Pandemi COVID-19 memperparah kerawanan pangan di pusat-pusat perkotaan karena terganggunya rantai pasokan pangan. Urban farming dinilai menjadi solusi yang baik untuk memperbaiki kondisi tersebut. Namun, terjadi kesenjangan keterlibatan wanita dalam kegiatan urban farming. Jadi, studi ini bertujuan untuk menjelaskan mekanisme psikologi keputusan partisipasi wanita untuk aktif dalam urban farming di Kampung Ramanuju Baru, Cilegon dengan Stimulus-Organism-Response. Studi ini memakai pendekatan kuantitatif explanatory research dan analisis data dengan SEM PLS aplikasinya yaitu Warp PLS 7.0. Faktor sosial (stimulus) berhasil sebagai prediktor yang memberikan pengaruh kepada motivasi (organism). Selanjutnya, motivasi (organism) ini akan berpengaruh terhadap keputusan partisipasi (respon) wanita untuk aktif dalam urban farming di Kampung Ramanuju Baru, Cilegon.
This study tries to explain the antecedents of task performance using Self Determination Theory from autonomy and relatedness elements that are often ignored in the work environment. The autonomy element is represented by work engagement and the relatedness element is represented by the coworker support. The purpose of the study was to examine the effect of work engagement and coworker support on task performance. Thus, quantitative research methods were chosen because according with the research objectives. Yogyakarta Provincial Government employees who have worked for 2 years as many as 150 people are respondents in this study. The results of the study prove that work engagement and coworker support contribute to the improvement of employee task performance.
Penelitian ini bertujuan untuk menganalisis pengaruh dari sosial media terhadap keputusan generasi Z memilih Pulau Tunda sebagai tujuan wisata. Hal ini dikarenakan setelah dua tuhun pariwisata di Indonesia menurun secara signifikan, salah satunya di Pulau Tunda. Pasca pandemi covid-19 ini, pariwisata mulai menggeliat dan berlomba-lomba menarik wisatawan khususnya generasi Z yang jumlahnya sangat banyak. Penelitian ini merupakan penelitian kuantitatif dengan metode regrisi berganda. Variabel kepercayaan media sosial sebagai X1, informasi media sosial X2, dan keputusan generasi Z memilih Pulau Tunda sebagai variabel Y. Hasil penelitian menunjukan bahwa kepercayaan dan informasi sosial media mempengaruhi generasi Z dalam memilih Pulau Tunda sebagai tujuan wisata pasca pandemi. Hal tersebut ditunjukan dari hasil analisis data yang menunjukan nilai P value lebih kecil dari nilai alpha 0,02. Kedepannya dapat dilakukan penelitian secara kualitatif dengan metode wawancara mendalam kepada para wisatawan generasi Z Pulau Tunda, untuk mengetahui faktor-faktor lain yang mempengaruhi generasi Z dalam menentukan tujuan wisata.
There are currently eight digital platform partners for conducting online training. The digital platform partner of the Prakerja Card provides 1,338 types of training from business to personal development. Furthermore, there are still five digital platforms that submit proposals to be able to join as partners in the Prakerja Card Program and there are 362 new types of training proposed by partners. With the increasing number of choices for the type of training, the partner anda organizers need to evaluate the factors determining the decision to take part in online training for women who have Prakerja Cards in Banten Province. The research approach used is quantitative. The population of this research is women who have Prakerja Card in Banten Province. The number of respondents in the study was 150 obtained by purposive sampling method. SEM Warp PLS application is used for statistical data computation. The results revealed that the factors that could influence the decision to participate in training for women who have Prakerja Card in Banten Province were cultural, social, personal, and technological factors.
Puzzle games are very suitable for children with disabilities for the learning process because with puzzle games they will get knowledge by processing the information as a visual learner. The purpose of this research is to find out the effectiveness of puzzle games in the learning process about the solar system for children with disabilities. This research is a type of RnD type. The research design used in this study is quantitative and qualitative. This research is used tests, observations, documentation, & interviews for data collection. The results of this study show that the use of solar system learning media in the form of puzzles has effectiveness which affects the process of solar system learning, this can be seen from the pre-test and post-test scores. The average of pre-test scores before the learning process using puzzles is 14.29 while the post-test scores after is 42.89 thus, it can be concluded that there is an increase in the mean value of 28.57.
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