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Showing 1624 articles found for "Analysis"

Analysis of the Influence of Motivation and Job Satisfaction on Employee Performance in the Regional Office of the Ministry of Religious Affairs, Maluku Province

Suci Andini Slamet, Mohamad Arsad Rahawarin, Pieter Sammy Soselisa
Abstract: This study examines the influence of motivation and job satisfaction on employee performance at the Ministry of Religious Affairs in Maluku Province. Motivation and job satisfaction are critical factors that drive employee&#8230; ee productivity and create a conducive work environment. Using quantitative methods, data were analyzed through regression tests, including T-test, F-test, and determination coefficient analysis, to explore the relationships between these variables. The results indicate that motivation has a strong and significant positive effect on employee performance, supported by a regression coefficient of 0.661 and a significance level of p < 0.001. Similarly, job satisfaction also significantly impacts performance, with a coefficient of 0.325 and p < 0.001, although its influence is comparatively lower than motivation. The simultaneous effect of motivation and job satisfaction was confirmed by an F-value of 396.748 and an R² of 0.922, indicating that 92.2% of the variation in employee performance can be explained by these two factors. The findings emphasize the importance of fostering both motivation and job satisfaction to improve employee performance effectively. Therefore, organizations should develop policies that enhance motivation through rewards and career development opportunities, as well as improve job satisfaction by ensuring supportive working conditions and recognizing employee contributions.

The Effect of Gadget Use on Social Interaction Among Preschool Children in XYZ Sub-District, Surabaya

Yenny, Yenny Yenny, Nurul Suhesti, Nevrettia Christantyawati, R. Ayu Erni Jusnita, R. Hartopo Eko Putro
Abstract: This research examines the impact of gadget use on early childhood social interaction within the urban setting of XYZ Village, Surabaya, amid the growing prevalence of digital exposure among young children. Anchored in Vygotsky’s&#8230; ygotsky’s Sociocultural Theory and the Socialisation Theory, the study evaluates how the duration and frequency of gadget use influence key social competencies, including verbal communication, cooperative behavior, and empathy in children aged 3 to 6 years. Employing a quantitative, cross-sectional design, the study collected data from 100 children using parent-administered questionnaires and direct observational methods, followed by analysis through multiple linear regression. The findings demonstrate that both the duration and frequency of gadget use exert a statistically significant influence on children’s social interaction (p < 0.05), accounting for 19% of the variance (R² = 0.190). The remaining variation is likely influenced by external variables such as parenting styles, digital content quality, and psychological factors. These outcomes underscore the importance of regulated gadget use, active parental involvement, and integrative educational practices that promote both digital literacy and interpersonal development.

Development of Powtoon-Based Video Learning Media on Understanding Angles and Various Angles

Hidayat, Deri, Yuyun Elizabeth Patras, Hari Susanto, Lutfy
Abstract: Research on the development of PowToon-based video learning media on the material on the definition of angles and various angles. The purpose is to discover the development of Powtoon-based video learning media and the feasibility&#8230; easibility of Powtoon-based video learning media developed for grade III students of SDN Singajaya 01 through the learning process carried out at school. The method used in this study is the ADDIE method which consists of 5 stages, namely Analysis, Design, Development, Implementation, and Evaluation. In this study, a validation test was carried out on experts, namely media, language experts, and material experts. The results of the validation of media experts obtained as many as 96% with very feasible criteria. The results of the validation of the language experts obtained 100% with the feasible criteria, and the results of the validation of the material experts obtained 90% with very feasible criteria. The results of the student response questionnaire obtained as much as 92% with very feasible criteria. These results show that powtoon-based video learning media on the understanding of angles and various angles has proven to be valid, interesting, innovative and very feasible to be used in the learning process. This study recommends the development of PowToon-based video learning media that can be used in classroom learning.

Analysis Of The Contribution Of Education Based On Emotional And Spiritual Intelligence In The Digital Era In Indonesia

Retno Anggraini, Sitti Hasnah, Rinovian R, Ai Siti Nurmiati, Idris Idris
Abstract: This research aims to analyze the contribution of education based on emotional intelligence (EQ) and spiritual (SQ) in facing the challenges of the digital era in Indonesia. The focus of the research is to understand how&#8230; an educational approach that integrates EQ and SQ can help students develop relevant skills amidst rapid technological developments and social change. The research method used was qualitative with a literature study approach. The data obtained was analyzed thematically to identify patterns and impacts of the application of EQ and SQ in the context of digital education. The research results show that EQ and SQ-based education plays an important role in forming strong and adaptive student characters in the digital era. The integration of EQ helps students manage emotions, increase empathy, and build positive social relationships, while SQ strengthens spiritual values ​​that encourage the formation of responsible and ethical attitudes. This combination not only helps students deal with digital distractions, but also improves collaboration and creativity skills. Thus, EQ and SQ-based education is considered an effective solution for creating a generation that is not only intellectually intelligent, but also has the emotional and spiritual maturity needed to compete in the digital era.

Liveworksheet: E-LKPD Based On Project-Based Learning On Science And Science Learning To Improve Critical Thinking Skills

Resyi Abdul Gani, Windiyani, Tustiyana, Liah, Rina, Chika Heryanti, Aldila
Abstract: The purpose of this research is to develop E-LKPD based on project-based learning assisted by live worksheet science learning to improve understanding of concepts in elementary schools and the effectiveness of E-LKPD based&#8230; ed on project-based learning assisted by live worksheet, as well as to find out the response of teachers and students in grade V of SDN Dewi Sartika 2 Aut The implementation of E-LKPD single substance material plays a role in improving thinking skills through classroom learning. The type of research is the ADDIE model approach, (Analysis, Design, Development, Implementation, and Evaluation). The product validation test was conducted by computer science media experts, Indonesian language experts, and science material experts. The validation results by media experts were 89.0% of the criteria were very feasible, linguists 96.0% of the requirements were very doable, and science materials experts 90.3% were very feasible. The results of the student response questionnaire were 91.5%, the response of class teachers was 90% in the appropriate category, and the average effectiveness score of using E-LKPD was 89.6% of the criteria as expected. The results show that project-based learning E-LKPD using live worksheets is feasible to use in the learning process and is effective in improving the thinking skills of elementary school students.

Development Of E-LKPD Based On Science Literacy Using Liveworksheet On Learning IPAS In Elementary School Students

Resyi A. Gani, Siti Sundari, Fitri, Suryanti, Yanti
Abstract: The purpose of this study is to develop a science literacy-based E-LKPD for elementary school students and to determine the feasibility of Science Literacy-based E-LKPD using Livework in science learning to improve the understanding&#8230; nderstanding of science concepts in grade V elementary school students of SDN Panaragan 2 Bogor City. The method used in this study is the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) method. This research begins with a needs analysis, making an E-LKPD design, validation by experts, and revising the E-LKPD, after which the E-LKPD is tested on a limited basis and evaluated. The study results show that the effectiveness of E-LKPD based on science literacy has met the criteria very feasible by obtaining a percentage of media experts of 88%, 95% from linguists, and 94% from material experts. Meanwhile, a limited trial conducted on 30 students in class V received a response with a percentage of 93% and a teacher response with a percentage of 92%. Based on these data, it can be concluded that science literacy-based E-LKPD is very feasible to be used by students and teachers as teaching materials on water cycle materials in grade V of Elementary School.

Evolution And Contribution Of Artificial Intelligencess In Indonesian Education

Rahula Hananuraga, Nasril Nasril, Agustinus Tanggu Daga, Opan Arifudin, Petrus Jacob Pattiasina
Abstract: The aim of this research is to analyze the evolution and contribution of artificial intelligence (AI) in the Indonesian education system. This research aims to understand how AI technology has developed and been applied&#8230; in various aspects of education, from administration, personalized learning, to evaluating learning outcomes. The research methods used are literature studies and secondary data analysis from various sources, including academic journals, government reports, and case studies of AI implementation in a number of educational institutions in Indonesia. The research results show that AI has made a significant contribution to improving administrative efficiency, facilitating more adaptive learning, and providing in-depth data analysis for educational decision making. However, challenges such as the digital divide, limited infrastructure, and the need to increase teacher competency in using AI technology still need to be overcome. This research concludes that with the right policy support and investment in infrastructure and training, AI has great potential to transform Indonesian education in a more inclusive and quality direction.

Curriculum Analysis Of The Character Education System In Indonesia And Malaysia

Retno Anggraini, Ansori Ansori, Natal Kristiono, Rinovian Rais, Budi Mardikawati
Abstract: This research aims to analyze the comparison of character education system curricula in Indonesia and Malaysia, with a focus on the approach, implementation and effectiveness in shaping students' moral values ​​and character.&#8230; haracter. The aim is to identify similarities and differences between the two education systems, as well as provide recommendations for improving the quality of character education in Indonesia. The research method used is a literature study with a qualitative approach. The research results show that Malaysia integrates character education through special subjects such as Islamic and Moral Education, while Indonesia emphasizes the integration of character values ​​in all subjects through the 2013 Curriculum. However, both countries face challenges in implementation, such as a lack of teacher training and gaps between theory and practice. The research results also reveal that Malaysia places more emphasis on religious values ​​and multiculturalism in character education, while Indonesia focuses on the values ​​of nationalism and diversity. Nevertheless, both countries agree that character education plays an important role in forming a generation with noble and responsible morals. Recommendations from this research are the need to increase teacher training, strengthen collaboration between schools, families and communities, as well as develop a more contextual and applicable curriculum. By adopting best practices from Malaysia and adapting them to the local context, Indonesia can increase the effectiveness of character education in forming students who are not only academically intelligent but also have strong character.

Curriculum Analysis Of The Character Education System In Indonesia And Finland

Mumu Muzayyin Maq, Nasril Nasril, Oktosiyanti Oktosiyanti, Akhmad Ramli, Bernardus Agus Rukiyanto
Abstract: This research aims to analyze the comparison of character education system curricula in Indonesia and Finland. The focus of the research is to identify differences and similarities in the approach, implementation and effectiveness&#8230; ectiveness of character education in the two education systems. The research method used is a literature study with a qualitative approach. Data was collected through reviewing curriculum documents, education policies, and scientific articles related to character education in Indonesia and Finland. The research results show that Finland integrates character education holistically in all aspects of learning, while Indonesia still tends to separate character education as a separate subject. Apart from that, Finland emphasizes the formation of values ​​of independence, responsibility and collaboration through a student-centered approach, while Indonesia places more emphasis on religious values ​​and nationalism. The implication of this research is the need to reorient the character education curriculum in Indonesia to better integrate character values ​​in the entire learning process, as well as adopting best practices from Finland which have been proven effective in shaping students' character.

Powtoon-Based Animated Video Media Development on Subtheme 3 Humans And Objects In Their Environment

Ikbal Aldian Tawakal, Nurlinda Safitri, Rini Sri Indriani, Resyi A. Gani
Abstract: The development of this animated video media is based on the problems found at SD Negeri Singajaya 01 Bogor Regency. Starting from students not getting innovative learning media, and still using conventional methods in the&#8230; he learning process so that technology in learning is still very lacking. The purpose of this research is to develop powtoon-based animated video media in class V subtheme 3 humans and objects in their environment and determine the feasibility of powtoon-based animated video media with validation tests by material experts, media experts, and linguists, as well as student responses. The experimental subjects were fifth-grade elementary school students. The development of this video media uses the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results of the validation test by material experts showed a percentage value of 88% in the very feasible category, media experts gave a percentage value of 100% in the very feasible category, and linguists gave a percentage value of 60% in the feasible category with revisions. The student response based on the questionnaire shows a positive response with a percentage score obtained of 91% in the category of very feasible, student response. The results can be concluded that the development of powtoon-based animated video media on subtheme 3 of humans and objects in their environment is suitable for use and motivates teachers and students in the learning process.