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Analisis Kontribusi Sektor Perekonomian Tehadap PDRB di Kota Banjarmasin dan Komparasi Dengan Kota Banjarbaru Tahun 2016-2020 Salbiah, Siti; Chandriyanti, Ika
JIEP: Jurnal Ilmu Ekonomi dan Pembangunan Vol 6, No 2 (2023)
Publisher : PPJP Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jiep.v6i2.11084

Abstract

This study was conducted to determine the economic sector's contribution to Banjarmasin's GRDP from 2016 to 2020 and to compare it to the town of Banjarbaru. The types of research used in this research are descriptive and comparative. The data analysis technique used in this study is a descriptive method with a contribution approach. The analysis results show that the manufacturing sector makes the highest contribution to forming the GRDP of Banjarmasin City. The average contribution of the processing industry from 2016 to 2020 is 17,89%. Based on the results of the sector analysis, the first and most significant contribution to the formation of the GRDP of Banjarbaru from 2016 to 2020 is the transportation and warehousing sector, with an average of 19,46%.
Development of Airfield Lighting System Digital Learning Media: An Application Usability Testing Amalia, Direstu; Soleh, Asep Muhamad; Febriansyah, Adha; Rizko, Rio; Salbiah, Siti; Suryan, Viktor; Septiani, Virma
JMKSP (Jurnal Manajemen, Kepemimpinan, dan Supervisi Pendidikan) Vol. 9 No. 1 (2024): JMKSP (Jurnal Manajemen, Kepemimpinan, dan Supervisi Pendidikan)
Publisher : Graduate Program Magister Manajemen Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/jmksp.v9i1.13571

Abstract

This study aims to evaluate the usefulness of a game-based learning tool called the airfield lighting system that uses both VR and AR technology in the classroom. The quantitative research method uses a survey to gather data and test the application in two classes. The application’s usability is represented by data analysis that uses the User Experience Questionnaire (UEQ) model to quantify two aspects: hedonic and pragmatic quality. The study’s findings display the means of the positive value scales, indicating that the pragmatic quality score was 2.538 and the hedonic quality score was 2.548. In addition, To gain a more comprehensive understanding of a product’s quality, we also assess the product’s measured user experience by contrasting it with the outcomes of other well-known products. The results are interpreted within the 10 percent best results range, indicating “excellent” for five instruments and “above average” for novelty instruments. The result presents six instruments of usability level: efficiency, perspicuity, dependability, stimulation, and novelty. This usability test suggests using the airfield lighting system application as the learning medium for student-centered learning.
Penyuluhan Dampak Penggunaan Gadget Pada Anak Di Desa Jambuluwuk Kecamatan Ciawi Salbiah, Siti; Amelia, Rina; Pangestu, Raden Ali
Educivilia: Jurnal Pengabdian pada Masyarakat Vol. 4 No. 1 (2023): Educivilia: Jurnal Pengabdian pada Masyarakat
Publisher : Universitas Djuanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30997/ejpm.v4i1.6579

Abstract

Gawai pada saat ini sangat berperan penting bagi kehidupan manusia guna berkomunikasi, memperbanyak relasi, menambah wawasan, bahkan pada saat ini gawai sudah digunakan untuk media belajar online. Tetapi di sisi lain, terjadi hal yang sebaliknya dan mengacu kepada hal yang negatif dikarenakan anak - anak belum mengetahui akan fungsi serta penggunaan yang benar dan tepat. Sehingga menimbulkan dampak negatif juga muncul dalam pemanfaatan gawai terutama bagi kalangan anak-anak. Pengabdian masyarakat dalam rangka penyuluhan ini dilakukan di Kp. Cukanggaleuh RW 04 Desa Jambuluwuk Kecamatan Ciawi yang bertujuan sebagai salah satu upaya kami sebagai mahasiswa dalam meminimalisir pengaruh gawai di kalangan anak – anak terutama anak -anak tingkat Sekolah Dasar. Metode yang digunakan dalam penelitian ini adalah dengan menggunakan metode pendekatan sosialisasi yaitu ceramah. Adapun hasil dalam kegiatan penyuluhan penggunaan gawai, antara lain: 1) Gunakan gawai seoptimal mungkin sesuai dengan kebutuhan pengguna, jangan sampai lupa waktu dan kurang bersosialisasi 2) Dampak negatif dari penggunaan gawai pada anak, ) Cara mencegah dari kecanduan gawai.