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Novriyanto Napu
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TRANSBAHASA Jl. Ir. Hi. Joesoef Dalie No.34, Liluwo, Kota Gorontalo, Indonesia - 96128 Telephone: 0853-9862-5876 Homepage: https://www.transbahasa.co.id/
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INDONESIA
Research Review: Jurnal Ilmiah Multidisiplin
Published by TRANSBAHASA
ISSN : -     EISSN : 29622743     DOI : -
Research Review: Jurnal Ilmiah Multidisiplin (e-ISSN: 2962-2743) merupakan jurnal nasional multidisiplin open access dan peer-reviewed yang diterbitkan oleh Transbahasa. Publikasi dalam jurnal ini mencakup artikel orisinal, review, maupun studi kasus yang memenuhi standar etika ilmiah. Fokus jurnal ini mencakup semua bidang ilmu seperti pendidikan, kesehatan, perikanan, pertanian, teknik, ekonomi, sosial humaniora, MIPA, hukum dan politik, serta bahasa dan budaya. Jurnal ini dikelola dengan sistem OJS (Open Journal System).
Arjuna Subject : Umum - Umum
Articles 381 Documents
Kualitas Laporan Keuangan OPD: Peran Akuntansi Berbasis Akrual dan Pengendalian Internal Hajrat Mahajani; Rio Monoarfa; Lukman Pakaya
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.431

Abstract

This study aims to examine the effect of accrual-based accounting implementation and the Government Internal Control System (SPIP) on the quality of financial reports in Regional Apparatus Organizations (OPDs) of Gorontalo Province. A quantitative approach was employed using primary data collected through questionnaires distributed to 100 employees involved in financial administration and management activities across several OPDs in Gorontalo Province. The sampling technique applied was purposive sampling, while the sample size was determined using the Cochran formula. Data were analyzed using multiple linear regression with the assistance of SPSS version 23. The findings reveal that the implementation of accrual-based accounting has a positive and significant effect on the quality of financial reports. Furthermore, the Government Internal Control System was also found to have a positive and significant influence on financial report quality. Simultaneously, both independent variables significantly affect the quality of OPD financial reports. The coefficient of determination of 0.407 indicates that 40.7% of the variation in financial report quality can be explained by accrual-based accounting implementation and SPIP, while the remaining 59.3% is influenced by other factors outside the research model. These findings highlight the importance of strengthening accrual-based accounting practices and internal control systems to improve the quality, reliability, and accountability of public sector financial reporting.
Pengembangan Media Pembelajaran Dasar-Dasar Teknik Jaringan Komputer dan Telekomunikasi berbasis Augmented Reality Untuk Siswa Kelas X SMKN 2 Paguyaman I Made Yasa; Dian Novian; Arif Dwinanto; Mukhlisulfatih Latief; Abd. Aziz Bouty; Huzaima Mas’ud
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.432

Abstract

The development of information and communication technology has changed the world of education today. The lack of learning media used by teachers and the limitations of teaching aids have become problem in the learning process. This study aims to develop Augmented Reality-based learning media as a learning support tool and to determine their feasibility and practicality. This study employed the research and development method with the ADDIE model (Analyze, design, development, implementation, evaluation). The subjects consist of Grade X TJKT students at SMKN 2 Paguyaman. The instruments used to collect the research data included interviews, questionnaires, and documentation. The data analysis focused on the feasibility test and practicality tests of the learning media. The study’s findings show that the development of Augmented Reality-based learning media is successfully conducted through research and development, using the ADDIE development model. The results of the application feasibility test show a 96.6% value, indicating a very feasible category. Meanwhile, the students’ questionnaire results for the practicality test show an 88.55% score in the very practical category.
Budaya Sekolah dalam Membentuk Student Well-Being Nabila Paputungan; Ansar; Arifin
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.433

Abstract

This study aims to analyze school culture in shaping student well-being at SMP Negeri 1 Gorontalo. The focus of the study includes school cultural values, artifacts or symbols of school culture, and the habituation of well-being values ​​in creating a conducive learning environment. This study uses a qualitative approach with a case study type. Data collection was conducted through interviews, observation and documentation involving the vice principal, teachers, and students as informants. Data analysis through data condensation, data presentation, and drawing conclusions. The results show that school culture at SMP Negeri 1 Gorontalo is reflected through religious values, discipline, responsibility, cooperation, mutual respect, and environmental care that are applied in daily activities at school. Cultural artifacts and symbols such as motivational slogans, school rules, moral value posters, and school environmental arrangements also support the formation of positive student behavior. Habituation activities such as morning assembly, religious activities, discipline, and cooperation among school members contribute to creating a safe, comfortable learning environment that supports student well-being. This study concludes that school culture has an important role in shaping students' social, emotional and academic well-being through the internalization of values ​​that is carried out consistently and continuously.
Analisis Konten Visual Instagram dalam Membangun Keterlibatan Pelanggan: Studi Kasus Akun Instagram X Food and Beverage Nur'ain Suleman; Rizan Machmud; Syamsul B. Biki
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.434

Abstract

Amidst the rapid growth of the culinary industry, Instagram has become a primary brand communication instrument that demands visual excellence to attract audiences. This study aims to analyze the role of visual aesthetics on the X Food and Beverage Instagram account in shaping customer engagement. Using a descriptive qualitative method with a case study approach, data were collected through in-depth interviews with seven informants (management, admins, and loyal consumers) and visual documentation of the research object. The analysis examined visual elements such as the earth-tone color palette and minimalist composition through semiotic theory. The findings indicate that consistent visual usage successfully established a strong brand identity and provided a sense of mindfulness for the audience, effectively increasing trust in product quality. However, a "perfection paradox" was identified, where overly professional visuals created a psychological barrier for consumers to interact actively in the comments section, despite high physical visitations. In conclusion, the integration of high aesthetics and authentic human interest is key to maintaining consumer loyalty in the digital era. This research implies the need for a balance between aesthetic ego and open communication spaces to create an inclusive customer community.
Peran Fast Fashion, Brand Image, dan Social Influence terhadap Keputusan Pembelian This Is April Gorontalo Siti Alfiah Manyoe; Melan Angriani Asnawi
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.436

Abstract

This study aims to analyze the influence of fast fashion, brand image, and social influence on purchasing decisions for This Is April products at Citimall Gorontalo. This study employs a quantitative approach with a sample size of 97 respondents selected using probability sampling techniques. Data collection was conducted via an online questionnaire and analyzed using multiple linear regression with the assistance of SPSS version 25. The results indicate that fast fashion and brand image have a positive and significant influence on purchasing decisions. Meanwhile, social influence does not have a significant partial effect. However, when considered simultaneously, all three variables have a significant influence on purchasing decisions. These findings suggest that trend alignment and positive brand perceptions are dominant factors. Additionally, the fashion industry adopting fast fashion trends appears to need to consider the quality of the products being sold, as this study found that sustainability indicators have a fairly strong influence on the consumer decision-making process.
Pengembangan Media Pembelajaran Interaktif Menggunakan Augmented Reality pada Materi Interaksi Manusia dan Komputer Di SMA Negeri 1 Tilamuta Sabrin K. Djou; Muhammad Rifai Katili; Dian Novian; Arip Mulyanto; Nikmasari Pakaya; Sri Ayu Ashari
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.437

Abstract

This research aims to develop Augmented Reality (AR)-based interactive learning media for human-computer interaction material at the senior high school level. The problem identified at the school indicates that students lack an understanding of processes, input, and output; they know the devices themselves but are unaware of the underlying processes. Therefore, AR media was developed as an alternative that could provide a more interactive learning experience. This research employs the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model and was conducted at SMA Negeri 1 Tilamuta with Class X IPS 1. The AR media was developed using Unity, with validation conducted by media experts and material experts. The results show that the AR learning media falls into the highly valid category, with validation scores of 94% from media experts and 91.76% from material experts. Furthermore, the AR learning media is deemed effective based on improvements in student learning outcomes, with an average pretest score of 51.29% and a posttest score of 79.68%, and an N-Gain value of 0.59, which falls in the medium category. Thus, the developed AR learning media is deemed suitable for use as a learning material for human-computer interaction.
Efektivitas Media Pembelajaran berbasis Augmented Reality pada Mata Pelajaran Informatika terhadap Hasil Belajar Siswa di SMA Negeri 1 Paguat Rahmat Darmawan Paputungan; Dian Novian; Bait Syaiful Rijal
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.438

Abstract

This study aimed to determine the effectiveness of Augmented Reality (AR)-based learning media on students' learning outcomes in the Informatics subject at SMA Negeri 1 Paguat. The study employed a quantitative approach using a quasi-experimental design with a pretest–posttest control group design. The research sample consisted of 60 students divided into an experimental group and a control group. Data were collected through learning achievement tests, classroom observations, and interviews. The research instrument consisted of multiple-choice questions that had been tested for validity and reliability. Data were analyzed using IBM SPSS through normality testing, homogeneity testing, N-Gain analysis, Paired Samples t-Test, and Independent Samples t-Test. The results revealed that the use of AR-based learning media had a significant positive effect on improving students' learning outcomes. The experimental group demonstrated greater improvement in learning outcomes than the control group after receiving instruction using AR-based media. Furthermore, the implementation of AR enhanced students' engagement and learning motivation through interactive visualizations and three-dimensional simulations of computer networking concepts. Therefore, Augmented Reality-based learning media can be considered an effective instructional tool for improving students' learning outcomes in Informatics education.
Efektifitas Problem Based Learning Dengan Alat Evaluasi Quizizz Pada Mata Pelajaran Informatika Dewa Ayu R. Ratih Dewi; Dian Novian; Roviana H. Dai; Abd. Aziz Bouty; Nikmasari Pakaya
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.439

Abstract

This study aimed to determine the effectiveness of implementing the Problem-Based Learning (PBL) model assisted by Quizizz in improving students’ learning outcomes in Informatics, particularly on the topic of data sources, among tenth-grade students at SMA Negeri 2 Paguyaman. The study employed a quantitative approach with an effectiveness research design using a pre-experimental method in the form of a one-group pretest-posttest design. The research subjects consisted of tenth-grade students of SMA Negeri 2 Paguyaman. Data were collected through observation, interviews, documentation, and learning achievement tests in the form of pre-tests and post-tests administered using the Quizizz platform. The data were analyzed using descriptive quantitative statistics, including the calculation of mastery percentages and N-Gain scores. The results indicated that the average student learning outcomes increased from 68% in the pre-test to 79% in the post-test. The N-Gain score of 0.4 was categorized as moderate, indicating that the implementation of Problem-Based Learning assisted by Quizizz was moderately effective in enhancing students’ learning outcomes in Informatics. Furthermore, the use of Quizizz as a digital assessment tool contributed to a more interactive and engaging evaluation process while providing immediate feedback to students. These findings suggest that integrating Problem-Based Learning with digital learning platforms such as Quizizz can effectively support student learning and improve academic achievement.
Pengembangan Media Pembelajaran Interaktif Berbasis Augmented Reality Pada Materi Jaringan Komputer Dan Internet Dwi Novita Hasan; Muhammad Rifai Katili; Sitti Suhada; Lanto Ningrayati Amali; Mukhlisulfatih Latief; Huzaima Mas'ud
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.440

Abstract

This study was conducted based on students’ difficulties in understanding the concepts of computer networks and the internet, due to the use of learning media that were less effective at providing concrete visualization. Therefore, this study aims to develop Augmented Reality-based interactive learning media on the computer network and internet learning materials in Senior High School (SMA) as an alternative that provides a more interactive learning experience. This study employed the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The study was conducted at SMA Negeri 1 Tolangohula in class X-5. The Augmented Reality-based learning media were developed using Unity, with validation by media and material experts and testing by students. The findings showed that the learning media were deemed valid, with media expert validation at 75% and material expert validation at 85%. The media were also categorized as practical, with a student practicality score of 87.76%. In addition, the AR learning media were deemed effective based on improvements in students’ learning outcomes, with an average pretest score of 52.5% and a posttest score of 83.75%, and an N-Gain score of 0.66, which was categorized as moderate. Thus, the developed AR learning media were considered feasible for use as learning media on computer networks and internet materials.
Pengembangan Dynaversity sebagai Media Pembelajaran pada Mata Pelajaran Informatika Feryanto Daud; Manda Rohandi; Roviana H. Dai; Dian Novian; Ahmad Azhar Kadim; Arif Dwinanto
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.441

Abstract

This study aimed to develop an Android-based interactive learning media called DynaVersity and to determine its effectiveness in improving students' learning outcomes in the Computer Systems topic of the Informatics subject at SMK Negeri 1 Boalemo. The study employed a Research and Development (R&D) method using the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The research subjects were 21 tenth-grade students. Data were collected through observations, interviews, expert validation, and pretest-posttest assessments. The validation results indicated that the learning media achieved a score of 92.6% from the media expert and 96% from the subject matter expert, both categorized as highly valid. Student responses reached 93.7%, which was categorized as very good. The effectiveness results showed an improvement in students' learning outcomes, as evidenced by the increase in the average pretest score from 65.2 to 82.8 on the posttest. Furthermore, the N-Gain analysis yielded a score of 0.50, which falls into the moderate category. The findings indicate that the developed Android-based learning media is effective in enhancing students' learning outcomes in Informatics.