5,480 research outputs found

    The Cord Weekly (January 28, 1966)

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    Getting There: Improving Attendance in the Buffalo Public Schools

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    High rates of absenteeism in the Buffalo Public Schools (“BPS”) are strongly linked to low academic performance and graduation rates. Several difficult issues contribute to the low attendance in Buffalo, including poverty, segregation, mental and physical health challenges, access to transportation, and problems with school climate and student engagement. Many effective programs to improve attendance are already in place, but more work needs to be done. Recent data provides some insights into the attendance situation in BPS. For example, recent BPS data shows a direct correlation between high school students’ attendance rates and their success on Regents exams. In spring 2014, there was a difference of 35% between the passage rates of students with satisfactory attendance and those with severe absenteeism

    Kajian Perancangan Karakter Maskot Universitas Pendidikan Mandalika

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    Mascot is a promotional media that is familiar in promotional media. Several companies to universities have mascots as icons that can represent higher education. UNDIKMA as a new joint-form campus has not used the media in the form of mascots for promotion. considering that NTB is a heterogeneous region with respect to ethnicity, religion, and race, so it requires a mascot as a brand ambassador for UNDIKMA. This is important because in the NTB region there is no tertiary institution that has a mascot. In the previous study, there was no study on mascot creation for universities. The purpose of this research is to design a mascot with a method approach that puts forward the target audience. While the method used is the Design Thinking Method developed by Tim Brown. Design thinking is a way to solve ambiguous and unfamiliar problems, rediscover problems in a human-centered way, brainstorm to generate multiple ideas, and take a hands-on approach. Very useful for prototyping and testing. Design thinking also includes continuous experimentation, such as sketching, prototyping, experimenting, and trying out different concepts and ideas. The target outcome of this research is to hopefully create a mascot design. In addition, it is also hoped that the output in the form of a mascot design guide line will also be successfully written. So that the application of the mascot can be correct and in accordance with the objectives expected by the designer

    ANALISIS SEMIOTIKA “SURILI” SEBAGAI MASKOT PEKAN OLAHRAGA NASIONAL (PON) JAWA BARAT 2016

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    Penelitian ini bertujuan untuk mengetahui Analisis Semiotika Charles Sander Pierce Mengenai maskot surili yang di jadikan maskot PON jabar 2016. Sehingga peneliti mencoba untuk menganalisis dari tanda, objek, interpretan dan hubungan triadik mengenai surili sebagai maskot PON jabar 2016. Tipe penelitian ini adalah kualitatif, Metode penelitian yang digunakan oleh peneliti dalam melaksanakan penelitian ini yaitu pendekatan kualitatif dengan analisis semiotika. Sebagian besar penelitian ini adalah murni analisis dari peniliti sendiri dengan wawancara sebagai data sekunder serta didukung oleh studi pustaka yang dapat mendukung dalam penelitian ini. Untuk pnentuan informannya adalah koordinator media diskominfo jawa barat dan wartawa diskominfo jawa barat. Penentuan informan dengan menggunakan teknik purposive sampling. Hasil dari penelitian ini adalah Tanda dari logo surili sebagai maskot PON jabar 2016 adalah keseluruhan dari semua tanda-tanda yang ada di dalam elemen-elemen dasar dari di adakannya PON jawa barat 2016 yang memiliki makna ikatan dan simbolisasi persaudaraan yang erat, Objek dari logo surili sebagai maskot Pon jabar 2016 adalah suatu tanda yang ada didalam benak pemikiran dari pembuat logo untuk menciptakan sebuah logo yang mampu mewakili visi & misi dari acara yang di langgsungkan, Interpretan dari surili sebagai maskot PON jabar 2016 adalah suatu bentuk pemaknaan dari segala proses pencapaian arti yang disampaikan oleh suatu bentuk tanda, dan elemen-elemen yang terdapat dalam maskot ini adalah yang diinterpretankan yaitu surili sebagai maskot PON jabar 2016, hubungan triadik dari surili sebagai maskot PON jabar 2016 adalah suatu keterkaitan dan kesinambungan dari elemen-elemen yang telah di kaji sebelumnnya sehingga kita mengetahui apa tujuan yang ingin di capai atau di tuju dari pengkajian tanda, objek dan interpretan terhadap surili sebagai maskot PON jabar 2016. Hasil kesimpulan ini Analisis Semiotik dari surili sebagai maskot PON jabar 2016 merupakan suatu bentuk penganalisaan dan pengkajian terhadap suatu bentuk elemenelemen yang terbagi akan 3 komponen, yaitu tanda, objek, dan interpretan serta hubungan triadik yang menghubungkan ketiga element tersebut menjadi satu kesatuan, saran dari penelitian ini agar lebih memahami apa itu arti dari sebuah maskot termasuk pemaknaan di dalam setiap elemen-elemen dasar dari maskot tersebut

    Spartan Daily, May 16, 2006

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    Volume 126, Issue 58https://scholarworks.sjsu.edu/spartandaily/10258/thumbnail.jp

    A brief comparison of real-time software design methods

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    This paper briefly attempts to compare several mainstream methods/methodologies that are used for the analysis and design of real time systems. These are i) CORE, ii) YSM, iii) MASCOT, iv) CODARTS, v) HOOD, vi) ROOM, vii) UML, viii) UML-RT. Methods i-iii are use a data driven approach, whilst methods iv-vii use an object-oriented approach. All these methods have their advantages and disadvantages. Thus it is difficult to decide which method is best suited to a particular real-time design situation. Some methods like YSM, MASCOT and CODARTS are more oriented towards designing event driven systems and reactive behavior. Object oriented methods like the UML have many diagrams obtained from other methods. In the first part of the paper each method is briefly presented and its main features are explained. In the second part a score based ranking is used to try to identify which method has the best overall characteristics for real time development. The final results are presented in a tabular form and using a bar chart. In addition to this it is explained how each method fits in the SDLC. Both the score of each method and how it fits in the SDLC must be considered when selecting methods. To conclude some other issues are explained, because the selection of one method does not automatically imply that there will not be any problems.peer-reviewe

    Perancangan Maskot “Planktoon Fingerboard” sebagai Upaya Meningkatkan Brand Loyalty

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    Planktoon known as Planktoon Fingerboard, is a company engaged in the field of life style product that has specifications field in fingerboard. Fingerboard is a skateboard's miniature that made in the same detail as the size of the original skateboard, but it has smaller size to make it more comfortable in play using the fingers. Planktoon founded in 2009, exactly 23 October 2009, from there began the management system created for branding fingerboard with pride. Planktoon brand name, logo and stationery set has been made yet before, but Planktoon has not had a mascot, just like brand competitors from Planktoon. Therefore in order to improve the image of Planktoon. Mascot hopefully can educate consumers and increase Planktoon's brand image. Designing qualitative method with interviews, observation, and existing studies to find a formula for the design concepts underlying the design of the mascot, the data analysis found a variety of unique and how branding brand with mascots that have not been known by the public, so consumers are not only given a new product continuously without any explanation interesting, with mascot be easier for consumers to understand about Planktoon. After analyzing the concepts found and a name for the mascot design Planktoon the "Smile", which means a character who has a cheerful soul, friendly, and the helper soul. The name of Planktoon's mascot is "Mr. Toon". The word is derived from the word Mr. and Toon word derived from Plank-toon to represent brand Planktoon

    Canines on Campus: Companion Animals at Postsecondary Educational Institutions

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    This Article focuses on the issues that arise when students wish to attend a postsecondary institution accompanied by an animal. The Article begins by analyzing the federal law applicable to students bringing service and assistance animals to campus. The use of animal-assisted activities on campus is also explored. The Article continues with an examination of policies allowing students to have companion animals in campus housing. Concerns raised by administrators about allowing animals on campus are then considered. Finally, the Article sets forth the measures an educational institution should implement to ensure compliance with the law and proposes actions that can be taken to protect humans and safeguard the companion animals on campus
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