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Development of Google Sites Based Collaborative Learning Media Assisted by Google Docs for Correspondence Learning among Eleventh Grade Office Management Students at SMK Negeri 16 Jakarta Sabrina Aisya Putri; Dewi Nurmalasari; Susan Febriantina
The Future of Education Journal Vol 5 No 2 (2026): Continued
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v5i2.1915

Abstract

This study aims to develop a collaborative learning media based on Google Sites assisted by Google Docs for the correspondence element in Grade XI Office Management students and to determine the feasibility and practicality of the developed media. The study employed the Research and Development (R&D) method using the ADDIE model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. Data were collected through validation questionnaires involving one material expert and one media expert, as well as student response questionnaires involving 36 Grade XI Office Management students. The results showed that the developed collaborative learning media achieved a feasibility score of 93.5% categorized as “Very Feasible” and a practicality score of 95% categorized as “Very Practical”. These findings indicate that the developed media meets the needs of correspondence learning and supports students’ collaborative activities in official letter-writing practices. Therefore, the Google Sites-based collaborative learning media assisted by Google Docs is considered feasible and practical to support correspondence learning and facilitate collaborative letter-writing activities.
Pengaruh Perceived Ease Of Use Dan Perceived Usefulness Terhadap Continuance Intention Pengguna Aplikasi E-Learning Dengan Mediasi User Satisfaction Dian Zahwa Oktaviani; Dewi Nurmalasari; Ervina Maulida
Jurnal Penelitian Ilmu Pendidikan Indonesia Vol. 5 No. 2 (2026)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jpion.v5i2.1419

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh perceived ease of use (PEOU) dan perceived usefulness (PU) terhadap continuance intention (CI) pengguna aplikasi e-learning berbasis mobile melalui mediasi user satisfaction (US). Penelitian ini menggunakan pendekatan kuantitatif dengan metode survei dan teknik analisis Structural Equation Modeling berbasis Partial Least Squares (SEM-PLS). Sampel penelitian berjumlah 150 mahasiswa pengguna aplikasi e-learning berbasis mobile yang dipilih melalui teknik purposive sampling, dengan data dianalisis menggunakan SmartPLS 4. Hasil analisis menunjukkan bahwa: (1) PEOU berpengaruh positif dan signifikan terhadap PU. (2) PEOU berpengaruh positif dan signifikan terhadap US. (3) PU berpengaruh positif dan signifikan terhadap US. (4) PEOU berpengaruh positif dan signifikan terhadap CI melalui mediasi US. (5) PU berpengaruh positif dan signifikan terhadap CI melalui mediasi US. (6) US berpengaruh positif dan signifikan terhadap CI sebagai prediktor paling dominan. Temuan ini menegaskan bahwa kepuasan pengguna berperan sebagai jembatan utama yang menyalurkan pengaruh kemudahan penggunaan dan kebermanfaatan aplikasi menjadi niat nyata untuk terus menggunakan aplikasi e-learning berbasis mobile.  
Pengaruh Career Adaptability dan Digital Literacy terhadap Kesiapan Kerja Mahasiswa Program Studi Kependidikan Fakultas Ekonomi dan Bisnis Universitas Negeri Jakarta Chantika Herismaya Putri; Dewi Nurmalasari; Ervina Maulida
Jurnal Penelitian Ilmu Pendidikan Indonesia Vol. 5 No. 2 (2026)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jpion.v5i2.1429

Abstract

Penelitian ini berupaya mengkaji seberapa besar pengaruh kemampuan beradaptasi karier dan literasi digital terhadap tingkat kesiapan kerja, khususnya pada mahasiswa program studi kependidikan di Fakultas Ekonomi dan Bisnis Universitas Negeri Jakarta. Untuk menjawab pertanyaan tersebut, pendekatan kuantitatif dipilih dengan desain survei, di mana instrumennya menggunakan skala Likert 1–5. Populasi riset mencakup 330 mahasiswa angkatan 2022, sementara sampel diambil sebanyak 181 responden dengan teknik Proportionate Stratified Random Sampling dan memakai rumus Slovin (toleransi 5%). Dalam menganalisis data, perangkat SPSS 30 digunakan untuk menjalankan uji prasyarat, uji asumsi klasik, hingga uji regresi dan hipotesis.Hasil yang didapat menunjukkan bahwa rata-rata skor untuk variabel career adaptability berada di angka 47,713, digital literacy 47,674, dan kesiapan kerja 99,088—yang ketiganya termasuk dalam kategori tinggi. Dari uji parsial terbukti bahwa career adaptability (t hitung 6,447 > 1,973) dan digital literacy (t hitung 8,144 > 1,973) sama-sama memberikan pengaruh positif yang signifikan. Sementara itu, pada uji simultan juga memperlihatkan hasil yang signifikan (F hitung 117,712 > 3,05), dengan kontribusi efektif mencapai 56,9%. Dengan demikian, kedua variabel tersebut memiliki peranan penting dalam membentuk kesiapan kerja mahasiswa. Karena itu, penguatan career adaptability dan literasi digital perlu mendapat perhatian lebih, misalnya dengan mengintegrasikannya ke dalam kurikulum maupun program pembinaan mahasiswa secara lebih terarah.
PENGARUH PEMBELAJARAN BERBASIS GAMIFIKASI TERHADAP MOTIVASI BELAJAR MELALUI PEMAHAMAN KONSEP SISWA MPLB SMKN 16 JAKARTA Tia Atika Maharani; Dewi Nurmalasari; Susan Febriantina
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18475

Abstract

This study aims to examine the effect of gamification-based learning on students' learning motivation through conceptual understanding among Office Management and Business Services (MPLB) students at SMKN 16 Jakarta. This research employed a quantitative approach using a survey method. The population consisted of Grade X and XI MPLB students at SMKN 16 Jakarta, with a sample of 105 respondents selected using proportionate stratified random sampling. Data were collected through questionnaires and analyzed using the Partial Least Squares-Structural Equation Modeling (PLS-SEM) approach with SmartPLS 4.0 software. The findings indicate that gamification-based learning has a positive and significant effect on learning motivation (β = 0.239; p < 0.001) and conceptual understanding (β = 0.688; p < 0.001). Furthermore, conceptual understanding has a positive and significant effect on learning motivation (β = 0.643; p < 0.001). The mediation analysis also reveals that conceptual understanding significantly mediates the relationship between gamification-based learning and learning motivation (T-statistics = 8.818; p < 0.001). These findings suggest that the implementation of gamification elements, such as points, badges, challenges, and feedback, not only enhances students' engagement in the learning process but also improves their conceptual understanding, which ultimately strengthens their learning motivation. This study implies that gamification-based learning can serve as an effective instructional strategy for improving the quality of teaching and learning outcomes in vocational education.