582 research outputs found
PERBEDAAN KADAR HEMOGLOBIN PASIEN KANKER PAYUDARA SEBELUM DAN SESUDAH KEMOTERAPI DI RSUD DR.ZAINOEL ABIDIN BANDA ACEH
xii+71hlm.;29c
AnalisisPenyelenggaraanPemerintahan Di KecamatanTaneteRiattangTimurKabupaten Bone DalamPelayananMasyarakat
Penelitianinibertujuanuntukmengetahui,(1) PelaksanaanPenyelenggaraanPemerintahan di KecamatanTaneteRiattangTimurKabupaten Bone DalamPelayananMasyarakat.(2) Faktor-faktor yang pempengaruhipelayananmasyarakatdi KecamatanTaneteRiattangTimurKabupaten Bone.Untukmencapaitujuantersebutmakapenelitimenggunakan pendekatan kualitatif dan jenis penelitian studi kasus. Sumber data dalam penelitian ini terdiri dari data primer dan data sekunder.Teknikpengumpulan data melaluiobservasi, wawancaradandokumentasi. Data yang telahdiperolehdarihasilpenelitiandiolahdenganmenggunakananalisiskualitatifuntukmengetahuipelaksanaanpenyelenggaraanpemerintahan di kecamatantaneteriattangtimurkabupaten bone danfaktor-faktor yang mempengaruhinya.
Hasilpenelitianmenunjukkanbahwa : (1) Pelaksanaanpenyelenggaraanpemerintahan di KecamatanTaneteRiattangTimurKabupatenBone dalampelayananmasyarakat yang berfokuspadaketepatanwaktupelayanan, kesopanandankeramahandalammemberikanpelayanan, kemudahanmendapatkanpelayanan, kenyamanandalammemperolehpelayanan. Dalamketepatanwaktupelayananmasihadaketerlambatan.Kesopanandankeramahandalammemberikanpelayanansudahterlaksanandenganbaik.Di kantor Kecamatan ini juga sudah memberikan kemudahan kepada masyarakat yang ingin melakukan pelayanan dengan cara memberikan pelayanan gratis, tanpa pungutan biaya. Hanyasajafasilitaspenciptakenyamanan di kantorinimasih minim, dikarenakanbangunankantor yang kurangluasdankurangnyasaranaprasarana.(2) Faktor-Faktor Yang MempengaruhiPenyelenggaraanPemerintahandalamPelayananMasyarakat Di KecamatanTaneteRiattangTimur yaitu: A) Faktor Pendukung penyelenggaraan pemerintahan dalam pelayanan masyarakat di Kecamatan Tanete Riattang Timur yang terdiri dari (1) Kepemimpinan Camat, (2) Lingkungan Kerja. B) Faktorpenghambatpemberianpelayanan yang masyarakatyaituminimnyasaranadanprasaranakecamatan
BUNDLING PRODUCT AS A COOPERATION AGREEMENT BETWEEN BANKS AND INSURANCE COMPANIES (BANCASURRANCE) IN RELATIONS WITH UNHEALTHY BUSINESS COMPETITION
Banking institutions and insurance companies are two different finance institutions, both in terms of the type of business and in terms of the principles. The two of them undergo a cooperation (bancasurrance) through referential activities, distribution, and product integration. The cooperation activity of marketing integrated products is carried out by banks by offering and selling bundled products. Bundling is a marketing activity which is allowed, yet its implementation is almost the same as tying agreement, which is one of the prohibited agreements as it may lead to unhealthy business competition
Developing the Lift and Shift Game to Introduce Tenses at the Initial Stage to Children as Young Learners
This research is begun by finding some information that some Primary schools’ students, especially in the remote areas have difficulty in identifying tenses, even the simple models. From the students’ scores in the pre-test, it can be known that most of them were in the very poor category. The condition showed that most of the students did not understand using the simple English tenses well. The case made the researcher interested to find or create a new technique in teaching English for young learners, especially for introducing tenses because learning tenses is one of the basic elements in learning English. Related to the information from some English teachers in her village, the researcher knew that they found some difficulties in teaching tenses to their students too. And then, the researcher observed the technique which was used by them for teaching the students. The English teachers mostly used the explanation technique and still related to the English text books only. It made some students to be sleepy on the long explanation when the teacher taught them. On the researcher’s mind, the English teachers needed a new good technique or a way to teach English for the students, especially in introducing English simple tenses, so the students could memorize the materials as well as possible.  The researcher tried to modify a game which could be used to teach the English simple tenses. Still on the researcher’s mind, games could be said as the children’s world so it would be relevant with the students who had young ages. They could memorize the patterns of the English simple tenses easily while they were playing the game. The students would not be feeling bored or forced to do something, because they did of the every step of the game happily. Finally, the research of developing a new enjoyable good teaching technique in introducing English simple tenses to children as young learners was implemented.Based on the classification of the research, this research belongs to the Research and Development Research, by specification in modifying something. In this case, the researcher would like to make up the lift and shift game to be having more use on its usage, so the children who play the game are not only paying the game by wasting much time, but also they are learning something, especially, in this case, they are hoped to memorize some English simple tenses while they are playing the game. The subjects were some students of SDN Sukodono I and SDN Sukodono III, and the samples were taken by random sampling technique. There were one hundred and eleven students taken as the samples.The lift and shift game is a game which was created or developed by the researcher by a purpose to teach English simple tenses to children. It is a computerized game which was created in flash system. After it had been created, the game was implemented. The data description related to its implementation to teach English simple tenses showed that the students got high scores although some of them get low scores. Nine students get score 77.78 and the score was as the mode. The mode was higher than the mean. It was very different with the first and the second tests before they were taught by using the game, which the modes were lower than the means. After they were taught by using the game, the mean was 75.11, and the median is 75.56, which was gotten from the line number 56 after the scores were ordered from the highest score to the lowest score. It was also different with the first and the second tests which the medians were lower than the means. The highest score in this test was 88.89 and the lowest score was 56.67. So, it could be known that the range was 32.22. The standard deviation was 6.9. Keywords: Develop, Modify, the Lift and Shift Game, Game, English Simple Tenses, Initial Stage, Children, Young Learner
THE CREDIT RESTRUCTURING AS A FORM OF PROTECTION AGAINST CUSTOMERS DURING THE COVID-19 PANDEMIC
The submission of credit restructuring during the covid pandemic is a form of legal protection for customers who have difficulty paying credit. The COVID-19 stimulus policy in the banking sector was issued after observing developments in the economic impact related to the spread of COVID-19, which is still continuing globally and domestically. The approach method used is empirical juridical. The results of the research obtained stated that debtors who were affected by COVID-19, including micro, small and medium business debtors, were having difficulty fulfilling their obligations to banks, because the debtor or debtor's business was affected by the spread of COVID-19 either directly or indirectly to the economy. So far it has been running efficiently according to the restructuring agreement. The customer pays according to the agreement that has been made. Credit restructuring to maintain credit quality, which saves from bad credit
HASIL BELAJAR SISWA BERDASARKAN INTENSITAS KEGIATAN BRAIN GYM PADA PEMBELAJARAN MATEMATIKA
Learning is an effort to improve the self quality and the education quality. Observations show that students have difficulty concentrate on learning in full seen by the students themselves with their activities. Brain Gym activities to learning can help students' learning readiness factors. The purpose of this study was to find out how student learning outcomes with brain gym activities based on low intensity and high intensity in mathematics learning in class VIII of SMP Negeri 9 Banjarbaru. In addition, also to find out the differences in student learning outcomes based on the intensity of brain gym activities in mathematics learning. This study used a quantitative approach and uses a type of experimental research. The results showed that the learning outcomes of students using brain gym with low intensity were in sufficient qualification, high intensity brain gym was in good qualification, and there were differences in student learning outcomes based on the intensity of Brain Gym use in mathematics learning in class VIII of SMP Negeri 9 Banjarbaru.Ă‚Â Keywords:brain gym, learning outcom
Gaya Visual Etalase sebagai Alternatif Media Komunikasi Grafis Pada Bisnis Kuliner Masakan Padang : Studi Reflective Observation RM Padang
Pada area visual, gaya merupakan cara khas yang memungkinkan pengelompokan objek ke dalam kategori terkait. Etalase dalam hal ini merupakan media komunikasi grafis alternatif yang berperan sebagai saluran komunikasi dari produk yang di-display di dalamnya. Bukan hanya fashion, bisnis kuliner pun mulai menggunakan Etalase untuk memajang kuliner utamanya dengan gaya visual yang khas yang membedakan dengan rumah makan lainnya; salah satunya yang menjadi objek dalam penelitian ini adalah Rumah Makan Padang. Mengadaptasi Metode Kolb dalam Kerangka Berpikir Experiential Learning pada pengembangan penelitian di area Psikologi Desain, penelitian ini menggunakan pendekatan Reflective Observation untuk mengidentifikasi gaya visual pada Etalase Rumah Makan Padang dalam jarak tempuh tertentu. Dari hasil penelitian, disimpulkan bahwa Gaya Visual Etalase RM. Padang dapat berfungsi sebagai media komunikasi grafis yang dalam proses perseptual berpotensi mengembangkan style navigations pada bisnis kuliner Padang.
- …