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APLIKASI SISTEM ASSESSMENT PEMBELAJARAN ASPEK AFEKTIF, KOGNITIF, DAN PSIKOMOTORIK BERBASIS WEB

Arief Rachman Andhika, Elfandry Bayunanda, Satrio Husnaini Wibowo
Abstract: Abstract: The rapid expansion of online and blended learning requires assessment systems that can comprehensively measure the cognitive, affective, and psychomotor (CAP) domains in an objective and well-documented manner.… . Recent studies show that online CAP assessments are often conducted separately, manually, or focused on only one domain, making it difficult for teachers and lecturers to monitor student progress and report learning outcomes 1273+3 MORE. This study aims to develop a web-based prototype application for learning assessment using PHP and MySQL, supporting integrated CAP assessment and automatic report generation. A prototype method was employed, including needs analysis, system design (use cases, process flow, and conceptual ERD), interface and database development, and initial functional testing in a classroom assessment scenario. The resulting system provides user authentication, student data management, configuration of CAP instruments and weightings, per-domain score input, and summarized reports per student and per class. Functional testing indicates that the main workflows (login, score input, processing, and report printing) operate as intended and conceptually address issues of redundancy, data loss risk, and limited documentation common in manual assessments. It is concluded that this prototype is a feasible foundation for further development toward an integrated CAP assessment system aligned with online and project-based learning practices. Keywords: Learning Assessment, Cognitive Affective Psychomotor Domains, Web-Based System, PHP, MySQL. Abstrak: Transformasi pembelajaran menuju moda daring dan campuran menuntut sistem assessment yang mampu mengukur secara terpadu ranah kognitif, afektif, dan psikomotorik (KAP) secara objektif dan terdokumentasi. Berbagai penelitian menunjukkan bahwa penilaian KAP secara online masih banyak dilakukan secara terpisah, manual, atau hanya berfokus pada salah satu ranah, sehingga menyulitkan dosen/guru dalam pemantauan kemajuan belajar dan pelaporan hasil belajar 1234+2 MORE. Penelitian ini bertujuan mengembangkan prototipe aplikasi sistem assessment pembelajaran berbasis web menggunakan PHP dan MySQL yang memfasilitasi penilaian terintegrasi tiga ranah KAP serta penyajian laporan nilai secara otomatis. Metode yang digunakan adalah metode prototype dengan tahapan analisis kebutuhan, perancangan (use case, flow proses, dan ERD konseptual), pengembangan antarmuka dan basis data, serta uji fungsional awal pada skenario penilaian kelas. Sistem yang dihasilkan menyediakan fitur otentikasi pengguna, pengelolaan data peserta didik, pengaturan instrumen dan bobot penilaian KAP, input nilai per ranah, serta laporan rekap nilai per siswa dan per kelas. Hasil uji fungsional menunjukkan seluruh alur utama (login, input nilai, pengolahan, dan cetak laporan) berjalan sesuai skenario, dan secara konseptual menjawab permasalahan redundansi, risiko kehilangan data, dan keterbatasan dokumentasi pada penilaian manual. Disimpulkan bahwa prototipe ini layak sebagai dasar pengembangan lebih lanjut menuju sistem assessment KAP yang terintegrasi dengan praktik pembelajaran daring dan berbasis proyek. Kata Kunci: Assessment Pembelajaran, Ranah Kognitif Afektif Psikomotorik, Sistem Berbasis Web, PHP, MySQL

PENGARUH LITERASI KEUANGAN DAN KONTROL DIRI TERHADAP PERILAKU KONSUMTIF SISWA PADA KELAS XI SMA NEGERI 20 MEDAN TAHUN AJARAN 2025/2026

Munthe, Fitri Novi Yanti, Ambarita, Charles Fransiscus
Abstract: Abstract: This research was motivated by the high level of consumptive behavior among class XI students at SMA Negeri 20 Medan, which is characterized by the habit of purchasing goods based on wants, following trends, and&#8230; d being less able to distinguish between needs and wants. The purpose of this study was to determine the influence of financial literacy and self-control on the consumptive behavior of class XI students at SMA Negeri 20 Medan. This study used a quantitative approach with an ex-post facto research design. The population in this study consisted of 155 class XI students at SMA Negeri 20 Medan. The sampling technique used was total sampling, so the entire population was used as the research sample. Data collection techniques were carried out through observation, documentation, and questionnaires using a Likert scale. The data analysis technique used was multiple linear regression.The results of the study showed the regression equation: Y = 40.433 – 0.053X1 – 0.037X2. Based on partial hypothesis testing, financial literacy (X1) had a negative and significant effect on students’ consumptive behavior (Y) with a tcount value of 2.486 > ttable 1.655 and a significance value of 0.014 < 0.05. Self-control (X2) also had a negative and significant effect on students’ consumptive behavior (Y) with a tcount value of 2.085 > ttable 1.655 and a significance value of 0,039< 0.05. Simultaneously, financial literacy and self-control had a significant effect on students’ consumptive behavior with an Fcount value of 60.486 > Ftable 3.06 and a significance value of 0.000< 0.05. The coefficient of determination (R²) showed that financial literacy and self-control contributed 64.4% to students’ consumptive behavior, while the remaining 35.6% was influenced by other variables outside this study. Based on the results of this study, it can be concluded that financial literacy and self-control have a negative and significant effect on the consumptive behavior of class XI students at SMA Negeri 20 Medan. Keywords: Financial Literacy, Self-Control, Consumptive Behavior.   Abstrak: Penelitian ini dilatarbelakangi oleh tingginya perilaku konsumtif siswa kelas XI SMA Negeri 20 Medan yang ditandai dengan kebiasaan membeli barang berdasarkan keinginan, mengikuti tren, serta kurang mampu membedakan kebutuhan dan keinginan. Tujuan penelitian ini adalah untuk mengetahui pengaruh literasi keuangan dan kontrol diri terhadap perilaku konsumtif siswa pada kelas XI SMA Negeri 20 Medan. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis penelitian ex-post facto. Populasi dalam penelitian ini berjumlah 155 siswa kelas XI SMA Negeri 20 Medan. Teknik pengambilan sampel menggunakan total sampling sehingga seluruh populasi dijadikan sampel penelitian. Teknik pengumpulan data dilakukan melalui observasi, dokumentasi, dan angket dengan skala Likert. Teknik analisis data yang digunakan adalah regresi linear berganda.Hasil penelitian menunjukkan persamaan regresi yaitu: Y = 40,433 – 0,053X1 – 0,037X2. Berdasarkan uji hipotesis secara parsial menunjukkan bahwa literasi keuangan (X1) berpengaruh negatif dan signifikan terhadap perilaku konsumtif siswa (Y) dengan nilai thitung sebesar 2,486 > ttabel 1,655 dan nilai signifikansi 0,014 < 0,05. Kontrol diri (X2) juga berpengaruh negatif dan signifikan terhadap perilaku konsumtif siswa (Y) dengan nilai thitung sebesar 2,085 > ttabel 1,655 dan nilai signifikansi 0,039 < 0,05. Secara simultan, literasi keuangan dan kontrol diri berpengaruh signifikan terhadap perilaku konsumtif siswa dengan nilai Fhitung 60,486 > Ftabel 3,06 dan signifikansi 0,000 < 0,05. Hasil koefisien determinasi (R²) menunjukkan bahwa literasi keuangan dan kontrol diri memberikan pengaruh sebesar 64,4% terhadap perilaku konsumtif siswa, sedangkan sisanya 35,6% dipengaruhi oleh variabel lain di luar penelitian. Berdasarkan hasil penelitian dapat disimpulkan bahwa literasi keuangan dan kontrol diri berpengaruh negatif dan signifikan terhadap perilaku konsumtif siswa pada kelas XI SMA Negeri 20 Medan. Kata Kunci: Literasi Keuangan, Kontrol Diri, Perilaku Konsumtif.

PENGEMBANGAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT (TGT) BERBANTUAN MEDIA PEMBELAJARAN BOARD GAME UNTUK MENINGKATKAN HASIL BELAJAR PADA MATA PELAJARAN EKONOMI SISWA KELAS XI MAN 1 MEDAN

Harahap, Nur Adawiyah, Tambunan, Khairuddin E.
Abstract: Abstract: The low learning outcomes of students in Economics subject in class XI SOS MAN 1 Medan were caused by teacher-centered learning and the use of one-way media, which has not been able to accommodate the diversity&#8230; of students' learning abilities optimally. This study aims to determine the feasibility, effectiveness, and practicality of the TGT model assisted by Board Game media on the topic of Economic Growth. This study is a research and development study using the ADDIE model with class XI SOS 3 as the experimental class and class XI SOS 5 as the control class, each consisting of 35 students. The results showed that the TGT model assisted by Board Game media received a feasible assessment from the material expert at 76.60% and the media expert at 82.2%. The learning practitioner assessment obtained 100% with a very feasible criterion and student responses obtained an average of 91.66% with a very practical criterion. The N-Gain test results of the experimental class obtained 76% categorized as effective, far higher than the control class at 39% categorized as ineffective. The independent sample t-test results obtained a significance value of 0.000, proving that there is a significant difference in learning outcomes between the two classes. Thus, the TGT model assisted by Board Game media is declared feasible, effective, and very practical for use in learning Economic Growth material.  Keywords: TGT Model, Board Game Media, Learning Outcomes, Economic Growth   Abstrak: Rendahnya hasil belajar peserta didik pada mata pelajaran Ekonomi di kelas XI SOS MAN 1 Medan disebabkan oleh proses pembelajaran yang masih berpusat pada guru dan penggunaan media yang bersifat satu arah, sehingga belum mampu mengakomodasi keberagaman kemampuan belajar peserta didik secara optimal. Penelitian ini bertujuan untuk mengetahui kelayakan, keefektivan, dan kepraktisan model TGT berbantuan media Board Game pada materi Pertumbuhan Ekonomi. Penelitian ini merupakan penelitian pengembangan menggunakan model ADDIE dengan subjek penelitian kelas XI SOS 3 sebagai kelas eksperimen dan kelas XI SOS 5 sebagai kelas kontrol, masing-masing berjumlah 35 peserta didik. Hasil penelitian menunjukkan bahwa model TGT berbantuan media Board Game memperoleh penilaian layak dari ahli materi sebesar 76,60% dan ahli media sebesar 82,2%. Penilaian praktisi pembelajaran memperoleh persentase 100% berkriteria sangat layak dan respon peserta didik memperoleh rata-rata 91,66% berkriteria sangat praktis. Hasil uji N-Gain kelas eksperimen memperoleh 76% berkategori efektif, jauh lebih tinggi dibandingkan kelas kontrol sebesar 39% berkategori tidak efektif. Hasil uji independent sample t-test memperoleh nilai signifikansi 0,000 yang membuktikan terdapat perbedaan hasil belajar yang signifikan antara kedua kelas. Dengan demikian, model TGT berbantuan media Board Game dinyatakan layak, efektif, dan sangat praktis untuk digunakan dalam pembelajaran materi Pertumbuhan Ekonomi. Kata Kunci: Model TGT, Media Board Game, Hasil Belajar, Pertumbuhan Ekonomi.

PENGARUH PENGGUNAAN ARTIFICIAL INTELLIGENCE (CHATGPT), LITERASI DIGITAL DAN KEMANDIRIAN BELAJAR TERHADAP MOTIVASI BELAJAR MAHASISWA PENDIDIKAN BISNIS UNIVERSITAS NEGERI MEDAN ANGKATAN 2023

Simbolon, Yuliana, Ainul Mardhiyah
Abstract: Abstract: This study aimed to analyze the influence of artificial intelligence (ChatGPT) usage, digital literacy, and self-regulated learning on the learning motivation of Business Education students at Universitas Negeri&#8230; i Medan, class of 2023. This study employed a quantitative approach with an ex post facto research design. The research sample consisted of 60 students. Data were collected through questionnaires, while the data analysis techniques included multiple linear regression, t-test, and F-test. The results indicated that the use of artificial intelligence (ChatGPT) had a positive and significant effect on students’ learning motivation, with a t-value of 2.806 and a significance value of 0.007. Digital literacy also showed a positive and significant effect on learning motivation, with a t-value of 4.746 and a significance value of 0.000. In addition, self-regulated learning had a positive and significant effect on learning motivation, with a t value of 4.275 and a significance value of 0.000. Simultaneously, the use of artificial intelligence (ChatGPT), digital literacy, and self-regulated learning had a positive and significant effect on students’ learning motivation, as indicated by an F-value of 17.886 and a significance value of 0.000. Based on the findings, it can be concluded that the use of artificial intelligence (ChatGPT), digital literacy, and self-regulated learning contribute to improving the learning motivation of Business Education students at Universitas Negeri Medan, class of 2023. Keywords: Artificial Intelligence (ChatGPT), Digital Literacy, Self-Regulated Learning, Learning Motivation.   Abstrak : Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan artificial intelligence (ChatGPT), literasi digital, dan kemandirian belajar terhadap motivasi belajar mahasiswa Pendidikan Bisnis Universitas Negeri Medan angkatan 2023. Penelitian ini menggunakan pendekatan kuantitatif dengan jenis penelitian ex post facto. Sampel penelitian berjumlah 60 mahasiswa. Pengumpulan data dilakukan melalui penyebaran angket, sedangkan analisis data menggunakan regresi linear berganda, uji t, dan uji F. Hasil penelitian menunjukkan bahwa penggunaan artificial intelligence (ChatGPT) berpengaruh positif dan signifikan terhadap motivasi belajar mahasiswa dengan nilai thitung sebesar 2,806 dan signifikansi 0,007. Literasi digital berpengaruh positif dan signifikan terhadap motivasi belajar dengan nilai thitung sebesar 4,746 dan signifikansi 0,000. Kemandirian belajar juga berpengaruh positif dan signifikan terhadap motivasi belajar dengan nilai thitung sebesar 4,275 dan signifikansi 0,000. Secara simultan, penggunaan artificial intelligence (ChatGPT), literasi digital, dan kemandirian belajar berpengaruh positif dan signifikan terhadap motivasi belajar mahasiswa dengan nilai Fhitung sebesar 17,886 dan signifikansi 0,000. Berdasarkan hasil penelitian, dapat disimpulkan bahwa penggunaan artificial intelligence (ChatGPT), literasi digital, dan kemandirian belajar berkontribusi terhadap peningkatan motivasi belajar mahasiswa Pendidikan Bisnis Universitas Negeri Medan angkatan 2023. Kata Kunci: Penggunaan Artificial Intelligence (ChatGPT), Literasi Digital, Kemandirian Belajar, Motivasi Belajar

Tantangan dan Peluang Teknologi Digital Bagi Eksistensi Budaya Kalwedo dan Implikasinya dalam Dunia Pendidikan

Matulatuwa, Febrilien Matresya, Lekiwona, Amos
Abstract: In the era of technology that continues to develop, the people of Southwest Maluku who live in areas classified as 3T (Underdeveloped, Frontier and Outermost) face significant challenges related to the cultural influence&#8230; offered through online media which has become a necessity in people's lives. The purpose of this research is to discuss the importance of understanding the challenges and opportunities of digital technology for the cultural existence of the Moa people. The method used in this study is qualitative because the data generated is descriptive in nature. The results of the study relate to the challenges and opportunities of digital technology for the existence of kalwedo culture in the context of the life of the Moa community which has experienced a significant decline, caused by foreign culture offered through digital technology which is more popular with almost all young people who are the successors for sustainable regional development. People no longer respect each other, no longer build direct communication and even people who are close feel far and people who are far feel close. This kind of living condition was never imagined by the ancestors who tried to create kalwedo culture as the identity of the Moa community in particular but also the people of Southwest Maluku in general. The world of education is also unable to design a curriculum that can answer the challenge of the fading value of kalwedo culture as something that needs to be preserved through the learning process

PENGEMBANGAN INSTRUMEN EVALUASI PEMBELAJARAN MATEMATIKA: BERBASIS KOMUNIKASI DAN KONEKSI MATEMATIS

Mustamin Idris, Dasa Ismaimuza, Muh. Rizal
Abstract: Abstract: The aim of this research is to develop a mathematics learning outcomes instrument. The plan includes: 1) designing a math learning grid for eighth-grade junior high school, 2) a math learning outcomes test, 3)&#8230; content validation by relevant math learning experts, 4) analysis of math communication instrument, and 5) analysis of math connection instrument. The research results in a communication and math connection-based junior high school math learning outcomes instrument, involving teachers and students in continuous assessment system development. The focus is on effective communication and math connection aspects. The expected indicators include the instrument's effectiveness in detecting the extent of math communication and connection in preparing and implementing the learning process. This promotes a peaceful teacher-student relationship for both written and oral communication. Keywords: Learning Evaluation, Instrument Development, Communication, Math Connection, Effective Assessment.   Abstrak: Tujuan penelitian ini adalah untuk menghasilkan rancangan pengembangan instrumen hasil belajar matematika. Rencana hasil penelitian ini dapat dideskripsikan secara ringkas 1) rancangan kisi-kisi pembelajaran matematika di tingkat SMP kelas VIII, 2) tes hasil belajar matematika, 3) Hasil validasi konten oleh pakar yang sesuai dengan kompetensi pembelajaran matematika, 4) Hasil analisis instrumen komunikasi matematika 5) Hasil analisis instrumen koneksi matematika.  Hasil penelitian ini adalah tersedianya instrumen hasil belajar matematika SMP yang berbasis komunikasi dan koneksi matematis dan penelitian ini melibatkan guru dan siswa  dalam  pengembangan instrument agar  sistem penilaian dapat berkelanjutan, dengan berfokus pada aspek komunikasi dan koneksi matematika, Indikator yang diharapkan adalah keefektifan, instrumen ini dapat digunakan untuk mendeteksi sejauh mana komunikasi matematika dan koneksi matematika dalam mempersiapkan dan melaksanakan peroses pembelajaran, sehingga hubungan guru dan siswa dalam suasana tenang untuk berkomunikasi secara tertulis maupun secara lisan. Kata Kunci: Evaluasi Pembelajaran, Pengembangan Instrumen, Komunikasi, Koneksi Matematis, Penilaian Efektif.

“COMPARATIVE STUDY OF KNN AND NAIVE BAYES ALGORITHMS WITH QUESTIONNAIRE DATA FOR STUDY PROGRAM RECOMMENDATION IN THE FACULTY OF ART AND DESIGN”

Darma, Surya, Nita Syahputri, Nurhayati
Abstract: Abstract: The purpose of this study is to analyze and compare the performance of the K-Nearest Neighbor (KNN) and Naïve Bayes algorithms in providing study program recommendations in the Faculty of Arts and Design. The data&#8230; data were obtained from 250 respondents through a questionnaire consisting of 20 indicators related to students’ interests, abilities, creativity, technology, and career preferences. The research process included data preprocessing, data transformation, dataset splitting into training and testing data, modeling using the KNN and Naïve Bayes algorithms, and model performance evaluation using accuracy metrics. The data processing was carried out using the Python programming language on the Google Colab platform. The results showed that the KNN algorithm achieved an accuracy of 94%, while the Naïve Bayes algorithm obtained an accuracy of 92%. These findings indicate that the KNN algorithm performed better in classifying study program recommendations compared to the Naïve Bayes algorithm. It is expected that this research can serve as a foundation for developing a more effective decision support system to assist prospective students in selecting study programs that match their interests and abilities. Keywords: K-Nearest Neighbor (KNN), Naïve Bayes, Machine Learning, Classification, Study Program Recommendation.   Abstrak: Tujuan dari penelitian ini adalah untuk menganalisis dan membandingkan kinerja algoritma K-Nearest Neighbor (KNN) dan Naïve Bayes dalam memberikan rekomendasi program studi di Fakultas Seni dan Desain. Data diperoleh dari 250 responden melalui kuesioner yang terdiri dari 20 indikator yang berkaitan dengan minat, kemampuan, kreativitas, teknologi, dan preferensi karier mahasiswa. Proses preprocessing data, transformasi data, pembagian dataset menjadi data pelatihan dan pengujian, pemodelan menggunakan algoritma KNN dan Naive Bayes, dan evaluasi kinerja model dengan akurasi adalah bagian dari penelitian. Proses pengolahan data dilakukan pada platform Google Colab menggunakan bahasa pemrograman Python. Hasil penelitian menunjukkan bahwa algoritma KNN memiliki akurasi sebesar 94%, sedangkan algoritma Naïve Bayes memiliki akurasi sebesar 92%. Hasil ini menunjukkan bahwa algoritma KNN lebih baik dalam mengklasifikasikan rekomendasi program studi daripada algoritma Naïve Bayes. Diharapkan penelitian ini akan menjadi dasar untuk membuat sistem pendukung keputusan yang lebih baik yang membantu calon mahasiswa memilih program studi yang sesuai dengan minat dan kemampuan mereka. Kata Kunci: KNN, Naïve Bayes, Machine Learning, Klasifikasi, Rekomendasi Program Studi.

PENGARUH RETURN ON ASSET (ROA), DEBT TO EQUITY RATIO (DER), DAN PRICE EARNINGS RATIO (PER) TERHADAP NILAI PERUSAHAAN SEKTOR PROPERTI DAN REAL ESTATE YANG TERDAFTAR DI BEI

Syah Fitri, Siregar, Hamida Sari
Abstract: Abstract: This study was conducted to test the variables of the Influence of Return On Asset (ROA), Debt To Equity Ratio (DER) and Price Earning Ratio (PER) on the Value of Property and Real Estate sector companies listed&#8230; d on the IDX. With a sample of 11 companies, 3 years 2022-2024 with a total of 33 observations, quantitative research methods and using multiple linear regression. The results of the partial t-test of the Return On Asset variable have a significant effect on company value with a calculated t value> t table (7.119> 2.04227) and a significance value (0.000 <0.05), while the Debt To Equity Ratio has a significant effect on company value with a calculated t value> t table (6.705> 2.04227) and a significance value (0.000 <0.05), and the Price Earning Ratio does not have a significant effect on Company Value with a calculated t value <t table ( 1.788 < 2.04227) and significance value (0.84 > 0.05). The results of the simultaneous F test of the variables Return On Asset, Debt To Equity Ratio and Price Earning Ratio significantly influence the Company Value. producing a calculated F value> Ftable (25.013> 2.93) and a significance value (0.000 < 0.05). R2 test, the adjusted R Square value or coefficient of determination is 0.692 or 69.2%, meaning that the ability of the variables Return On Asset, Debt To Equity Ratio and Price Earning Ratio in explaining the Company Value is classified as strong, namely 69.2%, while the remaining 30.8% is explained by other factors outside the regression model. Keywords: Return On Asset (ROA), Debt To Equity Ratio (DER), Price Earning Ratio (PER), Dan Company Value   Abstrak: Penelitian ini dilakukan untuk menguji variabel Pengaruh Return On Asset (ROA), Debt To Equity Ratio (DER) dan Price Earning Ratio (PER) terhadap Nilai perusahaan sektor Properti dan Real Estate yang terdaftar di BEI. Dengan jumlah sampel 11 perusahaan, 3 tahun 2022-2024 dengan jumlah 33 pengamatan, Metode penelitian kuantitaif serta menggunakan regresi linear berganda. Hasil Uji t  secara parsial variabel Return On Asset berpengaruh signifikansi terhadap nilai perusahaan dengan nilai thitung > ttabel ( 7,119 > 2,04227 ) dan nilai signifikansi ( 0,000 < 0,05 ), sedangkan Debt To Equity Ratio berpengaruh signifikansi terhadap nilai perusahaan dengan nilai thitung > ttabel ( 6,705 > 2,04227 ) dan nilai    signifikansi ( 0,000 < 0,05 ), dan Price Earning Ratio tidak berpengaruh signifikan terhadap Nilai Perusahaan dengan nilai thitung < ttabel ( 1,788 < 2,04227 ) dan nilai signifikansi ( 0,84 > 0,05). Hasil Uji F secara simultan variabel Return On Asset, Debt To Equity Ratio dan Price Earning Ratio berpengaruh secara signifikansi terhadap Nilai Perusahaan. Menghasilkan nilai Fhitung >Ftabel (25.013 > 2,93) dan nilai signifikansi (0,000 < 0,05).Uji R2, nilai adjusted R Square atau koefisien determinasi 0,692 atau 69,2% artinya kemampuan variabel Return On Asset, Debt To Equity Ratio dan Price Earning Ratio dalam menjelaskan Nilai Perusahaan tergolong kuat yaitu 69,2% sedangkan sisanya 30,8% dijelaskan oleh faktor lain diluar model regresi. Kata Kunci: Return On Asset (ROA), Debt To Equity Ratio (DER), Price Earning Ratio (PER), Dan Nilai Perusahaan

PENGARUH MOTIVASI KERJA, KEPEMIMPINAN DAN LINGKUNGAN KERJA TERHADAP PRODUKTIVITAS KERJA PEGAWAI DI DINAS PERDAGANGAN DAN PERINDUSTRIAN KOTA TANJUNGBALAI

Nurleli Juanda, Aris Siregar
Abstract: Abstract: This study aims to analyze the effect of Work Motivation, Leadership, and Work Environment on Employee Work Productivity at the Department of Trade and Industry of Tanjungbalai City. The data used are primary data.&#8230; ata. This research employed a quantitative approach using multiple linear regression analysis. The results of the multiple linear regression analysis obtained the equation: Y = 0.619 + 0.379X1 + 0.366X2 + 0.328X3. The results of the simultaneous test (F test) showed that Work Motivation, Leadership, and Work Environment simultaneously have a positive and significant effect on Employee Work Productivity with an Fcount value of 16.915 > Ftable 2.75 and a significance value of 0.000 < 0.05. Partially, Work Motivation has a positive and significant effect on Employee Work Productivity with a tcount value of 2.495 > ttable 1.997 and a significance value of 0.015 < 0.05. Leadership also has a positive and significant effect with a tcount value of 4.323 > ttable 1.997 and a significance value of 0.000 < 0.05. Furthermore, Work Environment has a positive and significant effect on Employee Work Productivity with a tcount value of 2.705 > ttable 1.990 and a significance value of 0.009 < 0.05. The coefficient of determination test showed that the R Square value was 0.412, which means that 41.2% of the variation in Employee Work Productivity can be explained by Work Motivation, Leadership, and Work Environment, while the remaining 58.8% is influenced by other variables outside the research model. Keywords: Work Motivation, Leadership, Work Environment, Employee Work Productivity   Abstrak: Penelitian ini bertujuan untuk menganalisis pengaruh Motivasi Kerja, Kepemimpinan, dan Lingkungan Kerja terhadap Produktivitas Kerja Pegawai pada Dinas Perdagangan dan Perindustrian Kota Tanjungbalai. Data yang digunakan adalah data primer. Penelitian ini menggunakan pendekatan kuantitatif dengan analisis regresi linier berganda. Hasil analisis regresi linier berganda diperoleh persamaan yaitu: Y = 0,619 + 0,379X1 + 0,366X2 + 0,328X3. Hasil uji simultan (uji F) menunjukkan bahwa Motivasi Kerja, Kepemimpinan, dan Lingkungan Kerja secara simultan berpengaruh positif dan signifikan terhadap Produktivitas Kerja Pegawai dengan nilai Fhitung 16,915 > Ftabel 2,75 dan nilai signifikansi 0,000 < 0,05. Secara parsial, Motivasi Kerja berpengaruh positif dan signifikan terhadap Produktivitas Kerja Pegawai dengan nilai thitung 2,495 > ttabel 1,997 dan nilai signifikansi 0,015 < 0,05. Kepemimpinan juga berpengaruh positif dan signifikan dengan nilai thitung 4,323 > ttabel 1,997 dan nilai signifikansi 0,000 < 0,05. Selanjutnya, Lingkungan Kerja berpengaruh positif dan signifikan terhadap Produktivitas Kerja Pegawai dengan nilai thitung 2,705 > ttabel 1,990 dan nilai signifikansi 0,009 < 0,05. Nilai koefisien determinasi menunjukkan bahwa nilai R Square sebesar 0,412 yang berarti bahwa 41,2% variasi Produktivitas Kerja Pegawai dapat dijelaskan oleh Motivasi Kerja, Kepemimpinan, dan Lingkungan Kerja, sedangkan 58,8% dipengaruhi oleh variabel lain di luar model penelitian. Kata Kunci: Motivasi Kerja, Kepemimpinan, Lingkungan Kerja, Produktivitas Kerja Pegawai

IMPLEMENTASI ALGORITMA FUZZY C-MEANS DALAM PENGELOMPOKAN SKALA PRODUKSI PABRIK KELAPA SAWIT

Daniswara, Siregar, Helmi Fauzi
Abstract: Abstract: Recording production output is one of the key activities in the oil palm production management system at PT Socfindo Kebun Aek Loba. However, the production data generated is still presented solely as production&#8230; n figures without any categorization by production scale, necessitating further data processing to identify production scales more systematically. Therefore, this study aims to design and develop a clustering application using the Fuzzy C-Means (FCM) algorithm based on PHP and MySQL to group the levels of oil palm production at PT Socfindo Kebun Aek Loba. The data used in this study were obtained from the archives and production reports of the oil palm mill at PT Socfindo Kebun Aek Loba. A total of 211 palm oil production data points were obtained from PT Socfindo Kebun Aek Loba. Based on the results of the system’s computational testing, the Fuzzy C-Means algorithm successfully achieved convergence and objectively clustered the data into three clusters. Of the total 211 processed data points, 42 production data points were classified into the Low Production cluster (C1), 75 into the Medium Production cluster (C2), and 94 into the High Production cluster (C3). The benefit of this study is that it helps provide clear, precise, and accurate information regarding the classification of oil palm production scales at PT Socfindo Kebun Aek Loba. Keywords: Clustering, Data Mining, Production Scale, Palm Oil Mill, Fuzzy C-Means.   Abstrak: Pencatatan hasil produksi merupakan salah satu kegiatan penting dalam sistem pengelolaan produksi kelapa sawit di PT Socfindo Kebun Aek Loba. Namun, data produksi yang dihasilkan masih disajikan dalam bentuk angka produksi tanpa adanya pengelompokkan skala produksi kelapa sawit, sehingga diperlukan pengolahan data lanjutan agar skala produksi dapat diidentifikasi secara lebih sistematis. Oleh karena itu, penelitian ini bertujuan untuk merancang dan membangun aplikasi clustering menggunakan algoritma Fuzzy C-Means (FCM) berbasis PHP dan MySQL untuk mengelompokkan tingkat produksi kelapa sawit di PT Socfindo Kebun Aek Loba. Data yang digunakan dalam penelitian ini merupakan data yang diperoleh dari arsip dan laporan produksi pabrik kelapa sawit di PT Socfindo Kebun Aek Loba. Data yang didapat sebanyak 211 data produksi kelapa sawit di PT Socfindo Kebun Aek Loba.  Berdasarkan hasil pengujian komputasi sistem, algoritma Fuzzy C-Means berhasil mencapai konvergensi dan mengelompokkan data kedalam tiga klaster secara objektif. Dari total 211 data yang diolah, didapatkan hasil sebanyak 42 data produksi masuk ke dalam klaster Produksi Rendah (C1), 75 data produksi masuk ke dalam klaster Produksi Sedang (C2), 94 data produksi masuk ke dalam klaster Produksi Tinggi (C3). Manfaat dari penelitian ini adalah membantu dalam memperoleh informasi yang jelas, tepat dan akurat mengenai pengelompokkan skala produksi kelapa sawit di PT Socfindo Kebun Aek Loba. Kata Kunci: Clustering, Data Mining, Skala Produksi, Pabrik Kelapa Sawit, Fuzzy C-Means.