19 research outputs found

    Sensitivitas Gender Kebijakan Pemerintahan Sby

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    Pada dasarnya, pembangunan suatu negara jelas bertujuan untuk meningkatkan kesejahteraan atau peningkatan kualitas hidup masyarakatnya, baik itu laki-laki maupun perempuan, meskipun dalam setiap proses pembangunan mempunyai beragam pendekatan. Peningkatan kesejahteraan ini tentunya tidak hanya pada satu aspek pembangunan, tetapi juga merata di segala sendi, baik secara ekonomi, politik, hukum, sosial, budaya dan keamanan. Namun demikian, capaian pembangunan yang ditujukan kepada seluruh masyarakat tidak terkecuali -laki-laki dan perempuan-, pada Kenyataanya seringkali belum bisa dinikmati secara merata, dalam artian pembangunan belum memberi manfaat secara adil kepada perempuan dan laki-laki. Pembangunan yang semula diasumsikan akan bermanfaat secara keseluruhan –netral- baik kepada laki-laki maupun perempuan, pada Kenyataanya memberi kontribusi bagi timbulnya ketidakadilan dan kesenjangan gender

    Autonomous Cognitive Leveling Game Pada Serious Game Menggunakan Particle Swarm Optimization

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    Abstract. Serious games containing the pedagogical aspects and as part of the device/media e-learning support the learning process. Besides, the learning method uses the game are better than the conventional learning, because learning materials that involve animation in the game will enable long-term memory of students. Particle swarm optimization (PSO) method offers a search procedure based on a population consisting of individuals called particles that change their position with respect to time. PSO, by way of initializing the position and velocity of a particle, calculates the fitness function of the solution and updates the position and velocity of a particle to a stop condition are found. The design of PSO on the problem of autonomous cognitive levels of the game on a serious game with a permutation is proposed by using the fitness function the distance between xi+1 (cognitive level game) with xi (cognitive pre-test). The expected outcome of this research is the sequence of levels completed in accordance with the needs of the learner.Keywords: Serious game, cognitive, pso Abstrak. Serious game sangat mendukung proses pembelajaran melalui permainan yang mengandung aspek pedagogis dan merupakan bagian dari alat/media e-learning. Selain itu metode pembelajaran menggunakan permainan lebih baik dibandingkan dengan pembelajaran konvensional, karena animasi materi pembelajaran dalam permainan akan mengaktifkan ingatan jangka panjang siswa.Metode particle swarm optimization (PSO) menawarkan suatu prose­dur pen­­ca­rian berdasar pada populasi yang terdiri atas individu-individu yang di­se­but par­­tikel, mengubah posisi mereka terhadap waktu. PSO dengan cara melakukan inisialisasi posisi dan kecepatan particle, menghitung fungsi fitness dari solusi dan mengupdate posisi dan kecepatan particle sampai kondisi berhenti ditemukan.Perancanagan PSO pada permasalahan autonomus cognitive level game pada serious game diusulkan menggunakan permutasi dengan fungsi fitness jarak antara xi+1(cognitive level game) dengan xi (cognitive pre-test).Hasil yang diharapkan dari penelitian ini adalah adanya urutan level game yang sesuai dengan kebutuhan pembelajar.Kata Kunci: Serious game, cognitive, pso

    TRAVEL GUIDE BOOK LOMBOK BARAT “IMAGINE THE ORIGINAL PARADISE”

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    Starting from the number of destination tourism resulted in the emergence of several alternative media to guide the tourists. Guidebook is one of the media can contain some accurate information for tourists who will travel to a destination tourist attraction. The main concept in the design of the manual lift toward the concept of imagination shadow heaven. This handbook provides an overview or shadow to someone to take a trip to heaven (West Lombok). Some of the information presented in this manual is to show the beauty of West Lombok with natural shades as well as world-class, summarized in communicative language and interesting photos and layouts

    IMPLEMENTASI PEMBELAJARAN DARING PADA MASA KENORMALAN BARU DI SMP NEGERI 2 TANGGUNGGGUNUNG TAHUN PELAJARAN 2020/2021

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    The purpose of this study was to explore information about strategies, solutions, and teacher evaluations in solving all problems in online learning, both related to mastery of ICT and the use of digital applications during the online learning process during the new normality at SMP Negeri 2 Tanggungggunung Academic Year 2020/2021. This research use desciptive qualitative approach. The object of this research is SMP Negeri 2 Tanggunggunung. Data collection techniques using interview techniques, observation (observation), and documents. The data analysis technique used is an interactive model data analysis which includes four things, namely data collection, data reduction, data display, and conclusion drawing / verification. The results of this study indicate that the online learning strategy at SMPN 2 Tanggunggunung the teacher prepares appropriate media, methods and materials as well as all the requirements needed in the teaching and learning process such as lesson plans, learning materials, ebooks, videos, and preparing assessments with google form via WhatsApp Group. . In the implementation of online learning at SMPN 2 Tanggunggunung, those involved are teachers, students, and student guardians. This is because during online learning the one who can monitor children's activities at home is the student's guardian. The obstacles faced in implementing PJJ (Distance Learning) at SMPN 2 Tanggunggunung included participants not having cellphones, not having data packages, internet network difficulties, even limited internet quoata usage. This happens because most students at SMPN 2 Tanggunggunung, where they live, are located in mountainous and suburban areas. So that these obstacles arise every time there is an online learning activit

    Java Community Life Views in the Novel Entrok Okky Madasari Works: Literature Anthropology Study

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    Javanese culture has a variety of wrong forms, just seeing the community about life. The view of Javanese abstract life is abstract because of thoughts, thoughts, ideas, and words. All that is in mind is then used by the Javanese community as a guide in carrying out activities. The purpose of this study is to describe the Javanese people's way of life in the novel Entrok by Okky Madasari. This research uses a literary anthropology approach. this type of research is qualitative descriptive. Data collection techniques used consist of reading and library research. Data validity uses method triangulation and source triangulation. Data analysis with data disclosure model presented an in-depth analysis, and concludes. The results of the study show how the Javanese people's life view in Entrok's work by Okky Madasari about the view of the nature of life, the view of work as a living livelihood, human views about time, human views about nature, and human views related to human relationships. The general description of the community is outlined by the authors through the characters through dialogue, narration, and description

    ASPEK KEAGAMAAN DALAM KUMPULAN CERPEN SENYUM KARYAMIN KARYA AHMAD TOHARI: KAJIAN SOSIOLOGI SASTRA DAN RELEVANSINYA SEBAGAI BAHAN AJAR DI SMK

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    Penelitian ini bertujuan untuk: (1) mendiskripsikan struktur pembangun kumpulan cerpen “Senyum Karyamin” karya Ahmad Tohari, (2) mendiskripsikan aspek keagamaan yang terdapat dalam kumpulan cerpen “Senyum Karyamin” Badar Karya Ahmad Tohari, (3) memaparkan implementasi hasil penelitian pada pembelajaran sastra di SMK. Pendekatan yang digunakan dalam penelitian ini adalah deskriptif kualitatif. Data dalam penelitian ini berupa kata, frasa, kalimat, serta ungkapan dalam cerpen “Pengemis dan Shalawat Badar” karya Ahamad Tohari. Teknik pengumpulan data dalam penelitian ini menggunakan teknik kepustakaan. Keasahaan data yang digunakan adalah trianggulasi teori. Hasil penelitian ini memaparkan: (1) struktur pembangun kumpulan cerpen “Senyum Karyamin” karya Ahmad Tohari, yang meliputi tema pada cerpen ini adalah keagamaan, kemudian alur yang digunakan pada cerpen ini yaitu alur maju, latar tempat pada cerpen, kemudian latar waktu, (2) aspek keagamaan yang terdapat dalam kumpulan cerpen “Senyum Karyamin” Badar Karya Ahmad, (3) hasil penelitian ini relevan pada pembelajaran sastra di SMK, sesuai dengan bahan ajar kelas XI semester ganjil KD 3.1 Memahami struktur dan kaidah teks cerita pendek, pantun, cerita ulang, eksplanasi kompleks, dan ulasan/revew film/drama baik melalui lisan maupun tulisan, KD 4.1 Menginterpretasi makna teks cerita pendek, pantun, cerita ulang, eksplanasi kompleks, dan ulasan/revew film/drama baik secara lisan maupun tulisan

    Simulasi digital jilid 1 kelas X semester 1

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    Penyajian buku teks untuk disusun dengan tujuan agar peserta didik dapat melakukan proses pencarian pengetahuan berkenaan dengan materi pelajaran melalui berbagai aktivitas para ilmuwan dalam melakukan eksperimen, dengan demikian peserta didik diarahkan untuk menemukan sendiri berbagai fakta, membangun konsep, dan nilai-nilai baru secara mandir

    Teknik Kimia C2 Simulasi Digital X-1

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    Penyajian buku teks untuk disusun dengan tujuan agar peserta didik dapat melakukan proses pencarian pengetahuan berkenaan dengan materi pelajaran melalui berbagai aktivitas para ilmuwan dalam melakukan eksperimen, dengan demikian peserta didik diarahkan untuk menemukan sendiri berbagai fakta, membangun konsep, dan nilai-nilai baru secara mandir

    Simulasi digital jilid 1

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    Penyajian buku teks untuk Mata Pelajaran “Simulasi Digital” ini disusun dengan tujuan agar supaypeserta didik dapat melakukan proses pencarian pengetahuan berkenaan dengan materi pelajaran melalui berbagai aktivitas proses sains sebagaimana dilakukan oleh para ilmuwan dalam melakukan eksperimen ilmiah (penerapan scientifik), dengan demikian peserta didik diarahkan untuk menemukan sendiri berbagai fakta, membangun konsep, dan nilai-nilai baru secara mandiri

    SIMBOL-SIMBOL BUDAYA INDONESIA DALAM NOVEL THE RISE OF MAJAPAHIT KARYA SETYO WARDOYO

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    This study aims to uncover cultural symbols in the novel The Rise of Majapahit by Setyo Wardoyo. The problem analyzed in this study is about the symbols of Indonesian culture in the novel The Rise of Majapahit by Setyo. This research uses descriptive qualitative method, a method that describes qualitatively the symbols of Indonesian culture contained in the novel The Rise of Majapahit by Setyo Wardoyo. From the analysis it is known that there are Indonesian cultural symbols in the novel The Rise of Majapahit by Setyo Wardoyo especially cultural symbols in the form of universal symbols and cultural symbols related to cultural symbols during the Singasari Kingdom and Majapahit Kingdom. Cultural symbols contained in the novel The Rise of Majapahit by Setyo Wardoyo consist of universal symbols and cultural symbols. Cultural symbols in the form of universal symbols are associated with archetypes, such as sleep as a symbol of death. Next is the cultural symbol which is motivated by a certain culture (for example, a keris weapon in Javanese culture). Universal symbols contained in the novel The Rise of Majapahit by Setyo Wardoyo are symbols or omens of animals such as the sound of crows at night which means something bad will happen. Furthermore, kutural symbols found in the novel The Rise of Majapahit by Setyo Wardoyo are heirlooms and royal weapons such as krises, spears and binggel that contain certain symbols. The results of this study can be used as a reference by other researchers who want to conduct research related to cultural symbols contained in a novel. Other researchers can make this research as a reference in conducting research with the same theme
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