Klaim Artikel Anda
Verifikasi kepemilikan artikel akademik
Apakah artikel-artikel ini milik Anda?
Daftarkan diri Anda sebagai author untuk mengklaim artikel dan dapatkan profil akademik terverifikasi dengan fitur lengkap.
Badge Verifikasi
Profil terverifikasi resmi
Statistik Lengkap
H-index, sitasi, dan metrik
Visibilitas Tinggi
Tampil di direktori author
Kelola Publikasi
Dashboard artikel terpadu
Langkah-langkah Klaim Artikel:
- 1. Daftar akun author dengan email akademik Anda
- 2. Verifikasi email dan lengkapi profil
- 3. Login dan buka menu "Klaim Artikel"
- 4. Cari dan klaim artikel Anda
- 5. Tunggu verifikasi dari admin (1-3 hari kerja)
Menampilkan 2091–2100 dari 7429 artikel
Analysis of Leadership Influence Factors on Company Management Success
KOMPAK : Jurnal Ilmiah Komputerisasi Akuntansi
Vol 17
, No 1
(2024)
Companies are legal entities that play an important role in the national economy. Like a human body, a company also needs good organization to achieve the targets and goals of the company. Company failures resulting from poor company management occur in international companies, namely the company Apple Inc, which is the most valuable company in the world which ends in 2022, reminding the importance of leadership in company. The research method used in this research uses the Systematic Literature...
Google Scholar
DOI
Hubungan Durasi Penggunaan Gadget Terhadap Gejala Attention Deficit Hyperactivity Disorder (ADHD)
Naufal, Adnan Faris
; Safitri, Eri Fersiana
; Nurulinsani, Atikah
; Darojati, Hafizhah Putri Ilma
; Pristianto, Arif
; Susilo, Taufik Eko
; Awanis, Almas
FISIO MU: Physiotherapy Evidences
Vol 4
, No 2
(2024)
Latar Belakang: Durasi penggunaan gadget yang disarankan untuk anak usia 4-6 tahun oleh American Academy of Pediatrics adalah tidak lebih dari 1 jam per hari. Menggunakan gadget dalam jangka waktu lama dapat menimbulkan masalah bagi anak, seperti meningkatkan risiko gejala ADHD. Attention deficit hyperactivity disorder (ADHD) didefinisikan sebagai gangguan perkembangan yang ditandai dengan kurangnya perhatian, hiperaktif, dan impulsif. Penelitian ini bertujuan untuk mengetahui hubungan lama peng...
Sumber Asli
Google Scholar
DOI
Review Study Learning Apps in Teaching Vocabulary Using Duolingo
Scripta : English Department Journal
Vol 11
, No 1
(2024)
The objective of this research is to find out whether there is or not effectiveness Duolingo application in teaching vocabulary at tenth grade of SMA N 2 Purworejo. The design of this research was quasi experimental research which belongs to the quantitative method. The researcher determines this study as quantitative in the form of quasi experimental design that involves one only group pre-test and post-test. The population of this study was tenth grade of SMA N 2 Purworejo. By employing purpos...
Sumber Asli
Google Scholar
DOI
EFEKTIVITAS PENGGUNAAN MEDIA PEMBELAJARAN DIGITAL PADA HASIL BELAJAR SISWA KELAS 5 SD N NAGRI KALER
Rosmana, Primanita Sholihah
; Iskandar, Sofyan
; Rahma, Ayang Ranisa
; Maria, Salsa
; Supriatna, Supriatna
; Wahyuningtyas, Tri
Jurnal Sinektik
Vol 7
, No 1
(2024)
Generations of the Nation is the hope of the state, services for Basic Education are the needs of the Indonesian people. This study aims to: 1) determine the effectiveness of digital learning media in improving student learning outcomes; 2) knowing students' knowledge before and after being given learning with digital learning media; 3) take advantage of advances in digital technology. On the other hand, this technological progress is very rapid and can be said to be a form of re-adaptation for...
Sumber Asli
Google Scholar
DOI
Investigating the Utilization of YouTube Videos for Improving Speaking Proficiency in English
Scripta : English Department Journal
Vol 11
, No 1
(2024)
This study conducts a systematic literature review to examine the efficacy of incorporating YouTube videos to improve the speaking abilities of English as a Foreign Language (EFL) learners. From 2022 to 2023, the study thoroughly examines, assesses, and combines 30 pertinent publications. By applying strict criteria for inclusion, the evaluation focuses on three specific publications that examine the influence of YouTube videos on speaking proficiency. The findings emphasize the favourable resul...
Sumber Asli
Google Scholar
DOI
The Exploration of Duolingo Application for Vocabulary Building and Pronunciation of Pre-Service Teachers
Scripta : English Department Journal
Vol 11
, No 1
(2024)
Teaching and learning vocabulary and pronunciation is challenging for foreign language learning. Currently, the majority of vocabulary and pronunciation teaching in the classroom employs traditional and uninspiring approaches. Conversely, gamification-based technology in the educational environment is believed to facilitate learners' progress and skills. This study aims to investigate the potential of gamification-based technology media, specifically Duolingo, to enhance prospective English teac...
Sumber Asli
Google Scholar
DOI
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS CANVA UNTUK MENINGKATKAN KREATIVITAS GURU DI SEKOLAH DASAR
Jurnal Sinektik
Vol 7
, No 1
(2024)
First of all, there are problems with instructors who do not provide a sufficient variety of learning media. Less interesting learning materials provide students with a more boring and uninspiring learning environment. This research aims to evaluate how learning media made with Canva can encourage teachers at SDN Karangrejo 01 to think more creatively. This research is a Research and Development (R&D) development using the 4D development model which consists of four stages which include defi...
Sumber Asli
Google Scholar
DOI
1 Sitasi
The Relationship of Students‘ Learning Motivation and Their Speaking Performance
Scripta : English Department Journal
Vol 11
, No 1
(2024)
A skill to consider when learning English is speaking. Students need confidence in their English ability and to feel capable when speaking to others their age. In this situation, it is also essential for students to acquire simple language, and give them the confidence to communicate well. This study investigated the relationship between students' learning motivation and speaking performance students‘. The students in grade 12 in a vocational high school in East Jakarta will be the participants....
Sumber Asli
Google Scholar
DOI
PENGEMBANGAN MEDIA PUZZLE PANCASILA DI KELAS I SDN PANGGUNG LOR BERDASARKAN GAYA BELAJAR KINESTETIK
Jurnal Sinektik
Vol 7
, No 1
(2024)
The purpose of this research is to find out feasible of the puzzle Pancasila media in class I at SDN Panggung Lor based on kinesthetic learning styles. The development of the puzzle Pancasila media uses R&D methods. The development stages adapted the 4D model from Thiagarajan, that is Define, Design, Develop, and Disseminate. Methods of data collection in this reseach using observation, interviews, and questionnaires. The overall results of the feasibility test of this development research p...
Sumber Asli
Google Scholar
DOI
PENGEMBANGAN VIDEO ANIMASI PLOTAGON MATERI FOTOSINTESIS DI KELAS IV SD SUPRIYADI 02 SEMARANG
Jurnal Sinektik
Vol 7
, No 1
(2024)
The purpose of this study was to determine the validity of the Plotagon animated educational video about photosynthesis material in Class IV SD Supriyadi 02 Semarang. The research used in development research is the ADDIE model which refers to the Robert Maribe Branch. in this stage using 5 stages of development namely analysis, design, development, implementation and evaluation. The learning media uses the Plotagon application which was developed by applying learning, especially in the photosyn...
Sumber Asli
Google Scholar
DOI