To face challenges in the 21st century efficiently and effectively, a country needs students who have inventive thinking in addition to being innovative and creative. The low level of student mindset is an obstacle in the current global era. Therefore, this study aims to analyze students' inventive thinking skills in online learning at SMP Negeri 5 Ukui sub-district. The research method used is a survey method. The database of students' creative thinking abilities was collected through online questionnaires/questionnaires using Google Form, then analyzed descriptively using the SPSS version 23.00 program for Windows. The subjects used as research samples were 55 students of class IX SMP Negeri 5 Ukui. The results showed that the mastery of the elements of students' inventive thinking skills at SMP Negeri 5 Ukui had an average of 3.81 in the Good category. Obtaining the good category, seen from the respondents' responses, namely students have a high curiosity very well. Based on the results and discussion, it can be concluded that the inventive thinking ability of students with a total frequency of 55 students, overall shows that students of SMP Negeri 5 Ukui have good inventive thinking skills, where an average of 3.81 or 10 is also shown by the results of the category. in good presentation. From this research, it is hoped that students' inventive thinking skills will continue to develop both from flexibility and complexity, self-regulation, curiosity, creativity, being able to take risks and high-level thinking.
Riset ini bertujuan untuk menganalisis kesan guru terhadap program pelatihan dan bimbingan teknis pemanfaatan teknologi informasi dalam pembelajaran yang telah dilaksanakan. Penelitian ini merupakan penelitian Participatory Action Research (PAR) dengan pendekatan deskriptif kualitatif. Peserta yang mengikuti program pelatihan terdiri dari 45 orang guru SD Lubuk Raja Kabupaten Pelalawan. Data diperoleh melalui kuesioner dan dianalisis secara deskriptif menggunakan SPSS versi 26 for windows. Penilaian kesan program pengabdian terdiri dari 3 konstruk yang mana hasil dari konstruk materi diperoleh rata-rata 4.48 dengan kategori baik, konstruk penyampaian materi diperoleh rata-rata 4.41 dengan kategori baik dan konstruk diskusi/ tanya jawab diperoleh rata-rata 2.83 dengan kategori baik. Sehingga dapat ditarik sebuah kesimpulan bahwa program pelatihan dan bimbingan teknis pemanfaatan teknologi informasi dalam pembelajaran memiliki kesan yang baik bagi peserta
Studies related to the development of instruments to measure the use of online comics as an educational media in tertiary institutions are still limited. A survey study was carried out on 60 students from various study programs at open university. The data collection was done using an online questionnaire. The data were analyzed using quantitative data analysis assisted by SPSS version 23.00 for Windows. The results of this study showed that: 1) the preparation and development of an evaluation instrument for the use of online comics for students was carried out using a theoretical development model to test seven research constructs; 2) the results of the construct validity and reliability testing indicated that the validity of the evaluation instrument for the use of online comics for students met the valid criteria because the value of r-count r-table (r-count 0.254); and 3) the reliability of the online comic use evaluation instrument for students that had been compiled and developed in this study also fulfilled the high category as indicated by the alpha Cronbach reliability coefficient of 0.980. This indicates that the instrument developed meets the requirements to be used in measuring the use of online comics for students.
Building community engagement involving consumers, business actors, farmers and others stakeholders as part of marketing strategy for creating value co-creation has become a phenomenon for increasing sustainable consumption. In order to address the issue, this paper proposes a communitybased action model for making value co-creation and for examining how far it affects behavioral aspects (intention and actual purchase). To measure and analyze the proposed model, organic food business mostly run by entrepreneurs (Small Medium Enterprise) is selected as a unit of analysis. Consumers of organic food tend to be influenced by subjective norms when buying products, including recommendation from other people. This paper aims at measuring the impact of four variables (community engagement, value co-creation, intention to repurchase and actual use) by selecting a specific sample which includes respondents who purchase and consume organic food. By using Partial Least Square to run data obtained from 165 respondents from various regions in Indonesia, it is found that customer engagement strongly influence value co-creation (0.601), and intention to repurchase organic food has an impact on actual use (0.866). It can be concluded that strengthening community engagement will increase purchasing intention, which then impacts on the actual purchase. Future research needs to consider two things: grouping organic food products specifically (vegetable, food, drink) and price factor that is still expensive.
<div align="center"><table width="652" border="1" cellspacing="0" cellpadding="0"><tbody><tr><td valign="top" width="529"><p>Promosi merupakan salah satu cara untuk menyebarkan informasi, sehingga dapat membujuk/mempengaruhi audiens agar bersedia untuk loyal, menerima, atau membeli terhadap suatu perusahaan atau produk. Salah satu bentuk media promosi yang efektif untuk meningkatkan prospek suatu objek adalah <em>Augmented Reality</em>. <em>Augmented Reality</em> dapat meningkatkan literasi sains dan kemampuan berpikir tingkat tinggi siswa. Dengan melihat fenomena tersebut, penelitian bertujuan untuk mengevaluasi penggunaan <em>Augmented Reality</em> di kalangan mahasiswa Universitas Islam Negeri Sultan Syarif Kasim Riau dan beberapa dari universitas lainnya sebagai ajang edukasi dan promosi. Desain penelitian pada penelitian pengembangan ialah dengan model ADDIE namun hanya dibatasi pada uji respon atau evaluasi penggunaan <em>Augmented Reality</em>. Penelitian dilakukan dengan 38 mahasiswa dari berbagai program studi. Adapun alat pengumpul data digunakan adalah kuesioner online yang terdiri dari empat konstruk dengan 18 pertanyaan terkait dengan evaluasi penggunaan <em>Augmented Reality</em>. Data yang terkumpul akan dianalisis melalui Aplikasi SPSS. Hasil penelitian ini menjelaskan bahwa evaluasi mahasiswa terhadap penggunaan <em>Augmented Reality</em> di lima konstruk dengan rata-rata 2.61 yang berada pada kategori “baik”. Oleh sebab itu, mahasiswa sebagai agen perubahan dalam pendidikan diharapkan mampu berpikir secara terbuka terhadap perubahan dan alternatif yang ditawarkan oleh teknologi meningkatkan kualitas pembelajaran.</p><p> </p></td></tr></tbody></table></div>
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.