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Employee Emotions on Employee Performance: The Role of Human Character Pindo Asti; Dewi Widyaningsih; Agus Priyadi
Jesya (Jurnal Ekonomi dan Ekonomi Syariah) Vol 5 No 2 (2022): Article Research Volume 5 Number 2, Juni 2022
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi Al-Washliyah Sibolga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36778/jesya.v5i2.787

Abstract

This study strives to enhance employee performance by bridging the mediating role of the human character of the Emotional Employee. Employee emotional changes can be boosted by potential human character, which would have the ability to strengthen employee performance. Data has been collected from 227 employees across the profession, and this has been analyzed using structural equation modeling SEM-PLS. The findings of the SEM show that emotional employee have a positive direct effect on the human character. The data results using this quantitative method showed that employees' emotions had a direct positive impact on human character. Emotional wealth has a positive effect on employee performance. The human character holds proven to potentially bridge the inconsistency of employee emotional changes towards optimizing employee performance. From a methodological standpoint, the role of "static" human characters is paired with symmetrical and asymmetric statistical instruments to better comprehend contingencies and interactions in this study. This approach adds to the literature by examining how individual characters must be awakened through employees' emotions for them to perform well.
PENGARUH ILUSTRASI DESAIN KEMASAN PADA PRODUK SINGKONG KEJU D-9 OLEH-OLEH KHAS KOTA SALATIGA Ahmad Zainudin; Agus Priyadi; Dimas Pamungkas
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 1 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i1.466

Abstract

After doing research on Singkong Keju D-9 Salatiga, it can be seen that Singkong Keju D-9 Ready to Fried has limitations in its packaging, which is not yet in accordance with the regulatory standards of the State Ministry of Cooperatives and SMEs RI. In addition, it also has a packaging design that is not much different from competing products. Therefore, it is necessary to design a packaging design that is in accordance with the regulatory standards of the Ministry of Cooperatives and SMEs of the Republic of Indonesia and also innovation in packaging design that is able to provide characteristics as a souvenir product typical of the City of Salatiga so that it has an exclusive image on the product and continues to be able to compete against its competitors.The purpose of this study is to describe the effect of packaging design on consumer confidence in buying products based on packaging design and measure the accuracy of the theme of the illustration image on the packaging design of Singkong KejuD-9 as souvenirs typical of the city of Salatiga.The method used is the Research and Development method, starting with (1) potential and problems, (2) data collection, (3) packaging design, (4) packaging design validation, (5) packaging design revision, (6 ) product trials, (7) implementation.The results showed that the packaging design had met the requirements and met the requirements for use, judging from the results of the validation it had Cronbach's Alpha Reliability >=0.6 that the questionnaire used was very reliable.
Pengembangan Game Edukasi Matematika Geometri Untuk Siswa Kelas V Sekolah Dasar Kristen Ngampin Agus Priyadi; Ahmad Zainudin; Eko Rustanto
JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA Vol 2 No 2 (2022): Oktober : JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v2i2.162

Abstract

Mathematic Geometry Educational Game Development for Fifth Grade Students at SD Kristen Ngampin. Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills. There are some problems which frequently happened at SD Kristen Ngampin, especially for fifth grade students, related to the media game utilization in learning. Firstly, conservative learning which is already applied by the teacher, lead them to have less curiosity in learning the material. Secondly, the media learning limitation affects the students’ independence learning and their participation on the learning process. The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user. Based on the research conducted, it concluded that educational game enhances insight and direct experience about Mathematic learning, especially on geometry material for fifth grade students of SD Kristen Ngampin.
Peningkatan Kompetensi Technopreneurship Siswa-Siswi SMKT Al-Huda Petak Kabupaten Semarang Melalui Pelatihan Digital Marketing Edwin Zusrony; Edy Jogatama Purhita; Ahmad Zainudin; Dewi Widyaningsih; Agus Priyadi; Indra Ava Dianta; Siti Kholifah
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 4 No. 1 (2023): Jurnal Pengabdian kepada Masyarakat Nusantara (JPkMN)
Publisher : Sistem Informasi dan Teknologi (Sisfokomtek)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (718.37 KB)

Abstract

Pelatihan dan pendampingan kegiatan pengabdian kepada masyarakat dengan topik digital marketing bagi siswa dan siswi Sekolah Menengah Kejuruan Terpadu Al Huda Petak Kabupaten Semarang dengan harapan meningkatkan kompetensi serta pengetahuan dalam digital marketing serta dapat digunakan sebagai bekal menjadi pengusaha muda. Pelatihan serta pendampingan ini dilakukan dengan metode ceramah, praktik, tanya jawab serta diskusi secara langsung. Pelatihan ini mengajarkan penggunan teknik copywriting untuk membuat flyer digital dengan bantuan aplikasi Canva. Para peserta dari siswa dan siswi Sekolah Menengah Kejuruan Terpadu Al Huda Petak dalam praktik pembuatan flyer digital menggunakan aplikasi Canva sangat bersemangat, antusias dan interaktif. Kegiatan dilaksanakan secara luring di ruang kelas Sekolah Menengah Kejuruan Terpadu Al Huda Petak yang beralamat di Jalan Hos Cokroaminoto Petak, Desa Sidoharjo, Kecamatan Susukan, Kabupaten SemarangSasaran dalam pelatihan ini merupakan siswa kelas XI jurusan teknik komputer jaringan berjumlah 44 orang. Praktik hasil pelatihan dan pendampingan kegiatan pengabdian kepada masyarakat agar para siswa memiliki kemampuan yang kompeten di bidang digital marketing.
PERAGAAN BUSANA VIRTUAL SEBAGAI SARANA PROMOSI DI OBEDA BOUTIQUE SALATIGA Setiyo Adi Nugroho; Andik Prakasa Hadi; Agus Priyadi; Eni Kristina Pujiastuti
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol 2 No 2 (2023): Mei : Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Sekolah Tinggi Ilmu Ekonomi Trianandra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v2i2.1713

Abstract

This research is about designing a virtual fashion show video for promotion at Obeda Boutique Salatiga. This research is purposed to display fashion products in fashion shows in the form of 3-dimensional animation, and to hold fashion shows through social media. The preparation of this promotional video utilizes the Multimedia Development Life Cycle (MDLC) research approach which follows six steps, namely (1) concept, for setting goals, target audience, and others. (2) design, to develop detailed specifications regarding style, appearance, and material requirements for animation production. (3) collection of materials, collect materials according to the needs of the project. (4) assembly, making all objects or animated materials. (5) testing, testing performance to ensure compliance with the expected specifications, and (6) distribution, producing the final product in video format with *.mp4 format. Based on the research results, the design of a virtual fashion show video as a means of promotion at Obeda Boutique Salatiga is appropriate to be published on all Obeda Boutique Salatiga social media. Keywords: (1) Promotional Video, (2) Virtual Video, (3) Promotional Media.
Pengembangan Sistem Informasi Pencatatan Pembayaran SPP Dan Tabungan Berbasis Website Agus Priyadi; Daniel Rudjiono; Ahmad Zainudin; Siti Sohiroh
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 3 No. 1 (2023): Maret : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Amik Veteran Porwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v3i1.1884

Abstract

Advances in technology encourage many agencies to be able to maximize the use of technology. One of the institutions affected is the educational institution. The payment transaction process that is still widely used in educational institutions is a manual transaction. Recording transactions manually raises several problems, one of which is transparency in recording. A web-based information system for paying tuition fees and student savings was developed to maximize the use of existing technology. This research resulted in a system for recording tuition fees and student savings which can be easily used and has good transaction recording transparency. This web-based system was developed using the R&D method. Based on the results of the validation carried out, it shows that the system is good and ready to use.
Pelatihan Pemanfaatan Teknologi Multimedia Untuk Membuat Media Pembelajaran Agus Priyadi; Ahmad Zainudin; Andik Prakasa Hadi; Rudjiono Rudjiono; Setiyo Adi Nugroho; Priyadi Priyadi; Robby Andika Kusumajaya; Danang Danang
Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat Vol. 1 No. 3 (2023): Juli, Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/pandawa.v1i3.54

Abstract

The results of observations, efforts to improve the quality of education, SDIP Haji Muhammad Subandi need tools or media to convey lessons as a substitute for teaching aids, describe an incident, and provide examples. Computers and projectors are only used to display text using Microsoft Word and Power Point application software. Animation, sound and video are never used. Multimedia has many variations in appearance so that learning activities become more interesting, effective and efficient. The development of multimedia technology, one of which is the website, provides many tools for making various media such as images, converters, sound, animation, and video, which can be used to facilitate the creation of multimedia-based learning media. Canva on its website mentions its mission so that people can design and publish anywhere and anytime. This training was held for teachers at SDIP Haji Muhammad Subandi so that teachers have additional knowledge and alternative options for teaching students using Canva's easy-to-use and complete tools..
MEDIA INFORMASI VIRTUAL REALITY UNTUK MEMPROMOSIKAN SEKOLAH DI MASA PANDEMI Andik Prakasa Hadi; Setiyo Adi Nugroho; Agus Priyadi; Rizky Ridwan Saputra
Elkom : Jurnal Elektronika dan Komputer Vol 16 No 1 (2023): Juli : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v16i1.1264

Abstract

School promotions were carried out directly by visiting junior high schools, during a pandemic this can’t be done. In an effort to attract prospective new students at SMK PGRI 2 Salatiga, it is necessary to innovate by adding promotional media that can be accessed by the wider community. Information distribution can be done through social media and the school's YouTube channel. Information media was chosen as virtual reality in the form of 360° videos to display school facilities and privileges. The measurement indicators used in this study are behavior, interactivity, and sound to find out whether the virtual environment can affect the interest of prospective students at SMK PGRI 2 Salatiga. In addition, the interactivity of the video when it is played and the sound of the environment in the video can give immersive in a school environment. The results of this study by the majority of respondents stated that promotional media virtual reality in the form of 360° videos is appropriate for use for school promotions during a pandemic, as an effort to increase the number of new students.