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Pengaruh Pembelajaran Gamifikasi terhadap Peningkatan VO₂Max dan Kelincahan Siswa SMA
Jendela Olahraga
Vol 11
, No 01
(2026)
Penelitian ini bertujuan untuk menganalisis pengaruh model pembelajaran berbasis gamifikasi terhadap peningkatan kapasitas aerobik (VO₂ max) dan kelincahan siswa sekolah menengah atas. Latar belakang penelitian ini berangkat dari rendahnya tingkat partisipasi dan motivasi siswa dalam pembelajaran Pendidikan Jasmani, yang berdampak pada belum optimalnya perkembangan kebugaran jasmani. Gamifikasi dipandang sebagai pendekatan pedagogis inovatif yang mampu meningkatkan keterlibatan siswa melalui pen...
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The effect of discounts on consumer purchase decision indices: a case study of e-commerce using secondary data
Digital Business Intelligence Journal
Vol 2
, No 1
(2026)
The rapid growth of e-commerce has intensified competition among digital businesses, making pricing and discount strategies critical in influencing consumer purchase decisions. This study aims to examine the effect of original product price and price after discount on consumer purchase decisions on e-commerce platforms. A quantitative causal research design was employed using secondary data derived from publicly available e-commerce transaction records. Data analysis was conducted through descri...
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Comparison of Multiple Linear Regression and Random Forest for Predicting Student Final Grades Using Google Colab
Digital Business Intelligence Journal
Vol 2
, No 1
(2026)
A student's learning success is largely determined by their academic evaluation. Estimating a student's final grade can assist educational institutions in conducting initial assessments of academic achievement. This study aims to analyze the performance of the Multiple Linear Regression (MLR) and Random Forest (RF) algorithms in predicting students' final grades using Google Colab. This research method uses a quantitative approach using secondary data that includes age, mid-term exam scores, fin...
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Comparative Analysis of Multiple Linear Regression and Random Forest in Predicting Student Academic Performance
Digital Business Intelligence Journal
Vol 2
, No 1
(2026)
This study aims to compare the performance of Multiple Linear Regression (MLR) and Random Forest Regression (RFR) in predicting student performance based on academic scores. Student performance is defined as the average of math scores, Reading Scores, and writing scores. This study uses a quantitative approach with a comparative design based on predictive modeling. The data used is secondary data from the Student Prediction dataset obtained through the Kaggle platform, which was processed using...
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PENINGKATAN LITERASI AI DAN EFISIENSI ADMINISTRASI GURU MELALUI MODEL POWERPROMPT GURU DI SMAN 1 SUSUKAN
Saefurrohman, Saefurrohman
; Soelistijadi, R
; Santosa, Dwi Budi
; Noor S, Rina Candra
; Sutanto, Felix Andreas
Inovasi Teknologi Informasi Dan Komputer Untuk Masyarakat
Vol 6
, No 1
(2026)
This community service program aims to improve teachers’ skills in utilizing artificial intelligence through prompt engineering at SMAN 1 Susukan, Semarang Regency. The activity was motivated by the high administrative workload and the inconsistent quality of teaching materials in implementing the Merdeka Curriculum. The Powerprompt Guru training emphasized hands-on practice in designing effective prompts using ChatGPT, enabling teachers to produce learning artifacts and school documents more qu...
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TRANSFORMASI STRATEGI PROMOSI DIGITAL UMKM MELALUI PELATIHAN FOTO PRODUK BERBASIS PRAKTIK MEDIA SOSIAL
Muafi, Siti Liza
; Asmiarti, Yufrida
; Kusumaningtyas, Nadya
; Rohman, Farkhan Nur
; Franscikal, Aditya
; Pamungkas, Yoma Bagus
Inovasi Teknologi Informasi Dan Komputer Untuk Masyarakat
Vol 6
, No 1
(2026)
Abstract
The development of social media has made visual content a crucial element in MSME promotional strategies. However, many MSME actors still face limitations in producing attractive product photographs that align with the characteristics of social media platforms. This Community Service Program (PKM) aimed to enhance the understanding and skills of MSME actors in Jomblang Subdistrict in product photography to support the optimization of digital promotion. The implementation method employed...
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PERBAIKAN KOMPUTER DAN PRINTER UNTUK MENINGKATKAN MUTU PELAYANAN SEKOLAH PADA MIS AL-ISLAMIYAH BATU PUTIH DESA ALILA TIMUR KECAMATAN KABOLA, KABUPATEN ALOR-NTT
Karsa, Karolina
; Potmo, Nimrot Ambrosius
; Botau, Merari
; Laure, Junaldi
; Padahana, Melisa Asnat
; Maniyeni, Ishak
; Molina, Jon Idrison
; Selly, Julminggu J.
Inovasi Teknologi Informasi Dan Komputer Untuk Masyarakat
Vol 6
, No 1
(2026)
The development of information technology requires educational institutions to have adequate facilities to support administrative services and learning activities. However, limited technological infrastructure remains a challenge for schools in rural areas, including MIS Al-Islamiyah Batu Putih, Alila Timur Village, Kabola District, Alor Regency. This community service activity aims to improve school service quality through the repair of damaged computers and printers. The implementation method...
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PELATIHAN PENGGUNAAN MICROSOFT WORD PADA SISWA/SISWI DI MIS AL-ISLAMIAH BATU PUTIH, DESA ALILA TIMUR KABUPATEN ALOR, PROVINSI NTT
Lengmani, Isah E
; Ailabui, Maria
; Laaduka, Mikae
; Nenu, Muhammad A.
; Gegung, Kornelius
; Molina, Jon Idrison
; Selly, Julminggu J.
Inovasi Teknologi Informasi Dan Komputer Untuk Masyarakat
Vol 6
, No 1
(2026)
The rapid development of information technology requires elementary school students to possess basic computer and word-processing skills. Microsoft Office Word is widely used in educational and administrative activities; however, initial observations revealed that many students at MIS Al-Islamiah Batu Putih lacked basic knowledge of this application. This community service activity aimed to improve students’ digital literacy and skills in using Microsoft Office Word 2016 through a structured tra...
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Deep Learning-based Interactive E-module to Enhance English Learning Motivation in Elementary School
ETERNAL: English Teaching Journal
Vol 17
, No 1
(2026)
This study investigates the impact of a Deep Learning-based interactive e-module on the motivation of primary school students learning English as a foreign language. A quasi-experimental design with a pre-test and post-test control group was employed, involving 60 fifth-grade students in West Java, Indonesia. The experimental group (n=30) used the Deep Learning-based module, while the control group (n=30) received traditional instruction. Motivation levels were measured using a validated questio...
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Undergraduate Students’ English Self-Efficacy and Technology-Assisted Self-Regulated Learning
ETERNAL: English Teaching Journal
Vol 17
, No 1
(2026)
Greater access to learning sources resulting from the advancement of the Internet and information technology helps students regulate their learning habits and achieve specific learning targets, including English language learning. This study analyzed English self-efficacy and technology-assisted self-regulated learning strategies among undergraduate students and how the two variables correlate. A total of 510 undergraduate students at Sam Ratulangi University, Indonesia, participated in the stud...
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