149 research outputs found

    Studi Evaluasi Manajemen Kebutuhan Area Parkir Kendaraan di Blang Padang, Kota Banda Aceh

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    The transportation problem that is often encountered in Indonesia is the limited road space needed to regulate traffic flow. In addition, there are also roads that operate at a much lower capacity than they should. One of the causes is on-street parking activities such as the Blang Padang area in the center of Banda Aceh City, Aceh Province. The purpose of this study is to evaluate the characteristics and management of parking areas in the Blang Padang area and to plan parking locations so that they can accommodate vehicles according to the required Parking Space Unit (SRP). This study uses a direct survey method to the field, namely collecting and compiling initial data, then explaining and analyzing the data so that conclusions can be drawn on the existing problems. The results showed that the design of vehicle parking in Blang Padang Jl. Prof. A. Majid Ibrahim II Banda Aceh City, namely for 2-wheeled there are 96 parking lots with a parking capacity of 72.00 m2 and for 4-wheeled vehicles there are 170 parking lots with a parking capacity of 425.00 m2. &nbsp

    An Analysis of Students’ Engagament in Supplemental Blended Learning Activity (A Case Study at an English Club in Tasikmalaya)

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    This journal reports the students’ engagement in a supplemental blended learning activity of teaching English writing using WhatsApp Group application. This research was aimed to find out the reason of student engagement in supplemental blended learning activity of teaching English writing. Qualitative research was chosen under the case study approach because this study focused on the detailed description of the study. Three data collection techniques used in this study are observation, questionnaire and student’s journal. Observation was conducted by video recording of the learning activity during the session and transcribed it. Questionnaire was analyzed by generalizing the data through percentage computation, and the students’ journal was analyzed through open ended question. In this regard, the participants in this study were the seventh grade at one of junior high school in West Java. By referring to the observation, the writer concluded about the extent to which the student’s engagement in teaching learning process of blended learning that covered emotional engagement, behavioral engagement, and cognitive engagement. Moreover, most of the students engaged in teaching learning process behaviorally. Then, the questionnaire data shows that the students gave positive responses toward blended learning in teaching activity. Then, the student’s journal showed that student engagement can increase the desire to learn both online and face to face result. Finally, future researchers are recommended to carry out the research with similar topic quantitatively to underpin the finding of this study. Finally, a suggestion is addressed to English teacher and future researcher who intends to investigate student engagement in blended learning, particularly in supplemental blended learning

    ANALISIS FAKTOR YANG MEMPENGARUHI KEPUTUSAN PEMBELIAN PADA PASAR TRADISIONAL (Studi Pada Pasar Progo, Desa Tropodo, Waru-Sidoarjo)

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    Pasar progo merupakan salah satu jenis pasar tradisional dalam cakupan kecil yang menjadi alternatif pilihan bagi masyarakat di wilayah perumahan wisma tropodo, desa tropodo, waru-sidoarjo. Pasar tradisional ini awalnya hanya dari seorang pedagang yang memasarkan barang dagangan di sekitar jalan perumahan wisma tropodo hingga dapat berkembang sampai saat ini. Tujuan penelitian ini adalah untuk mengetahui faktor apakah yang mempengaruhi keputusan pembelian pada pasar tradisional (studi pada pasar progo, desa tropodo, waru-sidoarjo) serta untuk mengetahui faktor apakah yang paling mempengaruhi keputusan pembelian pada pasar tradisional (studi pada pasar progo, desa tropodo, waru-sidoarjo). Jenis penelitian ini adalah analisis faktor dan teknik analisis  faktor bersifat confirmatoring, berikut faktor-faktor yang dikonfirmasi dari penelitian terdahulu, antara lain budaya, harga, lokasi, kebutuhan fisiologis, kualitas produk, keberagaman produk, kualitas pelayanan, kenyamanan. Teknik pengambilan sampling menggunakan teknik sampling kuota dengan jumlah responden 100 orang. Hasil penelitian ini adalah yang mempengaruhi keputusan pembelian pada pasar tradisional (studi pada pasar progo, desa tropodo, waru-sidoarjo) dipengaruhi oleh 2 kelompok faktor yaitu : faktor kebutuhan fisiologis dengan total varians sebesar 42,863 % dan faktor budaya dengan total varians sebesar 17,052 %. Faktor dalam penelitian ini yang paling mempengaruhi keputusan pembelian pada pasar tradisional (studi pada pasar progo, desa tropodo, waru-sidoarjo) adalah faktor kebutuhan fisiologis yang terdiri dari kebutuhan fisiologis, kenyamanan, kualitas pelayanan, keberagaman produk. Kata Kunci: Analisis faktor, budaya, harga, lokasi, kebutuhan fisiologis, kualitas produk, keberagaman produk, kualitas pelayanan, kenyamana

    MENINGKATKAN KETERAMPILAN PASSING BAWAH BOLAVOLI MELALUI MEDIA PEMBELAJARAN ALAT BANTU PADA SISWA KELAS VIII A DI MTS NEGERI 3 SUKABUMI

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    This research aims to know the skills passing down volleyball through the media learning tools in the MTs Student Affairs 3 Sukabumi. This research uses research methods class action (PTK). This research population is grade VIII A MTs Country 3 Sukabumi, totalling 36 students. Based on the results of observation increase passing down volleyball using the media tools for cycles I and II, of the results of the research there is a process of improvement of each cycle. From the results of the test there is a number of the overall results of the 36 students with a total of 2,856 and the average results obtained 79,333 from the results obtained response for researchers because changes derived from meeting to meeting very increase

    Kodon-Kodon Hotel Resort With Neo Vernacular Approach

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    Resort hotels are usually built in tourist areas such as mountains, beaches, and lakes. The problem in this design is that contoured land becomes more difficult in designing compared to flat land. But how to create an advantage on the contoured land, and how to create a design and building in accordance with the title raised and the purpose of that is to support the existence of functions building according to the project case. The purpose of designing this Resort Hotel is to increase the number of foreign and local tourists who come to North Sumatra especially to the Lake Toba area and provide temporary shelter and recreational activities for the community and tourists who come. The method used is to apply the local wisdom of the Karo tribe. The shape of the roof at the Karo traditional house is applied to the hotel which has been designed and the use of ornaments as facades on building looks to apply the neo-vernacular architectural theme. The results of the design of Resort Hotels to attract tourists to visit this Hotel and the Hotel also aims to preserve the local wisdom of Karo tribes. "Hotel Resort Kodon" is present as a place or recreational facility that can meet the needs of tourists where the Lake Toba area requires many new lodging and recreation areas

    Minat Berwirausaha Ditinjau Dari Jenis Pekerjaan Orang Tua dan Teman Sebaya Pada Siswa Smk Muhammadiyah 01 Boyolali Kelas XI Tahun Ajaran 2014/2015

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    Tujuan penelitian ini adalah untuk mengetahui: 1) adanya pengaruh jenis pekerjaan orang tua terhadap minat berwirausaha pada siswa kelas XI SMK Muhammadiyah 01 Boyolali tahun ajaran 2014/2015, 2) adanya pengaruh teman sebaya terhadap minat berwirausaha pada siswa kelas XI SMK Muhammadiyah 01 Boyolali tahun ajaran 2014/2015, 3) adanya pengaruh jenis pekerjaan orang tua dan teman sebaya terhadap minat berwirausaha pada siswa kelas XI SMK Muhammadiyah 01 Boyolali tahun ajaran 2014/2015. Jenis penelitian yang digunakan adalah kuantitatif asosiatif. Populasi dalam penelitian ini adalah seluruh siswa kelas XI SMK Muhammadiyah 01 Boyolali tahun ajaran 2014/2015 yang berjumlah 100 siswa dengan sampel 78 siswa yang diambil yaitu probability sampling dengan teknik simpel random sampling. Teknik pengumpulan data menggunakan metode angket dan metode dokumentasi yang telah diujicobakan dengan uji validitas dan uji reliabilitas. Teknik analisis data yang digunakan adalah regresi linier berganda, uji t, uji F, sumbangan relatif dan sumbangan efektif. Hasil dari analisis data diperoleh persamaan garis linier Y=14,671+0,671X1+0,655X2. Kesimpulan yang dapat diambil dari penelitian ini adalah: 1) ada pengaruh positif antara jenis pekerjaan orang tua terhadap minat berwirausaha. Hal ini terbukti dari hasil uji t yang memperoleh thitung > ttabel yaitu 3,738 > 2,285 (α = 5%) dan nilai signifikansi ttabel yaitu 4,062 > 2,285 (α = 5%) dan nilai signifikansi Ftabel yaitu 25,618 > 3,11 pada taraf signifikansi 5%. 4) variabel X1 memberikan sumbangan relatif sebesar 53% dan sumbangan efektif sebesar 21,5%, variabel X2 memberikan sumbangan relatif sebesar 47% dan sumbangan efektif sebesar 19,1%. Hasil perhitungan untuk nilai R2 diperoleh 0,406 yang berarti 40,6% minat berwirausaha dipengaruhi oleh jenis pekerjaan orangtua dan teman sebaya, sisanya sebesar 59,4% dipengaruhi oleh variabel lain yang tidak diteliti dalam penelitian ini

    PENGEMBANGAN MEDIA HEPI (Hebat Perkalian) BERBASIS ANDROID PADA MATERI PERKALIAN KELAS II SEKOLAH DASAR

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    Peserta didik pada saat ini lebih suka bermain game dari pada belajar, hal tersebut mengakibatkan rendahnya minat belajar peserta didik, seperti halnya  pada mata pelajaran matematika materi perkalian. Penelitian ini bertujuan untuk mengembangkan suatu inovasi pembelajaran melalui media HEPI berbasis android pada materi perkalian kelas II Sekolah Dasar. Penelitian ini menggunakan model pengembanan ADDIE. Penelitian ini dilaksanakan di SDN Kandangan III Surabaya dengan subjek penelitian peserta didik kelas II Sekolah Dasar. Penelitian ini mendapatkan hasil validasi materi 84%, validasi media sebesar 90% dan setelah uji coba mendapatkan hasil ketuntasan belajar sebesar 83,3%, adapun hasil angket repon pendidik sebesar 100% serta hasil angket respon peserta didik sebesar 98,4%. Sehingga dapat disimpulkan bahwa media HEPI berbasis android layak untuk digunakan. Kata Kunci: Pengembangan, media HEPI, materi perkalian   Students currently prefer to play games rather than study, this results in low interest in learning students, as is the case in mathematics subject matter of multiplication. This study aims to develop a learning innovation through Android-based HEPI media on multiplication material for class II elementary schools. This study uses the ADDIE development model. This research was conducted at SDN Kandangan III Surabaya with the research subjects being class II elementary school students. This study obtained material validation results of 84%, media validation of 90% and after trials obtained learning completeness results of 83.3%, while the results of the teacher's response questionnaire were 100% and the results of student response questionnaires were 98.4%. So it can be concluded that Android-based HEPI media is feasible to use. Keywords: Development, HEPI media, multiplication materia
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