4 research outputs found

    Pengaruh Intelectual Capital terhadap Kinerja Keuangan Perusahaan Farmasi yang Terdaftar pada Bursa Efek Indonesia Tahun 2009-2013

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    The problem construction is how does the influence of IC to the performance of pharmaceutical company finance which is registered at BEI in 2009-2013. The aim of this research is to know how big is the influence of IC to theperformance of this company in 2009-2013. This research is associative. The reseach unit is BEI. The variable of IC is measured by VACA, VAHU, and STVA, meanwhile the financial performance is measured by ROA, ROE,and EP. The data which is needed is the survey. The method of collecting data is documentation. The analysis of data uses the descriptive statistics and inferential which is used with the model of double linear regression. The result of this research shows that IC is significant to financial performance inhypotheses test of F, whereas, VACA gives the positive influence with ROE and the negative influence with ROA and EP in hypotheses test of t. Then for VAHU, the result which is reached gives the positive significant influence to the whole of indicator in financial performance. Otherwise, for the result which is reached by STVA is not significant to ROA, ROE, and EP

    Pengembangan Media Permainan Lingkaran Aksi Asertif pada Siswa SMP Negeri 1 Sidayu

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      Penelitian ini bertujuan untuk mengembangkan permainan lingkaran aksi asertif untuk menangani masalah perilaku asertif khususnya dalam pemahaman perilaku asertif pada siswa SMPN 1 Sidayu. Hasil akhir dari kegiatan ini adalah permainan lingkaran aksi untuk meningkatkan pemahaman perilaku asertif pada siswa SMP, yang berupa seperangkat permainan yang terdiri dari (1) papan permainan, (2) buku petunjuk penggunaan, (3) kartu aksi, (4) lembar reward, (5) poin reward, (6) tempat penyimpanan kartu, (7) tempat penyimpanan poin reward, (8) tempat penyimpanan permainan lingkaran aksi, (9) modul materi pemahaman perilaku asertif. Hasil uji kevalidan permainan oleh ahli materi sebesar 89% dengan keterangan valid. Data hasil uji kevalidan permainan oleh ahli media sebesar 85 % keterangan valid dan hasil uji kevalidan permainan oleh calon pengguna produk sebesar 90,1 % keterangan valid.Secara keseluruhan berdasarkan kriteria kelayakan produk, dapat disimpulkan bahwa permainan tersebut masuk dalam kategori baik dan layak digunakan untuk meningkatkan pemahaman tentang perilaku asertif siswa SMP. Kata Kunci :permainan lingkaran aksi, pemahaman perilaku aserti

    Geografis Information System sebagai Media Informasi Persebara Benda – Bendayang Bernilai Budaya dan Sejarah di Sumatera Selatan

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    From the existence of objects - objects of value culture and history, especially the statues in South Sumatra Province is quite a lot in various areas in the South Sumatra. But until now there is no geographic description of the layout of objects - objects that are valuable cultural and historical especially the statues in South Sumatra. The purpose of this study is to establish a web-based geographic information system regarding the distribution of the statues so that users can access information via the Internet and direct berintraksi with the system. The system provides several tools that can be used to berintraksi with map information, zoom in, zoom out. In general, this WebGIS can help the community, and students in search of locations - locations spread of statues in South Sumatra
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