300 research outputs found
Ilmu Perpustakaan Dan Informasi: sebuah tinjauan ringkas tentang aspek ontologi dan epistemologi dalam konteks Indonesia
Dengan mengakui pentingnya keberadaan dimensi sosial dalam perkembangan ilmu pengetahuan, makalah ini mencoba memperjelas aspek ontologis dan epistemologis Ilmu Perpustakaan & Informasi di Indonesia, dengan pertama-tama dan terutama meninjau aspek historis-kontekstual dari pustaka dan informasi sebagai objek kajian. Diusulkan agar pustaka dan informasi dilihat sebagai bagian dari epistemologi sosial yang semula ditawarkan Egan dan Shera sebagai pondasi ilmu ini. Diusulkan pula agar pembahasan tentang hal ini sebaiknya tidak dilepaskan dari potensi kebergunaan (aksiologi) Ilmu Perpustakaan dan Informasi bagi negara dan bangsa yang bercirikan kemajemukan budaya seperti Indonesia
Conceptual model of mobile augmented reality for cultural heritage site towards enjoyable informal learning (Marchsteil)
A mobile augmented reality (AR) is one of the emerging technologies that may provide interactive content to tourists at cultural heritage sites. Past studies show enjoyable informal learning experience is highly needed for tourists to broaden
knowledge for tourists. Although many mobile AR applications have been developed to expose cultural heritage site information, they are still lacking in providing such experience due to lack of comprehensive models which taking into consideration the elements of enjoyable informal learning experience in the development of such
applications. Therefore, this study proposes a comprehensive conceptual model of mobile AR where it considers the components of enjoyable informal learning experience at cultural heritage site. This study followed design science research methodology. The proposed conceptual model is reviewed and validated through expert review and focus group discussion The review was analysed based on frequency of the responses on each component. As a proof-of-concept, the prototype (named as AR@Melaka) was developed and then evaluated on its enjoyable informal learning aspects to 200 tourists of a renowned cultural heritage site. From user
perspective, it is proven that AR@Melaka provides enjoyable informal learning. In conclusion, these findings proved that the conceptual model is useful for assisting tourists in learning at cultural heritage site in an enjoyable way. This study
contributes a conceptual model to serve as guidelines for developing a mobile augmented reality that considers an enjoyable informal learning component
Mengapa Membaca itu Baik?
Seminar dan Lokakarya Perubahan Paradigma Digital Natives
Perpustakaan Universitas - Universitas Kristen Satya Wacana
Salatiga 17 - 18 Januari 201
ANALISIS PENGARUH OPERATING LEVERAGE, RETURN ON INVESTMENT DAN BIAYA UTANG TERHADAP STRUKTUR KEUANGAN PADA PERUSAHAAN MAKANAN DAN MINUMAN YANG TERDAFTAR DI BEI
Financial structure is one factor that must be considered by a company.
If a company wants an optimum financial structure, then the company should be
able to balance their own capital to foreign capital. Therefore, the purpose of this
study was to analyze the effect of operating leverage, return on investment and
cost of debt to the financial structure of the food and beverage companies listed
on the Stock Exchange.
The use of the data in this study using secondary data from financial
reports that is available in the company. In this regard, studies using multiple
linear regression analysis and to analyze the effect of operating leverage, return
on investment and cost of debt to finance the structure is done using t test and F
test.
From these results, it can be argued that the test the suitability of the
model, operating leverage, return on investment and debt of cost affect financial
structure. However, partial, only the variable operating leverage and return on
investment that affects the financial structure. Operating leverage has positive
and negative impact on investment return, while the variable debt of cost has no
effect on the financial structure
Employee Engagement dan Kinerja Perawat dalam Pencegahan Penularan Infeksi Virus COVID-19
This study aims to analyze whether there is a relationship between the application of Employee Engagement and the performance of nurses in preventing the transmission of Covid-19 virus infection, especially at Madani Hospital and Update Hospital Palu. This research method is quantitative research with a cross-sectional approach. The results showed that after the Chi-Square test with an error rate of 0.05, the P-Value = 0.000 statistical test results were obtained. In conclusion, there is a significant relationship between Employee Engagement and the performance of nurses in handling the spread of the Covid-19 virus.
Keywords: Covid-19, Employee Engagement, Nurse Performance  
Openness towards mental illness in Malaysia
Mental health is an important component for well-being beside physical health. Recent years, mental illness has become a challenge in society. However, public stigma towards mental illness is very bad. This stigma makes people with mental illness have difficulty to recover and to get help from society. This paper reports the evidences gathered through the recovered patients themselves of the importance of openness towards mental illness and the need for removal of stigma towards mental illness. There were six interviewees participated in a study conducted in a non- governmental organization (NGO) that supports mental wellness at Petaling Jaya City. The permission of interview was granted by the NGO’s management and also the participants. The data gathered was open-ended answers addressing questions which are related to their feeling, public perceptions and also their expectation of the society and supports provided by external parties such as government. The results of the study show that the perception towards mental illness patients should be more open and receptive. Supports and reception given to them is crucial. Public and government should work together to build a mentally healthy and supportive environment for a better society
Upaya Meningkatkan Hasil Belajar IPA dengan Memanfaatkan Model Logan Avenue Problem Solving (LAPS) – Heuristik di Kelas IV SD Inti Siniu
Penelitian ini bertujuan untuk mengetahui penggunaan model pembelajaran Logan Avenue Problem Solving (LAPS) - Heuristik dalam meningkatkan hasil belajar IPA pada siswa kelas IV di SD Inti Siniu. Jenis penelitian ini adalah Penelitian Tindakan Kelas (PTK). Desain penelitian ini mengikuti alur penelitian Model Kemmis dan Mac. Taggart yang terdiri dari 4 tahap yaitu perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subyek penelitian ini adalah siswa kelas IV yang berjumlah 25 siswa pada tahun pelajaran 2019/2020. Hasil penelitian ini diperoleh bahwa siklus 1 persentase ketuntasan belajar klasikal 76%, hasil observasi keterampilan guru 76,6, hasil observasi aktivitas siswa 74%. Sedangkan pada siklus 2 diperoleh persentase ketuntasan belajar klasikal 84%, hasil observasi keterampilan guru 87,3, hasil observasi aktivitas siswa 84,65%. Hasil penelitian ini menunjukkan bahwa terjadi peningkatan hasil belajar dari siklus 1 ke siklus 2.Berdasarkan hasil penelitian, dapat disimpulkan bahwa pengunaan Model Pembelajaran Logan Avenue Problem Solving (LAPS) – Heuristik dapat meningkatkan hasil belajar IPA pada siswa kelas IV SD Inti Siniu
Mobile AR for Cultural Heritage Site towards Enjoyable Informal Learning: A Revised Conceptual Model
The need of visitor has been changed in tourism which is to learn and have meaningful experience. However, Mobile Augmented Reality technology that caters enjoyable informal learning in cultural heritage site is still limited. Therefore a conceptual model is proposed to guide developers in developing such mobile AR application to promote enjoyable informal learning. This article describes the proposed model which is called as a ‘conceptual model of mobile AR for cultural heritage site towards enjoyable informal learning’. Expert review and focus group discussion methods were conducted to evaluate the proposed model are also explained in this article. Prior to the evaluation process, a field study was also conducted to discover novel components of enjoyable informal learning content in cultural heritage site. The results of all methods conducted were contributed to the development of a conceptual model. The conceptual model consists of two levels which in the first level; it contains three main components (mobile AR technology, enjoyable informal learning, and cultural heritage site) and in the second level of the model provides detail information which contains the elements of each component
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