanata
Journal of Community Service Vol 8 No 1 (2026): JCS, June 2026
Publisher : Ikatan Dosen Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56670/jcs.v8i1.433

Abstract

Pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pemahaman dan keterampilan masyarakat dalam memanfaatkan layanan keuangan digital secara aman, bijaksana, dan bertanggung jawab, serta meningkatkan kemampuan masyarakat dalam mengenali dan mengelola berbagai risiko ekonomi modern yang muncul akibat perkembangan teknologi keuangan digital. Metode pelaksanaan kegiatan meliputi sosialisasi, penyampaian materi, diskusi interaktif, praktik penggunaan layanan keuangan digital, serta evaluasi pemahaman peserta. Hasil kegiatan menunjukkan adanya peningkatan pengetahuan dan kesadaran peserta mengenai konsep literasi keuangan digital, keamanan transaksi, perlindungan data pribadi, pengelolaan risiko keuangan, serta pentingnya perencanaan keuangan di era digital. Peserta juga menunjukkan kemampuan yang lebih baik dalam mengenali layanan keuangan yang legal, mengidentifikasi potensi penipuan digital, dan mengambil keputusan keuangan secara lebih rasional. Selain itu, pelaku usaha memperoleh pemahaman mengenai pemanfaatan teknologi keuangan untuk meningkatkan efisiensi pengelolaan usaha. Secara keseluruhan, kegiatan ini berhasil meningkatkan kapasitas masyarakat dalam menghadapi tantangan ekonomi modern serta mendorong terbentuknya perilaku keuangan yang lebih cerdas, aman, dan adaptif terhadap perkembangan teknologi digital.
PENGEMBANGAN MEDIA BOARD GAME INTERAKTIF UNTUK MENINGKATKAN MINAT BELAJAR EKONOMI SISWA KELAS X SMA Sri Wulandari; Cahyo Apri Setiaji; Anita Rinawati
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.14767

Abstract

ABSTRACT Economics learning is expected to enhance students' learning interest through the use of innovative and interactive instructional media. However, classroom instruction is still predominantly teacher-centered and relies heavily on lecture methods with limited use of engaging learning media, resulting in suboptimal student learning interest. This study aimed to develop the Economic Ladder Board Game and examine its validity, practicality, and effectiveness in improving students' interest in learning economics. The study employed a Research and Development (R&D) approach using the 4D model, consisting of the define, design, develop, and disseminate stages. The participants were 72 tenth-grade students at SMA Negeri 5 Purworejo. Data were collected through observations, interviews, and questionnaires and analyzed using validity testing, reliability testing, feasibility analysis, practicality analysis, and effectiveness analysis through the N-Gain test. The findings revealed that the developed media was categorized as highly feasible, with media expert validation reaching 90%, material expert validation 92.5%, and an overall feasibility score of 91.25%. The media was also considered highly practical, achieving a practicality score of 83.9%. Its effectiveness was demonstrated by an increase in students' average learning interest score from 58.87 to 88.87, a significance value of 0.000 (p<0.05), and an N-Gain score of 0.752, which falls into the high category. Therefore, the Economic Ladder Board Game is feasible, practical, and effective as an instructional medium for improving students' interest in learning economics. ABSTRAK Pembelajaran ekonomi di sekolah diharapkan mampu meningkatkan minat belajar siswa melalui penggunaan media pembelajaran yang inovatif dan interaktif. Namun, praktik pembelajaran masih didominasi metode ceramah dengan pemanfaatan media yang terbatas sehingga minat belajar siswa belum optimal. Penelitian ini bertujuan mengembangkan media Board Game Tangga Ekonomi serta menguji kelayakan, kepraktisan, dan keefektifannya dalam meningkatkan minat belajar ekonomi siswa. Penelitian menggunakan metode Research and Development (R&D) dengan model 4D yang meliputi tahap define, design, develop, dan disseminate. Subjek penelitian terdiri atas 72 siswa kelas X SMA Negeri 5 Purworejo. Data dikumpulkan melalui observasi, wawancara, dan angket, kemudian dianalisis menggunakan uji validitas, uji reliabilitas, analisis kelayakan, kepraktisan, dan keefektifan melalui uji N-Gain. Hasil penelitian menunjukkan bahwa media memperoleh kategori sangat layak dengan persentase validasi ahli media sebesar 90%, ahli materi sebesar 92,5%, dan rata-rata kelayakan sebesar 91,25%. Media juga tergolong sangat praktis dengan persentase sebesar 83,9%. Keefektifan media ditunjukkan oleh peningkatan rata-rata minat belajar siswa dari 58,87 menjadi 88,87. Nilai signifikansi sebesar 0,000 (p<0,05), serta nilai N-Gain sebesar 0,752 yang termasuk kategori tinggi. Dengan demikian, media Board Game Tangga Ekonomi dinyatakan layak, praktis, dan efektif sebagai media pembelajaran untuk meningkatkan minat belajar ekonomi siswa.