28 research outputs found
DETERMINAN TRANSFER PRICING PADA PERUSAHAAN PERTAMBANGAN
Tujuan dari penelitian ini untuk menganalisis pengaruh variabel pajak, mekanisme bonus, debt covenant, kepemilikan asing, firm size dan multinationality terhadap transfer pricing. Populasi dalam penelitian adalah 47 perusahaan pertambangan yang terdaftar di Bursa Efek Indonesia (BEI) selama periode 2014-2018 dan sampel yang diperoleh adalah 8 perusahaan pertambambangan yang diperoleh menggunakan metode purposive sampling. Analisis regresi linier berganda diterapkan dalam penelitian. Hasil penelitian menunjukkan bahwa pajak, mekanisme bonus, debt covenant, kepemilikan asing, firm size dan multinationality secara simultan berpengaruh terhadap transfer pricing. Secara parsial hanva debt covenant, kepemilikan asing, dan firm size yang berpengaruh terhadap transfer pricing. Semakin besar debt to equity ratio (DER) suatu perusahaan maka semakin tinggi transfer pricing. Semakin besar tingkat kepemilikan asing pada perusahaan maka transfer pricing semakin rendah. Semakin besar ukuran perusahaan maka transfer pricing semakin rendah
Farm Business Analysis of Broccoli (Brassica oleracia L.) and Lettuce (Lactuca sativa L.) Intercropping Farming System (a Case Study of a Farmer on Kayu Ambon street, Lembang District, West Bandung Regency)
Broccoli (Brassica oleracia L.) and lettuce (Lactuca sativa L.) were part of horticultural commodities that can be consumed and contain a lot of vitamins, such as vitamins A, B Complex, C, and essential minerals such as calcium and iron for fulfilling human nutrition. Lettuce plants can also be consumed as salad. The demand for horticultural crops, broccoli and lettuce, was increasing because people awareness on nutritional needs arise. Besides, these plants are also delicious. Intercropping pattern used by farmers on Jalan Kayu Ambon, Lembang District, West Bandung Regency was a form of mixed cropping pattern system that involve two or more types of plants in the same area and the same time. This intercropping pattern can maximize production in a limited land, and the risk of loss can be reduced. The objective of this research was to find out cost, revenue and the R/C ratio of the intercropping system of broccoli and lettuce.The method of the research was the survey method. The data consist of the primary and secondary data. The primary collected directly from the farmer. Meanwhile the secondary data collected from literature and any institutions that related to this research. The farmer was Bapak Jajang. The primary data consisted fix cost, variable cost, and revenue. The data were used to calculate Break Even Point and R/C ratio.Result of the research showed that total cost (TC) used in intercropping broccoli and lettuce system was IDR 5,462,142/planting season, with total revenue (TR) was IDR 5,958,000. The R/C ratio was 1.09. So this Intercropping Farming System was feasible because the R/C ratio more than 1
RANCANG BANGUN POSTER DENGAN IMPLEMENTASI AUGMENTED REALITY SEBAGAI MEDIA EDUKASI EFIKASI DIRI BAGI SISWA SMK
Masa peralihan pasca pandemik masih menyimpan dampak yang besar terutama pada aspek pendidikan. Kebiasaan tidak berkomunikasi dengan orang banyak, proses pembelajaran masih terbatas, berdampak buruk bagi siswa dan membuat siswa menjadi kurang percaya dan yakin terhadap kemampuan mereka sendiri. Media informasi yang dekat dengan siswa salah satunya adalah poster. Poster merupakan salah satu media penyampaian informasi yang sangat efektif. Melalui hasil survey yang telah dilakukan di SMK UT PGII Bandung membuktikan bahwa siswa SMK kebanyakan menyukai gambar dengan teknik manual. Sehingga peneliti merancang sebuah produk poster manual dengan implementasi media augmented reality yang memuat informasi mengenai media yang dapat meningkatkan Efikasi diri. Informasi dapat diakses melalui poster manual itu sendiri
dengan smartphone. Tujuan penelitian ini untuk merancang dan mengembangkan poster manual dengan implementasi media augmented reality sebagai media edukasi mengenai
Efikasi diri khususnya bagi siswa SMK yang diketahui dari hasil evaluasi rancang bangun poster manual dengan implementasi media augmented reality. Metode yang digunakan dalam penelitian ini yaitu metode DnD dengan model J Ellis & Levy yang terdiri dari 6 tahap yaitu: Identifikasi Masalah, Mendeskripsikan Tujuan, Desain dan pengembangan, Uji Coba, Evaluasi Hasil Uji Coba, Mengkomunikasikan Hasil Uji Coba. Uji coba dilakukan oleh seorang ahli media dan 27 pengguna media. Kesimpulan penelitian ini menunjukkan bahwa poster manual dengan implementasi media augmented reality layak digunakan dan dapat dijadikan sebagai media edukasi mengenai Efikasi diri dengan perolehan skor rata-rata persentase ahli media sebesar 92,3%, skor tersebut dapat dikategorikan sangat baik. Sedangkan perolehan hasil kuisioner respon pengguna media dapat dikategorikan sangat baik.
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The post-pandemic transition period still has a big impact, especially on the educational aspect. The habit of not communicating with crowds, the learning process is still limited, adversely affects students and makes students less trusting and confident in their own abilities. One of the information media close to students is posters. Posters are one of the most effective media for conveying information. Through the results of a survey that has been conducted at SMK UT PGII Bandung, it proves that SMK students mostly like
drawings with manual techniques. So that researchers designed a manual poster product with the implementation of augmented reality media that contains information about media that can increase self-efficacy. Information can be accessed through the manual poster itself with a smartphone. The purpose of this study is to design and develop manual posters with the implementation of augmented reality media as an educational medium regarding self-efficacy, especially for SMK students, which is known from the results of the evaluation of manual poster design with the implementation of augmented reality media. The method used in this study is the DnD method with the J Ellis & Levy model which consists of 6 stages, namely: Problem Identification, Describing Objectives, Design and development, Trial, Evaluation of Trial Results, Communicating Trial Results. The trial was conducted
by a media expert and 27 media users. The conclusion of this study shows that manual posters with the implementation of augmented reality media are feasible to use and can be used as an educational medium regarding self-efficacy with an average score of the percentage of media experts of 92.3%, the score can be categorized as very good. Meanwhile, the results of the questionnaire response of media users can be categorized as very good
COMMUNITY EMPOWERMENT: AN EMPOWERMENT EFFORT TOWARD YOUTH AT RISK
Many teenagers carry out dangerous attitudes that interfere with their growth and development such as free sex, smoking, getting drunk, and so on. Society, especially parents, has a responsibility in dealing with the attitudes of adolescents. But not all people have good knowledge personally, and interpersonally in providing support and reactions to deviant attitudes. The research methods used are qualitative and quantitative research methods. Information collection methods were used through interviews, observations, surveys, and focus group discussions, with several elements of society from adolescents at risk, parents in general, and community leaders. The results showed that community knowledge is still weak both personally and interpersonally. Therefore, an assessment of the need for socialization planning involving the community was conducted. Then jointly carry out the implementation of socialization for adolescents with counseling on children's rights, social and assertive skills, helping skills, the formation of Children's Forums, and optimization of Children's Reading Parks. For parents, socialization on child protection and good parenting is conducted. Organizational strengthening is seen in the development of a network with the Bandar Lampung City Family Learning Center. The evaluation showed an increase in the empowerment of adolescents, parents, and organization
تطوير وسيلة فيديو الرسوم المتحركة القائمة على كين ماستر (KineMaster) لترقية مهارة الاستماع و الكلام لدى طلاب الصف السابع في المدرسة المتوسطة
ص
مل
تطوير وسيلة فيديو الرسوم المتحركة القائمة على كين ماستر )KineMaster )
لترقية مهارة االستماع و الكالم لدى طالب الصف السابع في المدرسة المتوسطة
قد تطور التكنولوجيا. كمدرسُت ميكننا استخدامو يف عملية التعليم. ميكن استخدام تكنولوجيا االتصال
والعلوم كبديل لدعم التعليم. اذلدف من ىذا البحث ىو تطوير وسيلة فيديو الرسوم ادلتحركة القائمة
على كُت ماسًت )KineMaster )لًتقية مهارة االستماع و الكالم لدى طالب الصف السابع يف
ادلدرسة ادلتوسطة. مت تطوير ىذه الوسيلة باستخدام برارلُت مها: Flipaclip و Pro Kinemaster .نوع ىذا
البحث ىو البحث والتطوير )Development and Research )باستخدام منوذج تطوير ADDIE الذي
يتضمن ٘ مراحل، وىي التحليل والتصميم والتطوير والتنفيذ والتقييم. نتائج ىذا البحث ىي وسيلة
فيديو الرسوم ادلتحركة القائمة على كُت ماسًت )KineMaster )لمهارة االستماع و الكالم واليت ميكن
تشغيلها على جهاز كمبيوتر أو ىاتف ذكي، وحيتوي ادلنتج على مقاطع فيديو الرسوم ادلتحركة لتعلم
مهارة االستماع والكالم لطالب الصف السابع من ادلدرسة ادلتوسطة. ىذا ادلنتج الئق الستخدامو يف
التعليم، مع التحقق من جدوى الوسيلة من قبل مدققُت. وىي التحقق من خرباء ادلواد و خرباء الوسيلة.
حصل ادلنتج الذي مت تطويره على نسبة مئوية ٘.ٜٗٝ معيار "الئقة" من خرباء ادلواد، و حصل على
نسبة مئوية ٗ.ٜ٘ٝ معيار "الئقة جدا" من خرباء الوسيلة. أما بالنسبة لنتائج تقييم استجابات
الطالب من خالل جتربة رلموعة صغَتة، فقد حصل على نسبة مئوية ٓٛٝ معيار "جذابة ا
جد". ومن ً
ّن t
جتربة رلموعة كبَتة حصل نسبة مئوية ٙ.ٙٛٝ معيار "جذابة جًدا". وأشارت نتيجة اختبار t أ
اجلدويل أصغر من t احلسايب و ىو، . مع اجلدول α ،ٝ٘t اجلدويل = ٙٓٚ0 ٔأصغر من t احلسايب
= ٜٕٔ0 ،ٕفيتم رفض Ho .لذلك فإن وسيلة فيديو الرسوم ادلتحركة فعالية يف تعلم اللغة العربية
)االستماع والكالم(، ونتائج اختبار Gain-N حتصل على قيمة ٙ.ٓ على الصيغة
ً
≤ g ≤ ٓ0ٖ بناء.
ٚ0 ٓو ىي ٖ0ٙ ≤ ٓ0ٚ ≤ ٓ0 ،ٓو ىي يف معايَت "متوسطة".
ً
بناء على النتائج اليت مت احلصول
عليها ميكن أن نستنتج أن وسيلة فيديو الرسوم ادلتحركة القائمة على كُت ماسًت )KineMaster )لدى
طالب الصف السابع يف ادلدرسة ادلتوسطة اليت مت تطويرىا فعالية يف تعلم مهارة االستماع و الكالم
ً والئقة ا
جد الستخدامها كأداة يف عملية التعليم.
الكلمات ادلفتاحية : الوسيلة التعليمة، مهارة االستماع و الكالم، كين ماستر )KineMaster
Personal and Interpersonal Concepts Understanding of At-risk Adolescents and Parents in an Educational Environment
The research employed the descriptive method. The data collecting techniques were interviews, observations, surveys, and focus group discussions with several elements of society from at-risk adolescents, parents in general, and community leaders. The results showed that people's knowledge was poor both personally and interpersonally. The researchers assessed the need for socialization planning involving the community. Also, the researchers socialized the adolescents with counseling on children's rights, social and assertive skills, helping skills, establishing a Children's Forum, and optimizing the Taman Baca Anak (Children's Reading Garden). Furthermore, a socialization of child protection and good parenting was carried out for parents. The organization can be strengthened by developing networks with the Bandar Lampung City Family Learning Center. The evaluation showed an increased empowerment of adolescents, parents, adults, and organizations. The practical implication of this research is the learning method in improving the level of thinking and proficiency in action for at-risk adolescents where every process involves the community. Within the scope of future research, there is an expectation that educational interventions will be employed to foster the comprehension of at-risk adolescents and their parents concerning the importance of adolescent self-awareness and the promotion of effective parent-child communication
The Effect of Argument-Driven Inquiry (ADI) on Argumentation Skills and Students' Concept Mastering of Human Excretory System Materials
This study aims to determine the effect of the Argument-Driven Inquiry (ADI) learning model on students' argumentation skills and mastery of concepts in human excretory system material, especially in the sub-material of kidney disorders. The research method used quasi-experimental with a group pretest-posttest design. The sample of this research was second-grade MIPA students in one of the high schools in Bandung, which consisted of 29 students in the experimental class and 25 students in the control class. The purposive sampling technique did the sampling. The study used some instruments, which consisted of a test of argumentation skills in the form of essay questions, an exam of mastery of concepts in the form of multiple choice, and a questionnaire on student responses to learning using the ADI learning model. The results showed that the ADI learning model had a more significant effect on argumentation skills in the experimental class than in the control class, with a significance value of 0.019. The quality of students' argumentation was at level 3. However, the ADI learning model did not significantly affect students' mastery of concepts in the excretory system material because a significant difference was not found between the pretest and posttest data in both research classes. Student response data shows students respond completely well to applying the ADI learning model. Therefore, the ADI learning model is recommended for biology teachers to improve students' argumentation skills and concepts mastery in other biological materials
Pendampingan Guru SD dalam Pembuatan Lembar Kerja Peserta Didik (LKPD) Berbasis Proyek untuk Meningkatkan Kemampuan Berpikir Kreatif Siswa
Tujuan kegiatan pengabdian kepada masyarakat ini adalah meningkatkan pemahaman dan keterampilan guru mitra tentang: (1) perencanaan LKPD berbasis proyek untuk meningkatkan kemampuan berpikir kreatif siswa. (2) pelaksanaan pembelajran menggunakan LKPD berbasis. (3) penilaian berbasis proyek dan berpikir kreatif siswa. Sasaran kegiatan yakni guru di SD Islam Al-Azhar 51 Kota Bengkulu yang berjumlah 19 orang. Kegiatan ini dilaksanakan dengan metode observasional dan modelling dengan empat fase, yaitu: fase perhatian, retensi, reproduksi, dan motivasi. Hasil kegiatan menunjukkan: (1) Peningkatan pemahaman guru tentang perencanaan pembelajaran dari urutan dari tingkat yang tertinggi sampai terendah sebagai berikut: (a) pengembangan LKPD berdasarkan Buku Yayasan, Kemendikbud dan sumber lainnya (b) penilaian aspek sikap, pengetahuan, dan keterampilan secara autentik, (c) pengembangan materi pembelajaran bersumber dari Buku terbitan Yayasan ditambah dari Kemendikbud dan sumber lain yang relevan, (d) pengembangan RPP berpedoman pada kurikulum Kemendikbud dan Yayasan. (2) p eningkatan pemahaman guru tentang pelaksanaan pembelajaran yang inovatif terjadi pada: (a) rancangan LKPD proyek; (b) memantau dan menyusun jadwal tugas proyek; dan (c) pelaksanaan proyek kelompok. Faktor penghambat dalam pelaksanaan proyek secara berkelompok yakni pembelajaran masih secara daring sehingga kesulitan memantau tugas. Solusi yang telah dilakukan oleh guru yakni saat peserta didik mengumpulkan tugas proyek diminta menjelaskan pelaksanaan proyeknya. (3) Pemahaman guru tentang penilaian dalam pembelajaran, menunjukkan: (a) aspek sikap mencapai 100%, (b) aspek pengetahuan mencapai 94,7% yakni ada satu mata pelajaran (PJOK) tidak melakukan penilaian pengetahuan, dan (c) aspek keterampilan mencapai 100%. Khusus tentang penilaian berpikir kreatif secara rata-rata menunjukkan peningkatan sebesar 36,73% yakni dari 47,35% meningkat menjadi 66,2% guru telah melakukan penilaian kemampuan berpikir kreatif. Keywords : Pendampingan Guru, LKPD Proyek, Berpikir Kreatif
KEMAMPUAN BERNALAR SISWA MENGGUNAKAN PEMBELAJARAN BERBASIS REPRESENTASI KONSEPTUAL DENGAN HYPERMEDIA PADA MATERI SISTEM PERNAPASAN
The aim of this study is for analyzing the student’s reasoning ability that using representation conceptual using hypermedia in learning respiratory system. This study using a quasi experimental method and non-equivalent control group design. The sample of this study obtained using Convenience Sampling Technique, consist of 33 students from XI grade as control class that use non-conceptual representation (5M learning : Observing, Asking, Trying, Reasoning and Communicating) and 36 students from XI grade as experimental class that use conceptual representation using hypermedia. The research data were obtained using a test consisting of an argumentation description test and a drawing test. Data analyzed using Mann-Whitney. The results showed that there was an enchancement in student’s reasoning abilities that were higher in the experimental class compared to the class that implementing non-conceptual representation (5M learning: Observing, Asking, Trying, Reasoning and Communicating). The experimental class has a higher percentage level of students's argumentation test, which is 5.56%. While the control class only has 3.03% of students who have the highest reasoning skills on the argumentation test. In drawing tests, experiment class have a greater percentage for students who have the highest reasoning ability, which is 30.56%, while the control class only has 12.12% of students with the highest reasoning ability on the drawing test. Therefore, system learning with conceptual representation using hypermedia can enhance student's reasoning abilities, which are important aspects of the 21st century. Abstrak : Penelitian ini bertujuan untuk menganalisis kemampuan bernalar siswa yang menggunakan pembelajaran berbasis representasi konseptual dengan hypermedia pada materi sistem pernapasan. Penelitian ini menggunakan metode kuasi eksperimen dan desain penelitian non-equivalent control group design. Sampel penelitian diambil menggunakan teknik Convenience sampling, terdiri atas 33 siswa kelas XI sebagai kelas kontrol dengan pembelajaran non-representasi konseptual (pembelajaran 5M : Mengamati, Menanya, Mencoba, Menalar, dan Mengkomunikasikan) dan 36 siswa kelas XI sebagai kelas eksperimen dengan pembelajaran berbasis representasi konseptual menggunakan hypermedia. Data penelitian diperoleh menggunakan instrumen tes yang terdiri atas tes uraian argumentasi dan tes menggambar. Data dianalisis menggunakan uji Mann Whitney. Hasil penelitian menunjukkan bahwa terdapat peningkatan kemampuan bernalar siswa yang lebih tinggi pada kelas eksperimen dibandingkan dengan kelas yang menerapkan pembelajaran non-representasi konseptual (pembelajaran 5M : Mengamati, Menanya, Mencoba, Menalar, dan Mengkomunikasikan). Kelas eksperimen memiliki persentase siswa yang lebih tinggi baik pada tes uraian argumentasi maupun pada tes menggambar. Pada tes uraian argumentasi, persentase kemampuan tertinggi siswa kelas eksperimen sebesar 5,56%, sedangkan kelas kontrol hanya sebesar 3,03%. Pada tes menggambar, kelas eksperimen memiliki siswa sebesar 30,56% untuk kemampuan bernalar tertinggi, sedangkan kelas kontrol hanya memiliki 12,12% siswa dengan kemampuan bernalar tertinggi. Oleh karena itu, kemampuan siswa yang menggunakan pembelajaran berbasis representasi konseptual menggunakan hypermedia mampu meningkatkan kemampuan bernalar siswa yang menjadi aspek penting pada abad 21 ini.