Astuti, Dyah
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MENGUJI EFEKTIVITAS PENGGUNAAN MEDIA SOSIAL INSTAGRAM PADA LUNA JAYA SOFA Astuti, Dyah; P , Agung Kresnamurti Rivai; Kasofi, Adnan
Neraca: Jurnal Ekonomi, Manajemen dan Akuntansi Vol. 3 No. 6 (2025): Neraca: Jurnal Ekonomi, Manajemen dan Akuntansi
Publisher : Neraca: Jurnal Ekonomi, Manajemen dan Akuntansi

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Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas penggunaan media sosial Instagram pada Luna Jaya Sofa. Menggunakan metode penelitian kuantitatif yang diukur dengan skala likert. Populasi yang digunakan adalah followers Luna Jaya Sofa, laki-laki dan perempuan khususnya usia > 20 tahun, berdomisili di wilayah Jakarta, Bogor, Depok, Tangerang, Bekasi (Jabodetabek), serta Purwakarta, Subang, dan Karawang (Purwasuka). Teknik pengambilan sampel penelitian ini menggunakan purposive sampling sebanyak 122 responden yang diperoleh dari penyebaran kuesioner kepada responden secara online melalui Google Form. Teknik analisis penelitian ini yaitu menggunakan software SPSS (Stastical Program for Social Sciene). Hasil penelitian ini menunjukan bahwa Context, Communication, Collaboration, dan Connection pada Media Sosial berpengaruh terhadap minat audiens untuk membeli produk Luna Jaya Sofa di Instagram.
Impact of Adaptive Educational Game Applications on Improving Student Learning: Efforts to Introduce Nusantara Culture in Indonesia Sulistyanto, Hernawan; Djumadi, Djumadi; Sumardjoko, Bambang; Haq, Muhammad Izzul; Zakaria, Gamal Abdul Nasir; Narimo, Sabar; Astuti, Dyah; Adhantoro, Muhammad Syahriandi; Setyabudi, Devary Pradana; Sidiq, Yasir; Ishartono, Naufal
Indonesian Journal on Learning and Advanced Education (IJOLAE) Vol. 5, No. 3, September 2023
Publisher : Faculty of Teacher Training and Education, Universitas Muhammadiyah Surakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ijolae.v5i3.23004

Abstract

This study aimed to introduce Nusantara culture based on educational games by adjusting students' learning styles. Culture as an ancestral heritage tradition needs to be preserved by introducing it to the younger gen-eration from an early age. However, the survey results found that less than 26% of student respondents un-derstood Nusantara culture well. Compared to previous research, the model of cultural introduction through adaptive educational games is more fun because it is adapted to the way students learn. This research was carried out using the Design-Based Research (DBR) method through 4 stages of the procedure. The feasibil-ity test and application effectiveness test were carried out on a group of students from several elementary schools in Indonesia, who were taken using a cluster random sampling technique. The results of media design and content validation obtained an average value of 0.76 and 0.82, which means that the media is declared valid. The feasibility test used the System Usability Scale (SUS) with an average value of 80% in the acceptable category. The results of the research obtained a description of the comparison of the final scores of the control class and the experimental class, which was 55 compared to 75. This study concluded that learning media for introducing Indonesian culture based on adaptive educational games had a positive impact by effectively increasing learning outcomes on students' understanding of Indonesian culture. Further development of this game application can be expanded in the application of animation in more depth.