22,428 research outputs found

    Emotional Intelligence, Work Engagement, and Organizational Commitment of Indonesian Army Personnel

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    The aim of this study was to empirically test the relationship between emotional intelligence, work engagement, and organizational commitment Indonesian Army personnels. A quantitative research method was used, utilizing scales of organizational commitment, emotional intelligence, and work engagement. Indonesian Army personnels of KOREM XX, KODIM, YY, and KODIM ZZ were the population of this study. Data analysis using regression techniques revealed an R value of .482 (p < .001). This showed a significant relationship between emotional intelligence, work engagement, and organizational commitment. In addition, partial correlation analysis showed a significant relationship between work engagement and organizational commitment (r = .447 and p < .001), but there was no significant relationship between emotional intelligence and organizational commitment (r = .129 and p > .05). Effective contribution of work engagement on organizational commitment of the Indonesian Army personnel was 23.2%

    VIRTUAL NATURE UNTUK MEREDUKSI KECEMASAN BERBICARA DI DEPAN UMUM MAHASISWA BARU

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    New students are in the process of adapting to lectures and tend to experience increased anxiety, one of which is anxiety about speaking in public, this is important in the educational process and must be addressed immediately. Virtual nature with virtual reality (VR) media is a virtual relaxation of natural views that will provide a relaxed feeling that can reduce anxiety about speaking in public. The aim of this research is to provide input for students to provide new experiences in public speaking and improve their soft skills in public speaking. This research uses a quantitative experimental method with a quasi-experimental nonequivalent control group design. The subjects of this research were 10 new students from the city of Malang who were divided into 5 new students as the experimental group and 5 new students as the control group. Sampling used purposive sampling technique with the criteria of new students have public speaking anxiety. The results of research using virtual nature showed a significant difference (p= 0.003) between the level of anxiety about speaking in public before doing virtual nature and after doing virtual nature. This shows that virtual nature can reduce new students public speaking anxiety

    HUBUNGAN ANTARA PERSEPSI SISWA TENTANG PEMANFAATAN MEDIA PEMBELAJARAN DAN METODE GURU MENGAJAR DENGAN PRESTASI BELAJAR AKUNTANSI SISWA KELAS XI SMK YPKK 3 SLEMAN TAHUN AJARAN 2011/2012

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    Penelitian ini bertujuan untuk: 1) mengetahui hubungan antara persepsi siswa tentang pemanfaatan media pembelajaran dengan prestasi belajar akuntansi siswa kelas XI SMK YPKK 3 Sleman, 2) mengetahui hubungan antara metode guru mengajar dengan prestasi belajar akuntansi siswa kelas XI SMK YPKK 3 Sleman, 3) mengetahui hubungan antara persepsi siswa tentang pemanfaatan media pembelajaran dan metode guru mengajar dengan prestasi belajar akuntansi siswa kelas XI SMK YPKK 3 Sleman. Penelitian ini merupakan penelitian Ex post Facto. Penelitian ini dilaksanakan di SMK YPKK 3 Sleman, yang beralamat dikarangnongko, Maguwoharjo, sleman Yogyakarta. Populasi penelitian adalah siswa kelas XI SMK YPKK 3 Sleman yang berjumlah 60 siswa yang seluruhnya diambil sebagai subjek penelitian. Pengumpulan data menggunakan angket dan nilai UTS Akuntansi. Uji coba instrumen dilaksanakan pada 30 siswa kelas XI SMK YPKK 2 Sleman. Uji validitas dilakukan dengan teknik korelasi Product Moment. Sedangkan uji reliabilitas digunakan rumus Alpha Cronbach. Sedangkan untuk mengetahui hubungan antara persepsi siswa tentang pemanfaatan media pembelajaran dan metode guru mengajar secara bersama-sama dengan prestasi belajar digunakan teknik analisis korelasi ganda dilanjutkan dengan analisis regresi. Tingkat signifikansi hasil analisis ditentukan sebesar 5%. Hasil penelitian menunjukkan bahwa : 1) terdapat hubungan yang signifikan persepsi siswa tentang pemanfaatan media pembelajaran dengan prestasi belajar dibuktikan dengan nilai p 0,000<0,05; 2) terdapat hubungan yang signifikan metode guru mengajar dengan prestasi belajar dibuktikan dengan nilai p 0,000<0,05; 3) terdapat hubungan yang signifikan antara persepsi siswa tentang pemanfaatan media pembelajaran dan metode guru mengajar secara bersamasama dengan prestasi belajar, dibuktikan dengan nilai p 0,000<0,05. Sedangkan sumbangan efektif masing-masing variabel yaitu sebesar 33,1% untuk variabel persepsi siswa tentang pemanfaatan media pembelajaran dan 16,2% untuk variabel metode guru mengajar, sehingga secara bersama-sama kedua variabel tersebut memberikan sumbangan efektif terhadap variabel prestasi belajar siswa sebesar 49,3% dan sisanya sebesar 50,7% (100%-49,3%) berhubungan dengan variabel lainnya yang tidak diteliti dalam penelitian ini. Kata kunci : Media Pembelajaran, Metode Guru Mengajar, Prestasi belaja

    The Effect Of Adobe Flash Based Educating Game On Cognitive Capability Of Early Age Children In Tk Aisyiyah I Gumpang

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    This research was intended to study whether Adobe Flash based education game can improve cognitive capability of early age children in TK Aisyiyah I Gumpang class B, particularly in simple number recognition subject. The research used true experiment method. Samples in this research were students of B2 class and students of B3 class TK Aisyiyah I Gumpang. Class B3 as much 25 students was experimental class obtaining learning treatment using adobe flash based education game, while class B2 as much 22 students is a control class obtaining conventional learning method. Research design used was posttest only control design. Posttest was conducted four times. Research instrument was education game for experimental class and essay test for control class. Data was analyzed using normality test and Mann-Whitney test to identify effect of adobe flash based education game on student learning result. The results indicated that (1) in posttest I there was no significant effect for using education game on cognitive capability of early age children. (sig.(p) 0.649>0.05); (2) in posttest II there is significant effect for using education game on cognitive capability of early age children (sig.(p) 0.039<0.05); (3) in posttest III there was significant effect for using education game on cognitive capability of early age children, sig. (p) 0.040<0.05); (4) in posttest IV there is significant effect for using education game on cognitive capability of early age children (sig. (p) 0.025<0.05). It indicated that use of Adobe Flash based education game give significant effect on Adobe Flash based education game simple number recognition subject. Keywords: education game, conventional, cognitiv

    PENGARUH SUBSTITUSI RECYCLED CONCRETE AGGREGATES (RCA) PADA SIFAT FISIK DAN MEKANIK POROUS PAVING CONCRETE BLOCK

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    PENGARUH SUBSTITUSI RECYCLED CONCRETE AGGREGATES (RCA) PADA SIFAT FISIK DAN MEKANIK POROUS PAVING CONCRETE BLOC

    PENYISIHAN KADAR COD DAN NITRAT MELALUI KULTIVASI Chlorella sp. DENGAN VARIASI KONSENTRASI LIMBAH CAIR TAHU

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    ABSTRAK Limbah cair tahu merupakan salah satu jenis pencemar yang dapat mencemari lingkungan. Kandungan bahan organiknya yang tinggi dapat menyebabkan penurunan kualitas lingkungan apabila langsung dibuang ke badan air. Produsen tahu masih didominasi oleh industri skala kecil, sehingga diperlukan pengolahan yang murah, mudah dan praktis penerapannya untuk mengatasi masalah tersebut. Penelitian ini bertujuan untuk mengkaji potensi Chlorella sp. dalam meyisihkan kadar COD dan nitrat yang terkandung didalam limbah cair tahu dengan konsentrasi 0, 10, 20, 25, 30, 40, 50, 75 dan 100%. Parameter yang diamati adalah kelimpahan sel, laju pertumbuhan sel, nilai COD dan nitrat. Hasil penelitian menunjukkan bahwa pertumbuhan sel tertinggi teramati pada perlakuan konsentrasi 30% dengan nilai rata-rata 9.850.000 sel/mL. Sedangkan penyisihan kadar COD dan nitrat juga terlihat pada konsentrasi 30% sebesar 71,54% dan 30,03%. Kata Kunci: Chlorella sp., Limbah Cair Tahu, COD, Nitrat ABSTRACT THE ELIMINATION OF COD AND NITRATE LEVEL BY CULTIVATING Chlorella sp. WITH VARIATION OF TOFU LIQUID WASTE CONCENTRATION Tofu liquid waste is one type of contaminants that can pollute the environment. Organic matter content that very high in tofu liquid waste can lead to environmental degradation if directly discharged into water bodies. The manufacturers of tofu is still dominated by small-scale industry, so it requires treatment is cheap, easy and practical application to resolve the issue. This study aims to assess the potensial of Chlorella sp. in reducing the levels of COD and nitrates contained in tofu liquid waste with concentrations of 0, 10, 20, 25, 30, 40, 50, 75, dan 100%. The parameters measured were the abundance of cells, cell growth rate, COD and nitrate. The results showed that the highest cell growth was observed in the treatment concentration of 30% with an average value of 9.850.000 cells/mL. While the allowance for COD and nitrate levels were also seen at a concentration of 30% amounting to 71.54% and 30.03%. Keywords: Chlorella sp., Tofu Liquid Waste, COD, Nitrat

    A COMPARATIVE ANALYSIS OF THE REPRESENTATION OF DISNEY’S WHITE AND NON-WHITE WOMEN IN BRAVE 2012 AND MOANA 2016

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    Di awal munculnya film animasi Disney, pemain utama perempuan didominasi oleh wanita berkulit putih. Film-film Disney yang memiliki pemeran utama wanita selain kulit putih baru muncul di akhir abad ke-20. Tetapi, pertanyaan apakah wanita berkulit putih dan tidak berkulit putih memiliki kualitas yang sama dalam film Disney masih menjadi perbincangan. Oleh karena itu, studi ini menginvestigasi reprsentasi perempuan kulit putih dan non kulit putih dalam film Brave (2012) dan Moana (2016) yang diproduksi Walt Disney Studios di abad ke-21. Dengan mengadopsi metode kualitatif, studi ini menganalisis karakterasi dari pemeran utama perempuan dengan menggunakan teori karakterisasi oleh Boggs dan Petries (2008). Studi ini juga menggunakan teori mise-en-scene yang diprakasai oleh Corrigan (2010) untuk menguatkan analisis. Temuan dari studi ini menunjukan bahwa perempuan kulit putih dan non kulit putih di representasikan berbeda dalam film Disney. Perempuan kulit putih cenderung direpresentasikan sebagai pemeran utama wanita yang pemberontak dalam ranah domestik. Sebaliknya, perempuan non kulit putih direpresentasikan sebagai perempuan yang berbakti dalam ranah publik. Terlepas dari perbedaan, kedua perempuan ini mereprepresentasikan tipe putri Disney baru yang lebih egaliter, berani, dan tidak bergantung kepada pria. ---------- In the earlier films produced by Disney, the female main characters are dominated by white-skinned women. Disney’s films that have non-white female main characters just emerged at the end of the 20th century. However, the question whether white women and non-white women maintain the same qualities are still going on. Thus, this study investigates the representation of Disney’s white and non-white women in Brave (2012) and Moana (2016) produced by Walt Disney Studios in the 21st century. Adopting a qualitative method, this present study analyzes the female main characters’ characterizations which are drawn upon Boggs and Petrie’s (2008) framework of characterization in films. The study also employs Corrigan’s (2010) framework of mise-en-scene to strengthen the analysis. The findings reveal that Disney’s white and non-white women are represented differently. Disney’s white women tend to be represented as a rebellious female main character in the domestic sphere. On the other hand, Disney’s non-white women represent a devoted female main character in the realm of the public sphere. Despite the differences, both female main characters represent a new archetype of Disney’s princess who is more egalitarian, brave and not dependent on men

    The Effect of Work Life Balance on Millennial Generation Productivity in Makassar City

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    This study aims to determine the effect of Work Life Balance on the productivity of the millennial generation in Makassar City. This research is a descriptive study with a quantitative approach with data analysis techniques used simple linear regression and hypothesis test consist of t test and coefficient of determination. The results of the study show that Work Life Balance has a positive and significant influence on the productivity of the millennial generation in Makassar City. The concept of work life balance is expected to be applied in suppor productivity, especially in the millennial generation
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