Human resource development can be done by various step such as improvement of quality education especially model and learning methode.
: This study is intended to : (1) Identify the characteristics of orphanage children in Malang, (2) Identify the real needs of the orphanage children. The population of this study is the orphanage children throughout Malang namely 8,846 children. With purposive sampling, it was collected 100 orphans who are taking high school education or equivalent. The data collection techniques used are questionnaires, interviews and observations. Data analysis applied descriptive statistics. From the results of the study there is conclusion : (1) The gender majority of the orphanage children is male; the majority of them have no mother, only have father; majority of orphanage children come from towns/regencies in East Java; the whole orphanage children as research subjects are the ones who are studying SMTA/SMK/MA. (2) The majority of the orphanage children have not joined entrepreneurship training; majority of orphanage children want/require entrepreneurial training, business design and practical accounting; majority of orphanage children are sure that by joining the training, they will increase entrepreneurial knowledge and skills, the entrepreneurial spirit will grow.
<p class="Abstract"><strong>Abstract:</strong> The purpose of this study is to determine the performance of industrial marketing in Malang City. This research method with a quantitative approach. The population is 200 entrepreneurs of tempe chips in the Sanan Tempe Chip Industry Center, Malang City. The research sample is 151 respondents taken by purposive sampling. Data analysis with partial last square analysis technique. Research findings prove that marketing performance is influenced by market orientation, learning orientation, and product innovation. The suggestions given include, a) always taking strategic steps according to the needs of customers. Committed to continuous learning and innovating to improve its marketing performance; b) always regularly conduct gatherings in the context of deliberation and determine business strategies that must be improved and are always committed to providing training for tempe chip craftsmen in Sanan so they can always develop them products more good.</p><strong>Abstrak: T</strong>ujuan studi ini untuk mengetahui kinerja pemasaran industri di Kota Malang. Metode penelitian ini dengan pendekatan kuantitatif. Populasi sebesar 200 Pelaku usaha keripik tempe di Sentra Industri Keripik Tempe Sanan Kota Malang. Sampel penelitian yaitu berjumlah 151 responden yang diambil secara purposive sampling. Analisis data dengan teknik analisis partial last square. Temuan penelitian membuktikan bahwa kinerja pemasaran dipengaruhi oleh orientasi pasar, orientasi pembelajaran dan inovasi produk. Saran yang diberikan diantaranya, a) senantiasa mengambil langkah-langkah strategi sesuai kebutuhan para pelanggan. Berkomitmen untuk terus belajar dan berinovasi guna meningkatkan kinerja pemasarannya; b) senantiasa rutin melakukan perkumpulan dalam rangka musyawarah serta menentukan strategi-strategi bisnis yang harus ditingkatkan dan senantiasa berkomitmen memberikan pelatihan-pelatihan terhadap para pengarajin keripik tempe di Sanan agar dapat selalu mengembangkan produk mereka menjadi semakin lebih baik.
The current fact shows that entrepreneurship education is only a textbook without providing experimental learning to students. The current solutions have not been able to accommodate the needs of students, especially in the era of disruptive education which is developing massively. This study aims to develop gamification-based educational learning media that will be implemented in high school students to develop students' entrepreneurial spirit. This type of research is development research using the ADDIE (Analysis, Design, Development, Implementation, Evaluation) method by using a questionnaire to collect research data. After being implemented, gamification-based educational learning media succeeded in increasing student interest in entrepreneurship education as a provision for the growth of the entrepreneurial spirit in students. This learning media has also succeeded in increasing the activeness of teachers and students in the learning process that provides experimental learning to students. The collaboration between the gamification model and educational learning media is by the competency needs of students in the current era of disruptive education. Follow-up research is deemed necessary that focuses on digitizing gamification-based educational media that was developed without eliminating the activeness of teachers and students in learning
Perkembangan teknologi saat ini berkembang begitu pesat dan semakin canggih di semua bidang, tak terkecuali di dunia pendidikan. Teknologi saat ini mulai dimanfaatkan di bidang pendidikan yaitu di sekolah baik oleh guru dan peserta didik sebagai alat penunjang berlangsungnya kegiatan pembelajaran. Dengan adanya hal itu maka diperlukan adanya pengembangan lebih lanjut pada media pembelajaran dengan memanfaatkan teknologi yang berkembang dengan cepat dan canggih ini. Pendidikan menjadi salah satu aspek yang terdampak pandemi Coronavirus Disease (Covid-19). Penyebaran virus ini terbilang sangat cepat di Indonesia sejak awal tahun 2020, dampak dari adanya covid-19, saat ini pembelajaran dilakukan secara daring (online), sehingga guru dituntut untuk kreatif serta inovatif dalam mengoptimalkan teknologi dalam kegiatan pembelajaran. Oleh karena itu, penelitian ini bertujuan untuk menghasilkan produk Mobile Learning PERSIKA berbasis iSpring Suite 9 untuk meningkatkan kemandirian dan hasil belajar peserta didik. Produk media pembelajaran yang dikembangkan terdapat enam menu dan fitur yang mempermudah penggunaan dalam pengoperasiannya Cakupan materi yang lengkap, serta ukuran file sebesar 7,91 MB dapat membantu peserta didik dalam meningkatkan kemandirian dan hasil belajar peserta didik. Penelitian dan pengembangan ini menggunakan model Research and Development Borg and Gall yang telah dimodifikasi. Teknik analisis data yang digunakan adalah deskriptif persentase hitung manual dan serta uji Mann-Whitney. Hasil penelitian dan pengembangan ini adalah Mobile Learning PERSIKA berbasis iSpring Suite 9 mata pelajaran Administrasi Umum yang bernama PERSIKA yang telah dinyatakan valid dan layak digunakan dalam pembelajaran Administrasi Umum Kompetensi dasar Menganalisis Persyaratan Personil Administrasi Kantor oleh ahli media, ahli materi, dan 6 siswa uji coba kelompok kecil serta terbukti terdapat perbedaan kemandirian dan hasil belajar secara signifikan pada uji coba kelompok besar dimana hasil tes kelas eksperimen lebih tinggi daripada kelas kontrol. Sehingga dapat disimpulkan bahwa PERSIKA layak dan efektif digunakan sebagai media pembelajaran untuk meningkatkan kemandirian dan hasil belajar Peserta didik pada mata pelajaran Administrasi Umum.
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