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Pengaruh Application Quality dan Competitive Price terhadap Online Repurchase Intention pada Pengguna Aplikasi NusaTrip di Indonesia Azzahra, Fahira; Widjajanta, Bambang; Lisnawati, Lisnawati
Strategic : Jurnal Pendidikan Manajemen Bisnis Vol 25, No 2 (2025): Strategic
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/strategic.v25i2.89311

Abstract

This study aims to determine the influence of application quality and competitive price on online repurchase intention on NusaTrip application users. The type of research used is descriptive and verificative with a quantitative approach. The sample used in this study amounted to 350 respondent. The data obtained were processed statistically using the Structural Equation Modeling (SEM) method. The results of this study show that application quality and competitive price have a positive and significant influence on online repurchase intention. This is evidenced by the C.R. value being greater than 1,967 and the P value being less than 0,05. This statement can be assumed that the better the company pays attention to application quality and competitive price, the better the online repurchase intention that appears in consumers for the company.
Pengembangan Pop-UP Book Digital Berbasis PowerPoint “PUNAH” Kisah Nabi Nuh A.S. Pembelajaran PAI Kelas 2 SD Viranti, Nuzha; Azzahra, Fahira; Nurul Muna, Siti Maemunah; Aeni, Ani Nur
YASIN Vol 5 No 3 (2025): JUNI
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v5i3.5491

Abstract

In the digital era, technological advancements pose challenges in education, particularly in providing innovative and interactive learning media. Islamic Religious Education (PAI) in elementary schools still relies heavily on conventional methods such as lectures and textbooks, which often fail to engage students effectively. As a result, students' interest and understanding of the subject matter remain suboptimal. Therefore, innovative and interactive learning media are needed to enhance student engagement in the learning process. This study aims to develop a PowerPoint-based Digital Pop-Up Book, named "PUNAH", as an interactive learning medium for second-grade elementary school students in PAI, focusing on the story of Prophet Nuh (Noah). The research employs the Design and Development (D&D) approach using the ADDIE model, which consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. Data were collected through expert validation by subject matter and media specialists, as well as trials involving teachers and students. The research findings indicate that this Digital Pop-Up Book is highly suitable as a learning medium based on its clarity of content, visual appeal, ease of use, and effectiveness in enhancing students' understanding. The use of this medium has been proven to increase student engagement in learning while also assisting teachers in delivering material in a more engaging and interactive manner. In conclusion, the development of this PowerPoint-based Digital Pop-Up Book serves as an innovative solution to improve the quality of PAI learning in elementary schools, particularly in presenting the stories of the Prophets in a more engaging way for students.
Model Numbered Heads Together (NHT) Sebagai Upaya Meningkatkan Pemahaman Materi Pendidikan Pancasila Siswa Azzahra, Fahira; Camellia, Camellia
JPK (Jurnal Pancasila dan Kewarganegaraan) Vol 11 No SpecialIssue(1) (2026): Edisi Pendidikan Kewarganegaraan dan Pendidikan Multikultural
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/jpk.v11iSpecialIssue(1).13037

Abstract

This study aims to analyze the effect of the Numbered Heads Together (NHT) learning model on improving students’ understanding of Pancasila Education material among eleventh-grade students at SMA Negeri 1 Indralaya Selatan. The research employed a quantitative approach with a One-Group Pretest-Posttest Design. The sample consisted of 34 students from class XI.F5 selected through purposive sampling. Data were collected through tests, observations, and documentation. The results showed a significant improvement in students’ average scores, from 41 on the pretest to 84 on the posttest. The Paired Sample T-Test result indicated a significance value (Sig. 2-tailed) of < 0.001 (< 0.05), meaning that the NHT model significantly influenced students’ comprehension improvement. These findings suggest that the NHT learning model effectively enhances students’ conceptual understanding, individual and group responsibility, and critical thinking skills in Pancasila Education learning.
Meningkatkan Hasil Belajar IPAS Materi Pahlawan Indonesia menggunakan Model Eksplorasi Bersama Berbantu Media Museum Virtual pada Siswa Kelas 5 SDN Citraresmi Wulan Sari, Cicha; Azzahra, Fahira; Viranti, Nuzha; Carolina, Nagita; Purnamasari Sugandi, Andrila; Gustian Nugraha, Rana
Jurnal Pengajaran Sekolah Dasar Vol. 5 No. 1 (2026): Jurnal Pengajaran Sekolah Dasar
Publisher : EDUPEDIA PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56855/jpsd.v5i1.1878

Abstract

Artikel ini bertujuan untuk meningkatkan hasil belajar Ilmu Pengetahuan Alam dan Sosial (IPAS) materi Pahlawan Indonesia pada siswa kelas 5 SDN Citraresmi melalui penerapan model eksplorasi bersama yang didukung oleh media museum virtual berbasis Heyzine. Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) dua siklus dengan 23 siswa sebagai partisipan. Sebelum tindakan, persentase ketuntasan klasikal siswa hanya mencapai 60,86% dengan nilai rata-rata 74,34, yang mengindikasikan adanya learning gap. Pada Siklus I, meskipun motivasi siswa meningkat, terdapat kendala akses perangkat dan kurangnya panduan sistematis, yang menyebabkan hasil belajar malah menurun dengan ketuntasan klasikal 37,4% dan nilai rata-rata 70. Setelah dilakukan perbaikan pada Siklus II, yaitu penyediaan akses perangkat yang memadai untuk setiap kelompok dan panduan eksplorasi yang terstruktur, hasil belajar meningkat. Siklus II berhasil mencapai ketuntasan klasikal 82,6% dengan nilai rata-rata 85,21, yang memenuhi standar keberhasilan. Penelitian ini menyimpulkan bahwa kombinasi model eksplorasi bersama dan museum virtual berbasis Heyzine efektif tidak hanya dalam meningkatkan capaian kognitif, tetapi juga dalam mengembangkan aspek afektif seperti tanggung jawab, kerja sama, dan komunikasi siswa.