2 research outputs found

    The Strategy Blueprint - A Strategy Process Computer-Aided Design Tool

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    Strategy has always been a main concern of organizations because it dictates their direction, and therefore determines their success. Thus, organizations need to have adequate support to guide them through their strategy formulation process. The goal of this research is to develop a computer-based tool, known as ‘the Strategy Blueprint’, consisting of a combination of nine strategy techniques, which can help organizations define the most suitable strategy, based on the internal and external factors that influence their business. The research methodology we adopted is design science. To visualize the Strategy Blueprint tool, we use a spreadsheet-based implementation. Our first evaluation of the tool in real-life settings indicates that the tool is both useful and easy to use

    Pembelajaran bahasa Indonesia aktif berbasis aplikasi Sarpu (smart crossword puzzle)

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    Purposes -  This journal was created as an outline of the Student Creativity Program in the field of community service. The purpose of this program is to implement the Sarpu (Smart Crossword Puzzle) application in active Indonesian learning activities.  Methods -  Implementation of Active Indonesian Learning Based on the Sarpu (Smart Crossword Puzzle) Application conducted in several stages: (1) Planning, (2) Socialization, (3) Implementation, and (4) Program evaluation. The equipment used in implementing this program are: (1) Laptops, and (2) Smartphones. The objects in this program are Middle School Students in Medan City. Finding -  This program is carried out by implementing the Sarpu (Smart Crossword Puzzle) application in Indonesian language learning activities. Student responses are very good, this is seen in their interest in using the Sarpu (Smart Crossword Puzzle) application. So the team can conclude that active learning activities in Indonesian using the Sarpu (Smart Crossword Puzzle) Application are achieved. Keyword  -  Active Learning, Indonesian, Sarpu (Smart Crossword Puzzle)Purposes -  This journal was created as an outline of the Student Creativity Program in the field of community service. The purpose of this program is to implement the Sarpu (Smart Crossword Puzzle) application in active Indonesian learning activities.  Methods -  Implementation of Active Indonesian Learning Based on the Sarpu (Smart Crossword Puzzle) Application conducted in several stages: (1) Planning, (2) Socialization, (3) Implementation, and (4) Program evaluation. The equipment used in implementing this program are: (1) Laptops, and (2) Smartphones. The objects in this program are Middle School Students in Medan City. Finding -  This program is carried out by implementing the Sarpu (Smart Crossword Puzzle) application in Indonesian language learning activities. Student responses are very good, this is seen in their interest in using the Sarpu (Smart Crossword Puzzle) application. So the team can conclude that active learning activities in Indonesian using the Sarpu (Smart Crossword Puzzle) Application are achieved
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