Search Articles & Publications

Showing 70 articles found for "Responses"

Analisis Kesalahan Siswa Dalam Menentukan Sisi, Rusuk, Dan Titik Sudut Kubus Di SMP Kelas VIII

Suci Ramayanti Sugeng, Aidilla Fitria Sari Siregar, Annisa Jalwa Br Panjaitan, Cindy Syaharani, Amanda Raina Sartika, Elfira Rahmadani
Abstract: Penelitian ini mengkaji bentuk-bentuk kesalahan beserta faktor penyebabnya yang dialami siswa kelas VIII SMP ketika mengidentifikasi sisi, rusuk, dan titik sudut pada bangun kubus. Desain kualitatif deskriptif dipilih agar… ar respons siswa dapat ditelaah secara mendalam tanpa adanya perlakuan atau manipulasi terhadap variabel penelitian. Sebanyak 30 siswa kelas VIII dijadikan subjek melalui teknik purposive sampling, dan 6 di antaranya dipilih untuk sesi wawancara semi terstruktur yang mewakili tiga tingkat kemampuan akademik, yaitu tinggi, sedang, dan rendah. Pengumpulan data dilakukan melalui tes diagnostik tertulis, wawancara yang direkam, dan dokumentasi. Analisis data mengacu pada model interaktif Miles dan Huberman yang terdiri atas reduksi data, penyajian data, dan penarikan kesimpulan, dengan triangulasi metode untuk menjaga keterpercayaan temuan. Hasil penelitian menunjukkan bahwa 46,67% siswa melakukan setidaknya satu kesalahan dalam mengidentifikasi sisi kubus, 63,33% siswa melakukan kesalahan terkait rusuk, dan 36,67% siswa mengalami kesulitan dalam mengidentifikasi titik sudut secara tepat. Tiga kategori kesalahan yang dominan teridentifikasi, yaitu kesalahan konsep berupa kekeliruan mengidentifikasi unsur geometris, kesalahan visualisasi yang berkaitan dengan kesalahan membaca representasi tiga dimensi, dan kesalahan prosedural dalam menghitung komponen geometris secara sistematis. Faktor penyebab meliputi dimensi internal, terutama lemahnya pemahaman konsep dan rendahnya kemampuan penalaran spasial, serta dimensi eksternal seperti minimnya media pembelajaran dan dominasi strategi mengajar berbasis ceramah. Temuan ini menegaskan perlunya pendekatan pembelajaran geometri bangun ruang yang lebih eksploratif, konstruktivis, dan berbasis media di jenjang SMP. This study investigates the types and underlying causes of errors made by eighth-grade junior high school students when identifying the faces, edges, and vertices of a cube. A qualitative descriptive research design was employed to examine students' responses in depth without manipulating any research variables. Thirty students from the eighth grade were selected through purposive sampling, and six of them participated in semi-structured interview sessions representing three levels of academic ability: high, moderate, and low. Data were gathered using written diagnostic tests, audio-recorded interviews, and documentation. Analysis followed the interactive model proposed by Miles and Huberman, encompassing data reduction, data display, and conclusion drawing, with methodological triangulation applied to ensure the trustworthiness of findings. Results indicated that 46.67% of students committed at least one error in identifying cube faces, 63.33% made errors related to edges, and 36.67% had difficulty identifying vertices correctly. Three dominant error categories were identified: conceptual errors, visualization errors, and procedural errors. Causal factors encompassed internal dimensions, particularly weak conceptual understanding and limited spatial reasoning ability, and external dimensions, including insufficient instructional media and lecture-based teaching strategies.

ANALISIS DATA SAINS: GENDER, PERTUMBUHAN INSTAGRAM DAN STRATEGI PEMASARAN GLOBAL DIGITAL

turnandes, Yogo, Afrilli, Rezka, Andeskom, Gogon
Abstract: Abstract: This study aims to analyze the influence of gender on user responses to social media strategies on the Instagram platform by utilizing data science techniques. The methodology includes collecting user interaction… on data based on gender, statistical analysis, and applying machine learning algorithms to identify response patterns. The results reveal significant differences in how male and female users respond to social media content and campaigns, affecting marketing strategy effectiveness. Data science analysis showed that the K-Means Clustering method segmented users into three groups based on interaction patterns, with female users showing the highest engagement rate (18%) compared to male users (12%). The Decision Tree model identified gender as the most dominant predictor of engagement (40%), followed by user growth (25%) and content type (20%). The Random Forest model validated that gender-targeted strategies increased marketing effectiveness by up to 22%. Multivariate regression revealed a positive effect of female user proportion (+0.45) and a negative effect of male user proportion (−0.12) on engagement. In conclusion, a deeper understanding of gender-based response differences can assist companies in designing more targeted social media strategies and enhancing engagement.             Keywords: gender; social media response; instagram; data science; marketing strategy  Abstrak: Penelitian ini bertujuan untuk menganalisis bagaimana pengaruh gender memengaruhi respons pengguna terhadap strategi media sosial di platform Instagram dengan memanfaatkan teknik data sains. Metode yang digunakan meliputi pengumpulan data interaksi pengguna berdasarkan gender, analisis statistik, dan penerapan algoritma machine learning untuk mengidentifikasi pola respons. Hasil penelitian menunjukkan adanya perbedaan signifikan dalam cara pengguna laki-laki dan perempuan merespons konten dan kampanye media sosial, yang berdampak pada efektivitas strategi pemasaran. Analisis data sains menunjukkan bahwa metode K-Means Clustering berhasil mengelompokkan pengguna ke dalam tiga segmen berdasarkan pola interaksi, dengan segmen perempuan menunjukkan tingkat engagement tertinggi (18%) dibandingkan laki-laki (12%). Model Decision Tree mengidentifikasi gender sebagai faktor paling dominan terhadap engagement dengan kontribusi sebesar 40%, disusul oleh pertumbuhan pengguna (25%) dan jenis konten (20%). Random Forest memvalidasi bahwa strategi yang disesuaikan berdasarkan gender meningkatkan efektivitas pemasaran hingga 22%. Regresi multivariat menunjukkan bahwa proporsi pengguna perempuan berkontribusi positif sebesar 0,45 poin terhadap engagement, sedangkan pengguna laki-laki berkontribusi negatif sebesar -0,12. Kesimpulannya, pemahaman mendalam tentang perbedaan respons berdasarkan gender dapat membantu perusahaan dalam merancang strategi media sosial yang lebih tepat sasaran dan meningkatkan engagement. Kata kunci: gender; respons media sosial; instagram; data sains; strategi pemasaran

SISTEM INFORMASI MENINGKATKAN EFISIENSI PENANGANAN KELUHAN DI PERUMDA AIR MINUM TIRTA SILAUPIASA

Lubis, Rahmat Hidayat, Dahriansah, Dahriansah, Sirait, Zulkarnain
Abstract: Abstract: This research aims to design and develop a web-based information system to improve efficiency and transparency in handling complaints at PERUMDA Air Minum Tirta Silaupiasa. Poor management of customer complaints… s will hamper the handling process, provide workload, and reduce the company's image due to the lack of transparency of the information provided. The method used in this research is a qualitative approach through observation and interviews. The results showed that the designed system was able to reduce complaint resolution time, provide clear responses to customers, and provide structured reports to the company. This research confirms that the implementation of a web-based information system not only improves the quality of service to customers, but also improves the company's operational efficiency.             Keywords: customer; efficiency; information system; PDAM; web-based reporting   Abstrak: Penelitian ini bertujuan untuk merancang dan mengembangkan sistem informasi berbasis website guna meningkatkan efisiensi dan transparansi dalam penanganan keluhan di PERUMDA Air Minum Tirta Silaupiasa. Pengelolaan pengaduan pelanggan yang kurang baik akan menghambat proses penanganan, memberikan beban kerja, hingga menurunnya citra perusahaan akibat tidak transparanya informasi yang diberikan. Metode yang digunakan dalam penelitian ini adalah pendekatan kualitatif melalui observasi dan wawancara. Hasil penelitian menunjukkan bahwa sistem yang dirancang mampu mengurangi waktu penyelesaian keluhan, memberikan respon yang jelas kepada pelanggan, serta memberikan laporan yang terstruktur kepada pihak perusahaan. Penelitian ini menegaskan bahwa penerapan sistem informasi berbasis website tidak hanya meningkatkan kualitas layanan kepada pelanggan, namun memperbaiki efisiensi operasional perusahaan. Kata kunci: efisiensi; pelaporan berbasis web; PDAM; pelanggan; sistem informasi

ANIMASI DAMPAK DAN PENCEGAHAN CYBERBULLYING PADA TINGKAT REMAJA DI KOTA BATAM

song, Meidianto, Pernando, Yonky
Abstract: Abstract: In today’s digital age, social media has become a primary medium for social interactions, particularly among teenagers. While digital advancements bring various advantages, they also introduce challenges, such… , such as the growing issue of cyberbullying, a harmful online behavior impacting teens' mental health and social relationships. This study focuses on developing an educational animation aimed at raising awareness about the effects and prevention of cyberbullying by employing the Multimedia Development Life Cycle (MDLC) approach. The MDLC method provides a structured, step-by-step process for creating multimedia-based animations, involving concept, design, material collection, assembly, testing, and distribution stages. Assets were created in Adobe Illustrator, while animation development used Adobe Animate to effectively communicate cyberbullying risks and preventive strategies to teenagers. Distributed through social media to assess audience feedback, the animation received initial positive responses, indicating an increased understanding of cyberbullying prevention. This study serves as a useful basis for further research into digital media’s role as a preventive tool against cyberbullying among youth. Keywords: cyberbullying; animation; multimedia development life cycle  Abstrak: Di era digital saat ini, media sosial telah menjadi media utama untuk interaksi sosial, terutama di kalangan remaja. Sementara kemajuan digital membawa berbagai keuntungan, mereka juga menimbulkan tantangan, seperti masalah cyberbullying yang berkembang, perilaku online berbahaya yang memengaruhi kesehatan mental dan hubungan sosial remaja. Penelitian ini berfokus pada pengembangan animasi edukasi yang bertujuan untuk meningkatkan kesadaran tentang efek dan pencegahan cyberbullying dengan menggunakan pendekatan Multimedia Development Life Cycle (MDLC). Metode MDLC menyediakan proses langkah demi langkah yang terstruktur untuk membuat animasi berbasis multimedia, yang melibatkan konsep, desain, pengumpulan material, perakitan, pengujian, dan tahap distribusi. Aset dibuat di Adobe Illustrator, sedangkan pengembangan animasi menggunakan Adobe Animate untuk mengomunikasikan risiko cyberbullying dan strategi pencegahan secara efektif kepada remaja. Didistribusikan melalui media sosial untuk menilai umpan balik audiens, animasi tersebut menerima tanggapan positif awal, yang menunjukkan peningkatan pemahaman tentang pencegahan cyberbullying. Penelitian ini menjadi dasar yang berguna untuk penelitian lebih lanjut tentang peran media digital sebagai alat pencegahan terhadap cyberbullying di kalangan remaja. Kata kunci: cyberbullying; animasi; multimedia developmet life cycle

SISTEM INFORMASI PENERAPAN E-CRM UNTUK MENINGKATKAN KUALITAS LAYANAN PELANGGAN DI FAMILY BOX PEKANBARU

Handayani, Sri Astuti, Asril, Elvira
Abstract: Abstract:  Family Box is a karaoke entertainment venue located on Jl. HR Soebrantas Panam  Pekanbaru, during this pandemic the family box has experienced a decrease in customers so  that  the  family  box  needs  to  remanage… �to  remanage  services  at  the  Family  box.  Family  Box  is  an  entertainment place that has a lot of competition with other karaoke places such as Koro-Koro,  Happy Puppy and so on. During this pandemic, the family box overcame the competition by  providing free 1 hour karaoke for customers who order 1 hour karaoke with the condition that  they follow and post the customer's personal Instagram or by ordering food that has been set  by the family box. And the family box also provides free Voucher Room for customers who order  food at karaoke with the condition that they order food which is also specified by the family  box. With this problem the researcher wants to build a family box management information  system in an effort to improve management in the family box. For this reason, the company  implements Electronic Customer Relationship Management (E-CRM) to best serve customers  so that customers feel satisfied and valued by the company. With CRM, companies will get  detailed information about customers. The information is in the form of customer personal data,  criticisms, suggestions and whatever is needed by the customer, so that the company can  provide responses, services and changes according to what the customer wants.    Keywords : information system; CRM; service; customer      Abstrak :Family Box adalah tempat hiburan karaoke yang terletak di Jl.HR Soebrantas Panam  Pekanbaru, dimasa pendemi ini family box mengalami penurunan pelanggan sehingga Family  Box perlu melakukan pengelolaan ulang terhadap pelayanan di Family Box. Family Box tempat  hiburan yang banyak memiliki persaingan dengan tempat karaoke lainnya seperti Koro-Koro,  Happy  Puppy  dan  lain  sebagainya.  Pada  masa  pendemi  ini   family  box  mengatasi  persaingannya dengan cara memberi free karaoke 1 jam bagi customer yang memesan 1 jam  karaoke dengan syarat mengikuti dan memposting instagram pribadi customer atau dengan  memesan makanan yang sudah ditetapkan Family Box. Dan Family Box juga memberikan Free  Voucher Room bagi customer yang memesan makanan pada saat karaoke dengan syarat  memesan makanan yang juga ditetapkan Family Box. Dengan permasalahan ini peneliti ingin  merancang dan membangun sebuah sistem informasi pengelolaan Family Box dalam upaya  peningkatan  pengelolaan  di  Family  Box.  Untuk  itu,  perusahaan  menerapkan  Electronic  Customer  Relationship  Management  (E-CRM)  untuk  melayani  pelanggan  dengan  sebaik- baiknya  agar  pelanggan  merasa  puas  dan  dihargai  oleh  perusahaan.  Dengan  CRM,  perusahaan akan mendapatkan informasi yang rinci mengenai pelanggan. Informasi itu berupa  data pribadi pelanggan, kritik, saran dan apa saja yang dibutuhkan oleh pelanggan, sehingga  perusahaan dapat memberikan tanggapan, pelayanan, serta perubahan-perubahan yang sesuai  dengan apa yang diinginkan pelanggan.    Kata kunci : sistem informasi; CRM; pelayanan; customer  

Sosialisasi Media Pembelajaran Anak Tunanetra Reading Interaction Console With Kinetic Intelligence Braille Versi Prototipe

Ricki Ananda, Muhammad Amin, Muhammad Iqbal Haitame Tambunan, Saifuddin Muhammad Jalil
Abstract: Abstract: The Reading And Interaction Console With Kinetic Intelligence – Braille prototype aims to introduce an innovative educational technology for blind students at SLB Negeri Kota Tanjungbalai. The school, under the… he authority of the Province of North Sumatra, has 111 students across elementary, junior high, and senior high school levels. SLBN Tanjungbalai is led by Mrs. Resti, S.Pd., supported by 13 teachers and 1 administrative staff member. This media integrates an interactive kinesthetic system, binary Braille sensors, and artificial intelligence (AI) capable of recognizing Braille letter patterns based on tactile input and providing real-time voice feedback. Braille letters are converted into six-dot binary codes (Braille-cell), such as A (100000), B (110000), C (100100), D (100110), up to Z (101011). These binary combinations are detected by tactile sensors or push buttons, then processed by an ESP32S connected to a 2004 LCD with I2C, a DFPlayer Mini, and a speaker to produce the corresponding letter sounds. The socialization activity was conducted at SDLB Negeri Kota Tanjungbalai, involving companion teachers and eight blind students. The activities included device demonstration, usage training, and interactive trials. The results show positive responses from both teachers and students, as the media enhances motivation, accuracy, and speed in learning Braille letters. RICKI-Braille proved to be more interactive and adaptive compared to conventional Braille learning media. Keywords: Braille; visually impaired; inclusive learning media; assistive technology inclusive education;   Abstrak: Media Reading And Interaction Console With Kinetic Intelligence – Braille versi prototipe bertujuan memperkenalkan inovasi teknologi pendidikan bagi peserta didik tunanetra di SLB Negeri Kota Tanjungbalai. Sekolah yang berada di bawah naungan Provinsi Sumatera Utara ini memiliki 111 siswa dari jenjang SD, SMP, hingga SMA. SLBN Tanjungbalai dipimpin oleh Ibu Resti, S.Pd., dengan dukungan 13 guru dan 1 tenaga tata usaha. Media ini memadukan sistem kinestetik interaktif, sensor Braille biner, dan kecerdasan buatan (AI) yang mampu mengenali pola huruf Braille berdasarkan input titik-titik taktil, kemudian memberikan umpan balik suara secara real-time. Huruf Braille dikonversi menjadi kode biner enam titik (Braille-cell), misalnya A (100000), B (110000), C (100100), D (100110), dan seterusnya hingga Z (101011). Sensor taktil atau push button membaca kombinasi biner tersebut, lalu memprosesnya melalui ESP32S yang terhubung dengan LCD 2004 + I2C, DFPlayer Mini, dan speaker untuk menghasilkan suara huruf yang sesuai. Sosialisasi dilakukan di SDLB Negeri Kota Tanjungbalai dengan melibatkan guru pendamping dan delapan siswa tunanetra. Kegiatan mencakup demonstrasi alat, pelatihan penggunaan, serta uji coba interaktif. Hasilnya, guru dan siswa memberikan respons positif karena media ini meningkatkan motivasi, ketepatan, dan kecepatan belajar huruf Braille. RICKI-Braille terbukti lebih interaktif dan adaptif dibanding media Braille konvensional. Kata kunci: Braille; tunanetra; media pembelajaran inklusif; teknologi asistif; pembelajaran inklusif

Workshop Penggunaan Learning Apps dan Word Wall sebagai Media Pembelajaran Anak Usia Dini Bagi Guru

Wulandari, Hayani, Nazhifah, Nauroh, Azizah, Hasna Ainnur, Sholihatunnisa, Rina Nur, Andriyani, Wina Windiyanti
Abstract: The application of interactive learning media to improve the learning experience for children can be through introducing technology to early childhood. A strategy for teachers to develop this understanding and ability is… that teachers can take part in training regarding digital learning media. Training regarding learning media was held at TK Yos Sudarso Purwakarta with the learning media used were Learning Apps and Wordwall. Methods uses in this training are Andragogy method with 3 stages, namely Planning, Implementation, and Evaluation. The results of this service ran smoothly, the learning media training participants were able to understand and complete the training activities well and succeeded in creating digital games using the Learning Apps and Word Wall platforms. Participants gave positive responses to the results of the training that had been carried out and hoped that the use of digital media could expand fun learning strategies in early childhood education.             Keywords: early childhood education; interactive learning media; digital technology

Peningkatan Kapasitas Produksi Bumbu Bali “Nepaon” Suka Wirang Desa Buki

Suniantara, I Ketut Putu, Suwardika, Gede, Sopandi, Agus Tatang, Masakazu, Kadek, Wijaya, I Gusti Ngurah Satria
Abstract: The Balinese spice "NePaon" is produced by the Suka Wirang group which is in Bukit Tibulaka Village. The main problems faced by partners are (1) in the production sector, production capacity is less than optimal and packaging… aging leaks, causing labels to become damaged. (2) in the marketing sector, there are limitations to marketing carried out conventionally. The final problem (3) is in the legal sector, where the partner product does not yet have a production permit as a legality and security aspect in expanding marketing. The solution to the problem provided is by offering donations for production equipment and some training. The method of implementing the service is by adopting the PALS (participatory learning system) method. The results of the service obtained are an increase in production capacity in the last two months, increased knowledge of partners in packaging with new designs. Partners already have social media as digital marketing. Partners have knowledge in certification and electronic transactions. Partner responses to the implementation of activities with results were 31% satisfactory and 69% very satisfactory. Meanwhile, in training, partner responses were 37.5% satisfactory and 62.5% very satisfactory.          Keywords: Balinese spices; PALS; production training; increased production    Abstrak: Bumbu Bali “NePaon” di produksi oleh kelompok Suka Wirang yang terletak di Desa Bukit Tibulaka. Permasalahan utama yang dihadapi mitra yaitu (1) bidang produksi, kapasitas produksi kurang maksimal dan pengemasan mengalami kebocoran sehingga menyebabkan label menjadi rusak. (2) bidang pemasaran, adanya keterbatasan pemasaran yang dilakukan secara konvesional. Permasalahan terakhir (3) bidang hukum, dimana produk mitra belum memiliki izin produksi sebagai aspek legalitas dan standar keamanan dalam memperluas pemasaran. Pemecahan masalah yang diberikan yaitu dengan menawarkan sumbangan alat – alat produksi dan beberapa pelatihan. Metode pelakasanaan pengabdian dengan mengadopsi metode PALS (participatory learning system). Hasil pengabdian diperoleh yaitu adanya peningkatan kapasitas produksi dalam dua bulan terakhir, meningkatnya pengetahuan mitra dalam melakukan pengemasan dengan desain yang baru. Mitra sudah memiliki media sosial sebagai pemasaran digital marketing. Mitra memiliki pengatahuan dalam sertifikasi dan transaksi elektronik. Respon mitra terhadap pelaksanaan kegiatan dengan hasil 31% memuaskan dan 69% sangat memuaskan. Sedangkan pada pelatihan, respon mitra 37,5% memuaskan dan 62,5% sangat memuaskan. Kata kunci: bumbu bali; PALS; pelatihan produksi; peningkatan produksi

Pelatihan Dan Pemberdayaan Penyuluh Petani Di Kecamatan Suwawa Timur Da-lam Analisis Usahatani Sorghum

Arsyad, Karlena, Sirajuddin, Zulham
Abstract: Sorghum is an extraordinary commodity because of its waste-free characteristics. Almost all parts of the plant can be used, including leaves, fruit stems, and wilt. Unfortunately, the personnel at the East Suwawa BPP partners… tners and the farmers they support still lack experience in sorghum farming, especially in profit analysis. This is an obstacle in spreading sorghum as an agricultural potential, because extension workers have difficulty providing farmers with an understanding of the benefits of sorghum farming. Therefore, knowledge is needed in carrying out farming analysis, as well as organizing human resources in farmer groups so that they can produce maximum quality and quantity. Through this knowledge and ability, it is hoped that partners can further optimize the dissemination of sorghum farming to the farmers they support so that they can produce sustainably. The methods used in this service activity are training and mentoring. For training activities, farming business analysis and farmer group management were carried out for one day, where the implementing team facilitated training to partners, namely BPP East Suwawa. After the training activities, students in the implementing team provided regular assistance for two weeks to optimize the results obtained in the training. The results of the activity showed that the activity participants were very enthusiastic during the mentoring activity, and gave positive responses, so that activities like this could be routine, especially in assisting with sorghum farming analysis.       Keywords: farming analysis; sorghum; training; mentoring

Peningkatan Keterampilan Masyarakat Kelurahan Karang Joang Balikpapan Melalui Kegiatan Budidaya Ikan Dalam Ember (Budikdamber)

Banaget, Cut Keumala, Anifah, Eka Masrifatus, Hasanah, Barokatun, Sidiq, Muhammad Fajar, Oey, Yehezkiel Wijaya, Rohim, Abdul, Aulia, Indah Putri
Abstract: The loss of food production land due to land conversion in supporting more economically profitable activities has urged innovations in agricultural and fishery activities by utilizing narrow land. A suitable method to solve… lve this problem is Budikdamber or fish farming in a bucket. This method adopts the concept of aquaponics, which is a combination of aquaculture and hydroponics. Community skills improvement by Budikdamber activity aims to introduce a simple method for growing kale and catfish farming on narrow land using buckets so that people can obtain food directly from their yards. The target community for this activity is the residents of RT 14, Karang Joang Village. The implementation method includes field surveys and problem identification, formulation of solutions, implementation, monitoring, and evaluation. These steps are expected to provide skills for the community to do Budikdamber. The community showed positive responses to this activity. The community showed their understanding and opinion of the Budikdamber activity and the continuity of this activity.