Journal of Multidisciplinary Sustainability Asean
https://journal.ypidathu.or.id/index.php/multidisciplinary
<p style="text-align: justify;"><strong>Journal of Multidisciplinary Sustainability Asean </strong>is an international peer-reviewed journal dedicated to facilitating the exchange of results of high-quality research in all aspects of all areas of knowledge. The scope of the Journal of Multidisciplinary Sustainability Asean is not only in the form of study, research, or development but also book review. This journal publishes articles from all areas, including agricultural sciences, health sciences, biological sciences, engineering, and other exact sciences, as well as social and human sciences, which should contribute to scientific knowledge. Types of papers accepted: Review Articles, Mini-Reviews, and Research Articles with Questionnaires Application. As our commitment to advancing science and technology, the Journal of Multidisciplinary Sustainability Asean follows an open-access policy that allows published articles to be freely available online without any subscription. Submitted papers must be written in English for the initial review stage by editors and further review by at least two international reviewers.</p>Yayasan Pendidikan Islam Daarut Thufulahen-USJournal of Multidisciplinary Sustainability Asean3048-2461The Effect of Artificial Intelligence in Adaptive Learning on Improving Student Understanding in Elementary School
https://journal.ypidathu.or.id/index.php/multidisciplinary/article/view/2240
<p><strong>Background. </strong>Advances in artificial intelligence (AI) technology have presented various innovative opportunities in the world of education, especially in the development of adaptive learning systems. The diverse understanding of elementary school students and the need for appropriate learning approaches make AI-based learning a promising alternative to improving learning effectiveness.</p> <p><strong>Purpose.</strong> This study aims to determine the effect of the application of artificial intelligence in adaptive learning systems on improving student understanding at the elementary school level. The main focus is to see how much this system contributes in accommodating differences in learning styles and students' ability to understand the subject matter.</p> <p><strong>Method.</strong> The research method used was a pseudo-experiment with a pretest-posttest control group design. The study population consisted of grade V students at an elementary school in Indonesia, with purposive sampling techniques to determine the experimental and control groups. The instrument is in the form of a concept understanding test and observation of the learning process.</p> <p><strong>Results. </strong>The results showed that students who learned with AI-based adaptive systems experienced a significant increase in understanding compared to the control group. The average posttest score of the experimental group was higher with a more even increase. Case studies also show higher learning engagement and increased student motivation.</p> <p><strong>Conclusion</strong>. The conclusion of this study states that the application of AI in adaptive learning has great potential in improving student understanding, especially with a personalized approach to material and adjusted learning speed. This technology is able to effectively answer the challenge of differentiating learning at the elementary level.</p>Iin Almeina LoebisSofia Lim
Copyright (c) 2025 Iin Almeina Loebis, Sofia Lim
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2025-04-302025-04-302254–6454–6410.70177/ijmsa.v2i2.2240The Effect of Gamification in HRIS Applications on Millennial Employee Performance and Engagement
https://journal.ypidathu.or.id/index.php/multidisciplinary/article/view/2243
<p><strong>Background. </strong>The development of information technology has encouraged organizations to digitize their HR management systems through the Human Resource Information System (HRIS). The millennial generation as the dominant users of this system demand an interactive and meaningful work experience, so the concept of gamification is starting to be applied in HRIS features to improve their participation and performance.</p> <p><strong>Purpose.</strong> This study aims to analyze the influence of gamification in HRIS applications on the performance and work engagement of millennial generation employees, as well as examine the role of work involvement as a mediator in these relationships.</p> <p><strong>Method.</strong> This study uses a quantitative approach with a correlational design. The sample consisted of 120 millennial employees at tech companies who used HRIS with gamification features. Data were collected through questionnaires and analyzed using multiple regression techniques and mediation tests.</p> <p><strong>Results. </strong>The results show that positive perceptions of gamification have a significant effect on employee engagement and performance. Work engagement has been shown to be a partial mediator in the relationship between gamification and work performance.</p> <p><strong>Conclusion</strong>. Gamification in HRIS has proven to be an effective strategy to increase the motivation and productivity of millennial employees. An engaging, competitive, and interactive work system makes a positive contribution to a more meaningful work experience. </p>Sri HartonoHaziq Idris
Copyright (c) 2025 Sri Hartono, Haziq Idris
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2025-04-302025-04-302298–10898–10810.70177/ijmsa.v2i2.2243The Impact of Escape Room Based Learning Method on Problem Solving Ability of High School Students
https://journal.ypidathu.or.id/index.php/multidisciplinary/article/view/2241
<p><strong>Background. </strong>Challenge-based learning such as escape rooms is increasingly popular as an alternative in education. This method is seen as improving students' critical thinking and collaboration skills. However, there has not been much research exploring its impact on students' problem-solving abilities at the secondary education level.</p> <p><strong>Purpose.</strong> This study aims to investigate the impact of escape room-based learning methods on the problem-solving ability of high school students. The focus of the research is to evaluate the change in students' problem solving skills after participating in escape room-based learning.</p> <p><strong>Method.</strong> This study used an experimental design with two groups: the experimental group that used the escape room method and the control group that followed the conventional learning method. Data was collected through pretest and posttest to measure changes in students' problem-solving abilities. Data analysis was carried out using a t-test to compare the results between the two groups.</p> <p><strong>Results. </strong>The results showed that the experimental group that used the escape room experienced a significant improvement in problem-solving ability compared to the control group. Students in the experimental group showed higher engagement and better critical thinking skills after following this method.</p> <p><strong>Conclusion</strong>. This study concludes that escape room-based learning methods are effective in improving the problem-solving skills of high school students. This research also provides evidence that challenge-based learning can improve students' engagement and their ability to deal with problems creatively and collaboratively.</p>Kanti Aldino HadiAditi Verma
Copyright (c) 2025 Kanti Aldino Hadi, Aditi Verma
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2025-04-302025-04-302265–7565–7510.70177/ijmsa.v2i2.2241Analysis of the Effectiveness of AI-Based Chatbot as a Learning Assistant for Students with Visual Learning Style
https://journal.ypidathu.or.id/index.php/multidisciplinary/article/view/2249
<p><strong>Background. </strong>The background of this research is based on the development of AI-based learning technology that opens up opportunities to create a more personalized and adaptive learning experience. Students with visual learning styles often do not get maximum support in conventional learning methods, so a technological approach that suits their characteristics is needed.</p> <p><strong>Purpose.</strong> The purpose of this study is to analyze the effectiveness of AI-based chatbots as learning assistants for students with visual learning styles, both in terms of improving learning outcomes and students' perception of the learning experience provided by chatbots.</p> <p><strong>Method.</strong> The method used was quasi-experimental with a pretest-posttest control group design. The study population consisted of junior high school students with a dominant visual learning style. The research instruments include learning outcome tests and perception questionnaires. Data analysis was carried out using statistical tests and case studies.</p> <p><strong>Results. </strong>The results of the study showed a significant improvement in the learning outcomes of students who used AI-based chatbots. Students also responded positively to the chatbot's visual features, especially in terms of information clarity, attractive appearance, and interface interactivity. Case studies reinforce quantitative data through more meaningful learning experience narratives.</p> <p><strong>Conclusion</strong>. The conclusion of this study is that AI-based chatbots are effective as learning assistants for students with visual learning styles and have great potential to be integrated into more inclusive and adaptive digital learning systems.</p>Eni RakhmawatiAl Malikul Ikhwanda PutraAl Shakib Ahmed
Copyright (c) 2025 Eni Rakhmawati, Al Malikul Ikhwanda Putra, Al Shakib Ahmed
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2025-04-302025-04-302276–8676–8610.70177/ijmsa.v2i2.2249Analysis of the Effect of Virtual Reality Training on Improving Employee Soft Skills in the Digital Era
https://journal.ypidathu.or.id/index.php/multidisciplinary/article/view/2242
<p><strong>Background. </strong>The digital age has prompted organizations to develop a training approach that focuses not only on technical skills, but also soft skills such as communication, collaboration, and leadership. Virtual Reality (VR) is emerging as a promising training medium due to its ability to create immersive and realistic learning experiences.</p> <p><strong>Purpose.</strong> This study aims to analyze the influence of Virtual Reality-based training on improving employees' soft skills in a digital work environment.</p> <p><strong>Method.</strong> This study uses a quantitative approach with a quasi-experimental design of the non-equivalent control group design. The sample consisted of 60 employees who were divided into two groups, namely experimental (VR) and control (conventional training). Data collection was carried out through pretest and posttest using standardized interpersonal skills instruments.</p> <p><strong>Results. </strong>The results of the analysis showed that there was a significant improvement in the experimental group compared to the control group. Interactive simulations through VR have succeeded in improving the aspects of communication, leadership, and teamwork more evenly and in-depth.</p> <p><strong>Conclusion</strong>. VR-based training has proven to be effective as a medium for developing employees' soft skills. This technology is able to provide a learning environment that is relevant to the needs of today's world of work and contributes to the transformation of human resource training methods. </p>Zeanette T LisbetSamantha Gonzales
Copyright (c) 2025 Zeanette T Lisbet, Samantha Gonzales
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2025-04-302025-04-302287–9787–9710.70177/ijmsa.v2i2.2242