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 8051–8060 dari 14847 artikel
Analisis Tingkat Pengangguran Di Daerah Provinsi Banten Akibat Pandemi Covid-19 Tahun 2021
Alfiana, Salma
; Ramadaneta, Tiara Frisach
; Oktafiani, Dini
; Putri, Gabriella Stephanie Regina
; Kencana, Adjie Restu
; Desmawan, Deris
Wawasan : Jurnal Ilmu Manajemen, Ekonomi dan Kewirausahan
Vol 1
, No 2
(2023)
The Covid-19 pandemic has had a significant impact on the global economy, including Indonesia, Banten Province being one of the areas affected, with an increase in the unemployment rate as one indicator. The purpose of this study was to analyze the unemployment rate in the Banten area due to the Covid-19 pandemic. This study used a qualitative approach or secondary data method from the Central Bureau of Statistics (BPS) and analyzed using linear regression. The results of the study show that the...
Sumber Asli
Google Scholar
DOI
HOME VISIT SEBAGAI METODE PEMBELAJARAN JARAK JAUH PADA MASA PANDEMI COVID-19
Jurnal Sinektik
Vol 4
, No 1
(2023)
Tujuan penelitian ini yaitu untuk mengetahui faktor guru dalam menjalankan perannya pada proses pembelajaran home visit selama masa pandemi covid-19 SDN 02 Sukorejo Kabupaten Grobogan. Desain Penelitian yang digunakan yaitu pendekatan kualitatif dengan pendekatan studi kasus. Hasil penelitian dapat disimpulkan bahwa home visit sebagai metode pembelajaran di SDN 02 Sukorejo terlaksana dengan baik, dilakukan secara bergantian dengan rombel 4-5 siswa, sebagai bentuk kepedulian pendidikan guna mempe...
Sumber Asli
Google Scholar
DOI
2 Sitasi
E-learning as a Learning Media in the Form of Educational Games for Elementary School Students
Journal of Multimedia Trend and Technology
Vol 2
, No 1
(2023)
The use of games as a means of education is not wrong. Because games are entertaining. Human psychology is more like playing than a serious study. In games, education is given through practice or learning by doing. The aim of this research is to design and build an Educational Game for learning mathematics, sub-materials for addition, subtraction, multiplication, and division on integers, Indonesian, Natural Sciences, Desktop-based IPS, class VI. The purpose of designing this platform is to conc...
Sumber Asli
Google Scholar
DOI
4 Sitasi
UI/UX Design on Prototype Attendance Using the Design Thinking Method
Journal of Multimedia Trend and Technology
Vol 2
, No 1
(2023)
Presence is a data collection activity to determine the number of attendance. Presence is a process of activities that is often carried out even every day by many corporate agencies or schools and colleges. One of the institutions that use presence is a school. Several schools have implemented attendance systems. But there are a number of schools that still apply manual attendance where employees or teachers must sign the attendance sheet, one of which is SMK Mpu Tantular Kemranjen which still a...
Sumber Asli
Google Scholar
DOI
5 Sitasi
Implementation of Smart Communication BOT Model Using Machine Learning with the N-Gram Method
Journal of Multimedia Trend and Technology
Vol 2
, No 1
(2023)
The world of higher education in providing educational services, makes a lot of effort made by the service department at each institution. These efforts are often encountered in certain moments such as before the acceptance of new students. But how is time other than that moment used? Certainly this is related to how to make a strategy so that the market share of these educational institutions is wider. Service and handling is a priority for a company engaged in the world of services. With the a...
Sumber Asli
Google Scholar
DOI
2 Sitasi
IMPLEMENTASI KURIKULUM BILINGUAL DALAM MENINGKATKAN KUALITAS BAHASA INGGRIS DI SD BILINGUAL
Jurnal Sinektik
Vol 6
, No 1
(2023)
There are still some obstacles in implementing a bilingual curriculum  to improve the quality of English at SD Bilingual Muhammadiyah 1 Purwodadi, including incompetent teaching staff, limited support from parents, differences in student characteristics. There needs to be an assessment to solve the problem experienced. This type of research is qualitative whose procedure is to generate descriptive data. The approach uses case studies. The subject of the study consisted of the Headmaster and the...
Sumber Asli
Google Scholar
DOI
2D Animation Video of IoT-Based Agricultural Monitoring Using Onion Skinning Technique
Journal of Multimedia Trend and Technology
Vol 2
, No 1
(2023)
Learning is support from educators to help students acquire knowledge, skills and habits, as well as carry out the process of forming attitudes and beliefs. In other words, learning is a process that helps students learn well. Learning has the same meaning as teaching, but has a different meaning. In education, educators teach students to study and master the content of the material in order to achieve certain goals (cognitive aspects), changes in students' attitudes (emotional aspects) and skil...
Sumber Asli
Google Scholar
DOI
1 Sitasi
PEMBENTUKAN AKHLAK SISWA SD IT MUHAMMADIYAH WIROSARI DIMASA PANDEMI 2020
Jurnal Sinektik
Vol 6
, No 1
(2023)
The purpose of this study was to identify and describe the strategy of moral formation of SDIT Muhammadiyah Wirosari students during the 2020 pandemic. The study used a field research method with a descriptive qualitative approach. While the subjects of this study consisted of the principal, waka curriculum, waka student, Islamic education teachers and classroom teachers. Data was collected by means of observation, interviews, and documentation. The results of this study are: 1) the limited inte...
Sumber Asli
Google Scholar
DOI
A Review – The Influence of Games on Education Development in the Disruption Era
Journal of Multimedia Trend and Technology
Vol 2
, No 1
(2023)
Game is a platform that is commonly used by users in everyday life. Games are often used when someone is bored, bored, and mostly as a means of entertainment. But in the current era of disruption in technology, games are also used as learning media. Game-based learning is a learning concept that uses games as a tool to increase student involvement and motivation in learning. In game-based learning, games designed with learning objectives are called serious games. Serious games combine elements o...
Sumber Asli
Google Scholar
DOI
PENTINGNYA KURIKULUM DARURAT COVID-19 BAGI PENDIDIKAN INDONESIA
Iskandar, Sofyan
; Rosmana, Primanita Sholihah
; Fauziyyah, Dewi Hasna
; Hasanah, Isma Aulia
; Nada, Lulu Nadiatun
; Puradireja, Shifa Mutiara
Jurnal Sinektik
Vol 6
, No 1
(2023)
The curriculum is a design of all activities made by the school. The curriculum is not only about the subject matter and knowledge, but all the design of school activities. Therefore, this research aims to find out about the importance of the COVID-19 curriculum for Indonesian Education. This research uses a qualitative method of literature study. With the technique of collecting relevant and correct data, so that the research carried out is in accordance with the expected napa. The results obta...
Sumber Asli
Google Scholar
DOI
1 Sitasi