2,682 research outputs found
HUBUNGAN KECANDUAN GAME ONLINE DENGAN PERUBAHAN EMOSIONAL PADA ANAK USIA REMAJA
Introduction: Addiction is a dependent behavior or condition that is very strong
physically or psychologically in doing something, and there is an unpleasant feeling when
it cannot be fulfilled. Playing online games with a long time frequency and playing too
much can give a negative impact. This will affect the child's emotional and social
development that will later affect his behavior.changes in adolescent children.
Method: Descriptive correlation research design with a cross-sectional approach
carried out at SMA Surya Buana Malang with 50 respondents in grades 10 and 11. Data
were analyzed using the Pearson correlation test. Data collection used the Youth
Pediatric Symptom Checklist (Y PSC – 17) and The Development Of Indonesian
Online Game Addiction Questionnaire.
Results: This research shows that there is no relationship between online game
addiction and emotional changes (p-value=0.108). Students who experienced online
game addiction (n=9; 18%) and did not experience addiction (n=41; 82%), and had
emotional changes (n=14; 28%) and no changes (n=36; 72%).
Conclusion: After carrying out the research process, it can be concluded that online
game addiction does not affect emotional changes in teenagers, which may be
supported by several factors
Manajemen pengendalian persediaan dan pendistribusian produk fast moving pada PT Catur Alamanda Adipraan di Jakarta
Dua hal penting yang harus diperhatikan dalam perusahaan dagang yaitu tentang manajemen pengendalian persediaan dan manajemen pendistribusian komoditi kepada pars pelanggan: Model persediaan terjadi ketika diperlukan stock untuk memenuhi permintaan selama periode tertentu. Pada kenyataannya sering terjadi bahwa permintaan merupakan suatu nilai yang tidak pasti. Pada penulisan ini, digunakan model EOQ dalam manajemen pengendalian persediaan sehingga jumlah barang yang dipesan dan waktu pemesanan dapat dioptimalkan, dimana total biaya komponen persediaan menjadi minimum.
Manajemen pendistribusian komoditi ke pelanggan berpengaruh pada masalah pelayanan terhadap pelanggan yang mana diharapkan setiap pelanggan terlayani dengan baik. Dengan digunakannya metode saving dalam menentukan rute untuk V kendaraan, diharapkan total panjang rute seluruh V kendaraan minimum. Dalam metode ini kendala yang hares diperhatikan adalah kendala kapasitas kendaraan.
Two important things that must be paid attention in trading company, that is about inventory control management and commodity distribution management to all customer. Inventory model happened when needed by stock to fulfill demand during specified period. Practically often happened those demands represent an uncertainty value. At this writing, is used by model of EOQ in inventory control management so that the amount of ordered goods and ordering time could be optimal where inventory component total cost become minimum.
Distribution commodity management to customer taken effects in with the problem of service to customer where each customer expected served better.Used of method of saving in determining route for the V of vehicle, expected that total of routes length all V vehicles of minimum. In this method of constraint that must be paid attention is vehicle capacities constraint
RANCANG BANGUN ALAT PENGKONDISI SUHU RUANGAN DAN KELEMBAPAN UDARA PADA TANAMAN JAMUR BERBASIS IOT MENGGUNAKAN ARDUINO UNO
Fungi are plants that have nuclei and spores and do not contain chlorophyll in the form of cells or branch threads. Fungi lack chlorophyll, so they consume food made by other dead organisms. Growing oyster mushrooms provides several benefits. Mushroom cultivation is one application of biotechnology and uses practical and simple techniques that can be carried out by people in rural areas. Mushroom cultivation is an alternative for utilizing natural biological resources, diversifying food and diet, protecting the environment and creating jobs for local communities. Not only is it delicious, but it also contains important nutritional components for human health, and can be recommended as a highly nutritious ingredient in your daily diet. Oyster mushrooms have a high nutritional content compared to other types of lying mushrooms. The growth and yield of mushroom plants is greatly influenced by environmental conditions such as temperature and humidity. The ideal temperature and humidity for the growth of mushroom plants is 23°C-28°C and 70%-90%.
Therefore, the aim of this research is to design and develop an IoT (Internet of Things) based room temperature and humidity control device using Arduino Uno which can automatically maintain and control the environmental conditions of mushroom plants. The tool is equipped with various temperature and humidity sensors connected to an Arduino Uno, and the data obtained is sent to the IoT platform via a Wi-Fi connection. Users can maintain environmental conditions through the mobile application. In addition, this tool also provides the ability to control devices such as heaters and humidifiers automatically based on data received from sensors.
Initial test results show that this tool is able to maintain air temperature and humidity at optimal levels for mold growth. Therefore, this tool can help mushroom farmers efficiently increase the quality and yield of crops and reduce the risk of damage due to extreme environmental changes.
It is hoped that this IoT-based room temperature and humidity control tool can increase productivity and demand for mushroom cultivation and contribute to the development of technology-based agriculture in the future
The Effectiveness of the Existence of Village Customary Courts in Utilizing Problem Solving By the Bireuen Community
The authority of the Village customary court in Aceh qanun No. 9 of 2008 concerning fostering customs. One of them is giving the authority to resolve civil and criminal disputes which are part of the authority of formal justice, with this delegation giving the role of the Adat Courts is very important. Bireuen for this research is used for the specific objectives of this study aims to measure the extent to which the village customary justice in the district. Bireuen is used by the community. The method used is an empirical juridical method with a quantitative research methodology that used a research instrument in the form of a questionnaire. The existence of customary courts which have reached 15 years since their publication of a qanun gave legitimacy to gampong customary courts in Aceh, especially Bireuen district
PENGEMBANGAN INSTRUMEN PENILAIAN KINERJA SISWA SMA PADA PRAKTIKUM PENURUNAN TITIK BEKU LARUTAN
ABSTRAK
Penelitian bertujuan untuk mengembangkan instrumen penilaian kinerja siswa SMA pada praktikum penurunan titik beku larutan. Penelitian ini menggunakan metode pengembangan dan validasi yang terdiri dari 3 tahap yaitu tahap perencanaan, tahap pengembangan, dan tahap pengolahan data. Pasrtisipan pada penelitian ini berjumlah 10 orang yang merupakan siswa kelas XII di salah satu SMA Negeri Kabupaten Kuningan. Instrumen yang dikembangkan berupa task dan rubrik berdasarkan KD 4.2 dan diperoleh 17 aspek kinerja. Kualitas instrumen yang dikembangkan dilihat melalui uji validitas isi dan uji relibialitas inter-rater. Hasil penelitian menunjukkan bahwa instrumen kinerja yang dikembangkan memiliki validitas dan reliabilitas yang baik dan dinyatakan valid dengan nilai CVR = 1 dan reliabel dengan nilai Cronbach alpha sebesar 0.847 sampai dengan 1.000. Berdasarkan hasil penelitian dapat disimpulkan bahwa instrumen penilaian kinerja yang dikembangkan memenuhi syarat sebagai alat evaluasi yang baik sehingga layak digunakan sebagai instrumen penilaian untuk menilai kinerja siswa dalam praktikum penurunan titik beku larutan.
Kata Kunci : Penilaian Kinerja, Penurunan Titik Beku , Validitas,Reliabilitas.
ABSTRACT
This research aims to develop instruments for evaluating the performance of high school students in practicing the freezing point depression of solution. This research uses a development and validation method which consists of 3 stages, namely the planning stage, the development stage, and the data processing stage. Participants in this research amounted to 10 people who are students of class XII in one of the high schools in Kuningan Regency. The instrument developed as a task and rubric based on KD 4.2 and obtained 17 aspects of performance. The quality of the developed instruments is seen through the content validity test and inter-rater reliability test. The results showed that the performance instruments developed had good validity and reliability and were declared valid with a CVR = 1 and reliable with a Cronbach alpha value of 0.847 to 1.000. Based on the results of the study it can be concluded that the performance appraisal instruments developed qualify as a good evaluation tool so it is feasible to be used as an assessment instrument to assess student performance in practicum of freezing point depression of solution.
Keywords: Performance Assessment, Freezing-Point Depresion, Validity, Reliability
Penerapan Media Animasi Berbasis Komputer Menggunakan 3D Studio Max Dan Macromedia Flash Pada Pokok Bahasan Teori Kinetik Gas Kelas XI Semester II Di SMAN-2 Palangka Raya Tahun Ajaran 2013/2014
Penelitian ini bertujuan untuk mengetahui: (1) Aktivitas siswa dalam penerapan media animasi pada materi pokok teori kinetik gas, (2) Hasil belajar siswa pada pembelajaran teori kinetik gas setelah diterapkan media animasi, dan (3) Respon siswa terhadap pembelajaran dengan menggunakan media animasi pada materi pokok teori kinetik gas.
Penelitian ini menggunakan pendekatan kuantitatif deskriptif, dengan populasi seluruh kelas XI semester II SMAN-2 Palangka Raya Tahun Ajaran 2013/2014. Sampel penelitian dipilih dengan teknik purposive sampling yaitu kelas XI-6 semester II SMAN-2 Palangka Raya berjumlah 32 siswa. Instrumen yang digunakan adalah lembar pengamatan aktivitas siswa, tes hasil belajar kognitif siswa, dan angket respon siswa. Uji coba instrumen tes hasil belajar dilakukan pada kelas XI IPA-4. Instrumen uji coba berjumlah 50 soal pilihan ganda dengan 5 opsi dan 27 soal yang digunakan untuk tes hasil belajar. Tingkat reliabilitas soal yang diperoleh dari hasil uji coba instrumen sebesar 0,83.
Hasil penelitian diperoleh: (1) Aktifitas siswa dengan menerapkan media animasi pada pokok bahasan teori kinetik gas memperoleh nilai rata-rata sebesar 78,5% dari keseluruhan aktivitas siswa dengan kategori aktif, (2) Ketuntasan hasil belajar kognitif secara individu diperoleh 25 siswa yang tuntas, 7 siswa tidak tuntas dari 32 siswa yang mengikuti tes hasil belajar. Secara klasikal hasil belajar siswa dengan penerapan media animasi dikatakan tuntas, karena diperoleh 78,1% siswa yang tuntas. Ketuntasan TPK diperoleh 20 TPK tuntas dan 4 TPK tidak tuntas dari 24 TPK yang digunakan, dan (3) Respon siswa secara keseluruhan menunjukkan 48,39% siswa setuju bahwa media animasi merupakan media pembelajaran yang baru dan bermanfaat, 41,93% siswa menyatakan sangat senang jika materi fisika lain diajarkan dengan media yang sama dan 32,26% siswa menyatakan media yang digunakan sangat menarik.
English
The study is intended to know (1) The students activities with applying of media animations at gas kinetic theory, (2) learning outcomes of the students in using media animations in gas kinetic theory, and (3) the students response toward the use of the media animations in gas kinetic theory.
The study is a descriptive approach. The populations of the study are all the students of class XI IA of semester II SMAN-2 Palangka Raya in 2013/2014 and the samples of the study are 32 students of class XI IA-6. The using of instrument is students researching work sheet, test of the students’ cognitive, and the questionnaire of students responses. The tryout of learning outcomes (THB) have done at class XI IA-4. The try out instrument is 50 multiple choice questions with 5 options and 27 quetions to used test learning outcomes. The reliability level of the result of instrument try out is 0,83.
The results of the study are obtained: (1) The students activities with applying of media animations at gas kinetic theory learning to obtain an average value of 78.5% of the total student activity with the active category, (2) the completeness of individual learning outcomes there are 25 students, the sudent does not complete 7 of the 32 students who take the achievement test. Classicaly to be said complete, because it was obtained 78.1% students. There are 20 TPK (83.33%) completed and 4 TPK (16.67%) did not complete from 24 TPK. (3)The students responses toward the use of the result of the media animations at gas kinetic theory is the instructional media new and useful 48.39%. 41.93% said very happy if other material is taught with the same media and 32,26% of students stated media used is very interesting
PENERAPAN MODEL PENDIDIKAN GERAK DALAM PENGEMBANGAN POLA GERAK DASAR MANIPULATIF MELALUI KERANGKA ANALISIS GERAK (Movement Analysis Framework) : Penelitian Tindakan Kelas Pada Siswa Kelas V di SDN Hanura
Penelitian ini bertujuan untuk menerapkan model pendidikan gerak dalam pembelajaran pola gerak dasar manipulatif siswa melalui kerangka analisis gerak (movement analysis framework). Penelitian ini dilaksanakan di Sekolah Dasar Negeri Hanura Kota Bandung, dengan subjek penelititan berjumlah 23 siswa kelas V. Metode yang digunakan dalam penelitian ini adalah Penelitian Tindakan Kelas, dengan menggunakan IV tindakan dalam II siklus. Instrumen yang digunakan dalam penelitian ini adalah Penilaian Praktek Gerak Manipulatif, kamera foto dan video. Berdasarkan hasil pengolahan dan analisis data menunjukan peningkatan prosentase dari observasi awal sampai dengan siklus II tindakan II. Pada observasi awal prosentase penilaian praktek gerak manipulatif 42.80%, dan prosentase pada siklus II tindakan II sebesar 78.12%. Maka dapat disimpulkan bahwa penerapan model pendidikan gerak melalui kerangka analisis gerak (movement analysis framework) dapat meningkatkan pola gerak dasar manipulatif siswa kelas V SDN Hanura Kota Bandung.;---This study aimed to apply movement education model in manipulative base movement model study through movement analysis framework. This research was held at Hanura State Primary School of Bandung, with the subject of the research were 23 students of class V. The method used in this research is Classroom Action Research, using IV action in II cycle. The Instruments used in this study were the Evaluation of Manipulative Movement Practices, photo and video cameras. Based on the results of processing and data analysis showed an increase on the percentage of the initial observation until the cycle II of action II. In the initial observation the percentage assessment of manipulative movement practice 42.80%, and the percentage in cycle II of action II amounted to 78.12%. So it can be concluded that the application of movement education model through movement analysis framework can improve the basic manipulative movement pattern in class V SDN Hanura Bandung
PENGGUNAAN MEDIA PEMBELAJARAN UNTUK MENINGKATKAN KERJASAMA SISWA DALAM PEMBELAJARAN AKTIVITAS PERMAINAN SEPAKBOLA
Penelitian ini dilatarbelakangi oleh kurangnya variasi pembelajaran dan pemahaman siswa dalam pembelajaran aktivitas permainan sepakbola. Tujuan penelitian ini adalah untuk mengetahui penggunaan media pembelajaran untuk meningkatkan kerjasama siswa dalam pembelajaran aktivitas permainan sepakbola pada siswa kelas X SMA Negeri 15 Bandung. Metode Penelitian yang digunakan adalah penelitian tindakan kelas. Populasi dalam penelitian ini adalah siswa SMA Negeri 15 Bandung. Sedangkan sampel dari penelitian ini adalah kelas X Mia III yang berjumlah 20 orang siswa laki-laki. Adapun pengambilan sampel menggunakan teknik purposive sampling. Instrumen penelitian yang digunakan adalah Lembar observasi. Hasil pengolahan data dari perkembangan peningkatan nilai kerjasama siswa dalam pembelajaran aktivitas permainan sepakbola pada siklus I tindakan 1 dan 2 mengalami peningkatan kerjasama. Pada tindakan 1 sebesar 53,8% dalam kategori kurang sekali, tindakan 2 sebesar 64,4% dalam kategori kurang. Sedangkan pada siklus II tindakan 1 dan 2 mengalami peningkatan nilai kerjasama sebesar 76,9% dalam kategori cukup dan 82,5% dalam kategori tinggi. Berdasarkan hasil pengolahan data dapat disimpulkan bahwa penggunaan media pembelajaran audio visual dapat meningkatkan kerjasama siswa dalam pembelajaran aktivitas permainan sepakbola ---------- This research is motivated by the lack of variety of learning and understanding of the students in learning the game of football activity. The purpose of this study was to determine the use of instructional media to increase student collaboration in learning the game of football activity in class X public senior high school15 Bandung. The research method used was a classroom action research. The population in this study were students of public senior high school 15 Bandung. While the sample of this research is class X MIA III, amounting to 20 male students. The sampling using purposive sampling technique. The research instrument used is the observation sheet. The results of data processing of the development of the increase in the value of cooperation of students in learning the game of football activity in the first cycle of action 1 and 2 increased cooperation. In the first act of 53.8% in less than one category, action 2 64.4% in the poor category. While on the second cycle of action 1 and 2 increased by 76.9% the value of cooperation in enough categories and 82.5% in the high category. Based on the results of data processing can be concluded that the use of audio-visual learning media can improve the cooperation of students in learning the game of football activity
Invest in people to straightening organizational capability and achieving toptier performance in oil company
The strategic plan sets direction, align among organizations, and differentiate corporate or entreprise from the competition. It guides actions to successfully manage risk and deliver shareholder value.Some companies have two greater details strategies: (1)Enterprise strategy represent for organizational capability and talent to maximize the value and growth and (2) Major Business Strategies represent focus selection of major business areas.(upstream, downstream, and other derivative products).There are four group of dimensions that help companies deal with the competitive challenges (global, sustainability, and technology), called people management framework which are (1) Managing organization environment, linking organization practices to the company’s business objectives – long term shareholder value (strategic staffing, global diversity, functional competency management,
organization design), (2) Acquiring and preparing people as resource, recruiting and selecting
employee (university hiring, experienced hiring, outsourcing), (3)Assessment and development
people, measuring employees performance, preparing future work roles, training and development,
and identifying employee work interests (on boarding, competency assessment and development,
knowledge transfer / management, leadership management, succession planning, career development, job selection), (4) Compensating, creating pay system, rewarding people contribution and provide benefits.(performance management, pay determination, compensation benefits and policies,
employee relations, retention program).People competency (technical know how) is critical to execute with excellence on existing assets,
grow company through the use of competitive advantages and conquer increasing technical
complexities
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