Dwi Purbaningrum, Dwi
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Pengembangan Modul Fisika Bermuatan Emotional Spiritual Quotient (ESQ) Untuk Memberdayakan Pengetahuan Dannilai Karakter Siswa SMA/MA Darmawan, Iman; Purbaningrum, Dwi
Kappa Journal Vol 3, No 1 (2019): KAPPA JOURNAL
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (596.746 KB) | DOI: 10.29408/kpj.v3i1.1531

Abstract

This research aims at; (1) describe the characteristics of the Physics module in material with ESQ for grade X SMA / MA. (2) get Physics module with ESQ for grade X SMA / MA who are eligible based on criteria. The method of this research using R & D with the reference of model 4-D (four D model) proposed by Thiagarajan, Semmel (1974). Model 4-D consists of definition, design, development and dissemination. The module is arranged with a load of emotional spiritual quotient (ESQ) which consists of developing knowledge, students can find a solution to their problems, provide a productive learning environment, creating a learning climate of physical and social for students, and engage students optimally in learning good emotional and spiritual. In addition, the module is also equipped with guided-inquiry stage as pillars in the module because it is a part of scientific approach that needs to be developed in 2013 curriculum. The module is assessed based on the feasibility of materials, media, and languages, as well as trials (limited and extensive) to students, and the deployment phase in MGMP. Data collection of the research used questionnaires and guidelines of analysis interview, validation sheet, questionnaire responses, the character values questionnaire, observation of character value, and disseminate questionnaire. The results of the study as follows: (1) physics module which contains six components of esq were well presented, expressed or implied, with guided-inquiry basis in it. (2) modules which are categorized as an adequateone with the calculation results (matter experts, media specialists, linguists, teachers, peers) that shows the average score of 86.0> cut-off 84.3. And supported by the positive response from students and disseminate results conducted on the MGMP forum categorizing as a good module. (3) the use of the module can empower the character value and knowledge of the student because > 75% can reach more than minimum score (KKM). 
The Management of Interpersonal Communication in A Long Distance Relationship Amongst college Students in The Context of Romantical Relationship (Studies on Diponegoro University Students who Undergo Long Distance Relationship with Their Partner). Z, Zamratul Khairani; Lestari, Sri Budi; Purbaningrum, Dwi; Naryoso, Agus
Interaksi Online Vol 4, No 1: Januari 2016
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

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Abstract

Long-distance romance relation carried by college students occur due to factors ofeducation or the demands of the profession that requires one of those pairs toproceed to move to other cities. The communication process they undergoheavily relying on the communication media they use. But the medium ofcommunication can also be a major cause of the resistance in a long distance romanceeither due to misunderstanding or network disruption in interpersonal communicationis ineffective against his partner can be a threat or an obstacle for couples whoundergo long distance romance.This study aims to find out how interpersonal communication is done by couplesand the decision-making process in resolving conflicts that arise in the relationshipsof romance/appear remote. The method used in this studyis descriptive qualitative data analysis and interpretation by using the method ofconstant comparison which generally includes process. This study usesa Tringular Theory of Love and Self Disclosure as the Foundation of research,and Attribution Theory on conflict management is used to describe the experience ofthe subjects. The data collection technique is conducted in-depth interviews with thestudents of the Diponegoro University who are living a long distancerelationship and their partner located outside the city of Semarang, Central Java.Communications management which is done by the students who undergo longdistance romance with their partner is to utilize the existing free time as good aspossible to establish communication. Each pair instill the importanceof communication and maximize the self disclosure. The existence of theflurry of respectively, making each pair also instilling mutual trust, in addition to astrong commitment which is owned will not lead to break up although conflict mayconduct often. In conflict management, avoidance behavior occurs at the beginningof the conflict, along with cooperative attitude which also carried the couple whenovercoming the problems.
PENGARUH DURASI BERMAIN ADVERGAME TERHADAP LEVELS OF COMPREHENSION (TINGKAT PEMAHAMAN) DARI BRAND MESSAGE (PESAN MEREK) Ghany, Drasthya Estha; Ulfa, Nurist Surayya; Setiabudi, Djoko; Purbaningrum, Dwi
Interaksi Online Vol 4, No 1: Januari 2016
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

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Abstract

Cool Cubes, sebuah advergame yang dirancang khusus untukmenyampaikan brand message (pesan merek) dari Lipton Ice Tea. Brand message(pesan merek) di dalam advergame ini disampaikan melalui konten-konten yangada di dalam advergame. Advergame sendiri merupakan salah satu alatkomunikasi pemasaran yang sudah lama digunakan di luar negeri, tetapi masihjarang digunakan di Indonesia.Penelitian ini bertujuan untuk mengetahui pengaruh durasi bermainadvergame terhadap levels of comprehension (tingkat pemahaman) dari brandmessage (pesan merek). Dengan pendekatan positivism, penelitian ini digunakanuntuk menjelaskan relasi sebab-akibat antar 2 variabel, dengan total 24 indikator.Dalam penelitian ini metode yang digunakan adalah eksperimental dengan tekniknon-probability sampling dengan jumlah total populasi sampling sebanyak 30sample. Teknik analisis data dilakukan dengan menggunakan empat proseduryaitu uji normalitas Kolomogrov Smirnov dengan uji beda dua kali pengukuranWilcoxon dan uji normalitas Saphiro Wilk dengan analisis komparatif duakelompok beda Independent Sample T-Test sehingga ditemukan pemgaruh durasibermain advergame terhadap levels of comprehension (tingkat pemahaman) daribrand message (pesan merek).Hasil penelitian menemukan bahwa ada pengaruh antara durasi bermainadvergame terhadap levels of comprehension (tingkat pemahaman) dari brandmessage (pesan merek). Pengaruh ini ditunjukan melalui perbedaan nilai rata-ratadari levels of comprehension (tingkat pemahaman) pada dua kelompok yang diuji.Kelompok yang memainkan advergame dengan durasi yang tinggi memiliki levelsof comprehension (tingkat pemahaman) yang lebih tinggi dibandingkan dengankelompok yang memainkan advergame dengan durasi rendah.
Faktor Psikodemografis dan Rasa Tanggung Jawab terhadap Kualitas Komunikasi Keluarga Rachmitasari, Irine; Lestari, Sri Budi; Purbaningrum, Dwi; Naryoso, Agus
Interaksi Online Vol 3, No 4: Oktober 2015
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

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Komunikasi antar anggota keluarga sangat penting untuk menciptakan keharmonisanhubungan antar anggota keluarga. Agar tercipta komunikasi yang berkualitas banyak faktorfaktoryang mempengaruhinya antara lain faktor psikografis, faktor demografis, rasatanggung jawab seseorang dalam keluarga. Tujuan peneilitian ini adalah untuk mengetahuipengaruh faktor psikodemografis dan tanggung jawab terhadap kualitas komunikasi keluarga.Metode penelitian ini adalah metode kuantitatif. Teknik pengumpulan data yangdigunakan dalam penelitian ini adalah menggunakan angket tertutup atau kuesioner. Teknikanalisis data yang digunakan dalam peneltiian ini adalah menggunakan uji chi-squaremenggunakan bantuan SPSS tipe 21.Hasil penelitian ini menunjukan bahwa faktor psikografis berpengaruh signifikanterhadap kualitas komunikasi keluarga. Faktor demografis berpengaruh signifikan terhadapkualitas komunikasi keluarga. Rasa tanggung jawab berpengaruh signifikan terhadap kualitaskomunikasi keluarga. Secara bersama-sama ketiga faktor tersebut berpengaruh signifikanterhadap kualitas komunikasi keluarga dengan nilai dari uji chi-square 34,352 dengansignifikan 0,000.
HUBUNGAN ANTARA INTENSITAS KOMUNIKASI DENGAN KELOMPOK RUJUKAN, KONSEP DIRI DENGAN KEMAMPUAN PENGAMBILAN KEPUTUSAN PILIHAN PEKERJAAN. Apriani, Desi; Lestari, Sri Budi; Purbaningrum, Dwi; Naryoso, Agus
Interaksi Online Vol 3, No 4: Oktober 2015
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

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Masa remaja merupakan masa dimana seseorang mengalami perkembangan yang bermakna didalam hidupnya, termasuk dalam mengambil sebuah keputusan. Dalam pengambilan keputusan tersebut diperlukan faktor psikologis untuk mewujudkannya, salah satuya ialah faktor konsep diri. Selain konsep diri, pengambilan keputusan dapat dilakukan karena adanya pertimbangan atau masukan dari kelompok luar seperti keluarga, teman, dan lingkungan sosial dimana tempat ia tinggal. Metode penelitian ini adalah metode kuantitatif. Teknik pengumpulan data yang digunakan dalam penelitian ini menggunakan kuesioner. Teknik analisis data yang digunakan dalam peneltiian ini adalah menggunakan uji korelasi menggunakan bantuan SPSS versi 17. Hasil penelitian ini menunjukan bahwa terdapat hubungan antara intensitas komunikasi dengan kelompok rujukan terhadap pengambilan keputusan pilihan pekerjaan dengan nilai koefisien korelasi sebesar 0,21 dan hubungan antara konsep diri dengan pengambilan keputusan pilihan pekerjaan dengan nilai koefisien korelasi sebesar 0,66.
Identifying the Motivational Factors Influence The Consumption of Buying Items in Game Defences of The Anchient 2 Putri, Rieda Anindita; Setyabudi, Djoko; Purbaningrum, Dwi; Rahmiaji, Lintang Ratri
Interaksi Online Vol 4, No 1: Januari 2016
Publisher : Jurusan Ilmu Komunikasi, FISIP, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (142.633 KB)

Abstract

Game is one form of implementation of the technological advances in the realm ofcommunication media. The game can be used as a medium conveys messages and allow forfeedback from the message. Game is also designed as a means of entertainment to fill inspare time made universal. DotA2 is multiplayer game with the highest user in Indonesia.The game is themed multiplayer online battle arena video games, with the format of threedimensional(3D). In addition to playing the game, players can buy items that are in the gameas a complementary game. Player purchase with virtual money and buy in a virtual store.Amount DotA2 spent in the virtual shop is amazing. In fact, the goods they purchase invirtual shop could not be held and owned real, whereas money spent not a little.This study aims to determine the motivating factors that influence purchasingbehavior items in the game Defense of the Ancients 2. This quantitative explorative studycollecting primary data from 100 people with a research instrument questionnaire. Analysisof the data used is the technique of factor analysis. A total of 12 factors have been tested withKMO and Bartlett's Test unknown value is 0.963 with 0.000 significance. Then through acalculation model of Principal Component Analysis (PCA) obtained two groups of factorsthat includes 12 factors tested, in other words, all factors tested escaped. All of these factorscontributed 77.346 per cent of the purchase motivation in Game DotA2 items.Personal Interest Factor is the most powerful motivating factor. These factors areknown to contribute as much as 65.745%. This factor is labeled Personal Interest Factorbecause it consists of motivated interest in the items on DotA2, the ease of access to thevirtual shop DotA2, and feelings of pleasure that is in the player when transacting in thevirtual shop. The fourth main variables of the next factor is the decoration, benefits,relatedness, and fun including the Pleasure Factor which is a form of interest because it givespleasure.