1,777 research outputs found
Pengaruh Pelayanan Dan Strategis Pengelolaan Homestay Terhadap Keputusan Tamu Berkunjung Di Kecamatan Muara Kabupaten Tapanuli Utara
Services and management tactics for homestays work together to create a network of mutually beneficial ties that affect visitors' decisions to stay. The players in the homestay industry in North Tapanuli Regency's Muara District are fully aware of the significance of the guesthouse's definition of service in guiding visitor decisions so they may establish a higher economic standard than the homestay industry. Related success in the development of homestays to draw in visitors or tourists with five criteria, such as creating a homestay coordinator, forging alliances with relevant parties, carrying out training for the caliber of human resources, offering goods and tour packages to hold tourists, and holding promotions. So that the decision of visiting guests to stay in homestays in Muara District, Tapanuli Regency, may also be a practical outcome of strategic management. The quantitative approach method is the analytical methodology applied in this study. where the information is produced as numbers, which are then processed and examined to provide the scientific knowledge hidden within them. The results of this investigation also lead to a conclusion. The service has a favorable and substantial impact on the variable (Y) of guest decisions to visit homestays in the Muara District, North Tapanuli Regency, as can be shown in part from the variable (X.1). In Muara District, North Tapanuli Regency, the variable (Y) of Guest Decisions to Visit Homestays is positively and significantly impacted by strategic management (X2). The variables (Y) Guest Decisions Visiting Homestays in Muara District, North Tapanuli Regency are influenced by the variables (X.1) Service and (X.2) Strategic Management combined.
Dalam memengaruhi keputusan pengunjung, pelayanan dan pendekatan pengelolaan homestay saling berkontribusi untuk membangun sistem hubungan timbal balik. Para pemilik homestay di Kecamatan Muara Kabupaten Tapanuli Utara menyadari betapa pentingnya pelayanan pada homestay untuk membuat keputusan tamu berkunjung, yang pada gilirannya dapat meningkatkan taraf ekonomi bisnis mereka. Selain itu, para pemilik homestay belum sepenuhnya memahami pentingnya strategi pengelolaan homestay, yang juga akan membantu kemajuan mereka dalam mendatangkan tamu atau wisatawan dengan 5 kreter. Dengan demikian, implementasi nyata dari strategi pengelolaan dapat memengaruhi pilihan pengunjung yang menginap di homestay di Kecamatan Muara Kabupaten Tapanuli Utara. Dalam penelitian ini, pendekatan kuantitatif digunakan. di mana data berupa angka diproses dan diperiksa untuk menghasilkan informasi ilmiah yang tersembunyi. Sebagaimana diamati secara parsial dari variabel independen dalam kesimpulan penelitian ini, pelayanan (X.1) berdampak positif dan signifikan terhadap variabel (Y) keputusan tamu untuk menginap di homestay di Kecamatan Muara Kabupaten Tapanuli Utara. Strategi pengelolaan (X2) juga berdampak positif dan signifikan terhadap variabel (Y) keputusan tamu untuk menginap di homestay di Kecamatan Muara Kabupaten Tapanuli Utara. Variabel (Y) Keputusan Tamu Berkunjung di homestay di Kecamatan Muara Kabupaten Tapanuli Utara dipengaruhi oleh variabel (X.1) Pelayanan dan variabel (X.2) Strategis Pengelolaan Bersama.
 
Literasi Terhadap Teknologi Mata Uang Digital (Cryptocurrency) Pada Pendengar Setia Radio Prokom FEBI IAIN Pontianak
Bitcoin and Altcoin are digital currencies (cryptocurrencies) that use blockchain technology, a technology that can monitor, supervise, record, and record every transaction that occurs in digital currency. Bitcoin is decentralized, meaning it is spread everywhere, not centralized and cannot be regulated by authorities or other institutions. In making transactions, it is very necessary to recognize digital currencies such as identity, core business, projects being developed, volume of demand and supply, and other indicators. The need to find out information about coins/crypto tokens before trading, is a very helpful thing for traders because of concerns about coins/tokens that are indicated as scam or rugpull. Coinmarketcap.com and coingecko are data provider sites related to bitcoin and altcoins around the world, which can help find and analyze related information about tokens/cryptocoins to be traded, but do not guarantee accuracy, but can minimize the occurrence of greater losses. Digital currencies provide business opportunities and loopholes to be able to generate profit from every coin/token traded, but on the other hand these assets are risky for traders and investors due to their high volatility which makes market price movements difficult to predict (unpredictable). To be able to overcome this problem it is necessary to manage finances by taking 10% for trading from the main salary earned, dividing which assets are needed for trading and which are for daily / other living needs and self-control well, when is it time to trade, rest, and when to pause. That way it can save other assets when the other asset is experiencing a decline, so it doesn't disturb the main asset
PROFILE OF FAMILY FUNCTIONING AMONG EARTHQUAKE SURVIVORS IN PIDIE JAYA REGENCY
One of the important aspects of a healthy family is the apparent division of roles or functions in which the function is embedded in a harmonious hierarchical structure, and there is also a commitment to the implementation of the function. However, effective family functioning can be shaken by a number of factors, including environmental changes, such as natural disasters. Therefore, this study aimed to see the description of family functioning among earthquake survivors in Pidie Jaya Regency. The subjects taken were 30 couples (60 people), consisting of 30 husbands and 30 wives. Data collection technique was done by using Family Functioning Scale developed by Maryam (2007) by referring to Rice’s theory (1986). The results showed that most of the family members had instrumental and expressive function with medium category, with amount of 53.3% and 91.7%, respectively. This meant, family functions can run well in complete family typology.Keywords: earthquake disaster, family functioning, instrumental function, expressive functio
PENGARUH PERMAINAN MENGARSIR TERHADAP KEMAMPUAN BAHASA KEAKSARAAN ANAK
Abstract:The purpose of this study was to determine the effect on the ability of the game shading language literacy of children in group B TK Anita Surabaya. This study uses a quantitative research approaches to study design kind of Pre Experimental Design One - group pretest - posttest design. The sample was all kindergarten children in group B Anita Surabaya, amounting to 22 children. Data collection techniques are observation and documentation, as well as measured using observation sheet with a rating scale methods that have been tested for validity and reliability. Data analysis using non-parametric statistical test Wilcoxon signed ladder. The results showed that the game shading effect on the child's language skills literacy. Keywords:Games shading, Literacy Language Proficiency, Group B Abstrak:Tujuan penelitian ini adalah untuk mengetahui pengaruh permainan mengarsir terhadap kemampuan bahasa keaksaraan anak kelompok B TK Anita Surabaya. Penelitian ini menggunakan pendekatan penelitian kuantitatif dengan desain penelitian Pre Experimental Design jenis One-Group Pretest-Posttest Design. Sampel penelitian ini adalah semua anak kelompok B TK Anita Surabaya yang berjumlah 22 anak. Teknik pengumpulan data adalah observasi dan dokumentasi, serta diukur dengan menggunakan lembar observasi dengan metode rating scale yang telah diuji validitas dan reliabilitasnya. Analisis data menggunakan statistik non parametrik uji jenjang bertanda Wilcoxon. Hasil penelitian menunjukkan bahwa permainan mengarsir berpengaruh terhadap kemampuan bahasa keaksaraan anak. Kata kunci:Permainan mengarsir, Kemampuan bahasa keaksaraan, Â Kelompok
RANCANG BAGUN SISTEM INFORMASI MANAJEMEN PROYEK PADA PT AEON VISION SYNERGY
PT Aeon Vision Synergy is a company engaged in the service sector as a third person in helping to check a project which consists of several types, namely survey links, survey data, and reports generated from survey data. PT Aeon Vision Synergy has problems in the company's control system because the work system is still conventional so that the data stored is lacking accuracy. Therefore, this study conducted the design of building a system for the company. The method used is the SDLC waterfall model which consists of analysis, design, coding and testing. The results of this study are the existence of a project management information system that makes it easier for employees to control projects as well as attendance and payroll
PENGEMBANGAN APLIKASI GLIDE SEBAGAI MEDIA PEMBELAJARAN DI SEKOLAH DASAR
Penelitian dilakukan dalam kegiatan PKM (Program Kreativitas Mahasiswa) pada para pendidik MI Ma’arif Sambiroto Taman Sidoarjo dengan skema pengabdian masyarakat. Berdasarkan hasil wawancara dan observasi, pendidik menyampaikan pelajaran melalui berbagai banyak aplikasi, seperti WhatsApp, quizizz, Google Forms, dan google classroom. Banyaknya keluhan anak didik seperti kuota internet cepat habis, diskusi (room chat) terdapat di aplikasi yang berbeda, serta kapasitas gawai yang tidak mencukupi merupakan suatu masalah yang terjadi dalam pembelajaran saat itu. Penelitian ini bertujuan untuk menghasilkan media pembelajaran menggunakan aplikasi tanpa coding berbasis glide yang layak digunakan dalam kegiatan belajar mengajar dan dapat dijadikan standar pembuatan aplikasi berbasis glide oleh pendidik sebagai solusi dari keluhan anak didik. Aplikasi berbasis glide ini dibuat oleh Tim PKM pengabdian masyarakat tahun 2021. Peneliti menggunakan jenis penelitian pengembangan. Model pengembangan yang digunakan adalah model 4D Thiagarajan yang meliputi: (1) tahap pendefinisian (define), (2) tahap perencanaan (design), (3) tahap pengembangan (develop), (4) dan tahap penyebaran (disseminate). Instrumen yang digunakan berupa lembar validasi dan angket respon pendidik. Metode pengumpulan data yang digunakan yakni wawancara, observasi, dan angket. Peneliti menganalisis data dengan menggunakan teknik analisis deskriptif kuantitatif. Hasil validasi ahli materi 86%, hasil validasi media 96%, dan dua belas dari empat belas pendidik menyatakan bahwa aplikasi berbasis glide yang dibuat oleh tim PKM dinyatakan valid/layak digunakan sebagai media pembelajaran. Dalam membuat aplikasi ini perlu dilakukan penyesuaian konsep dan strategi mengajar yang diinginkan.
Kata Kunci: glide, media pembelajaran, PKM.
The research was conducted in the PKM (Student Creativity Program) activities for educators at MI Ma'arif Sambiroto Taman Sidoarjo with a community service scheme. Based on the results of interviews and observations, educators teach lessons through various applications, such as WhatsApp, Quizizz, Google Forms, and Google Classroom. The number of student complaints like the internet quota quickly running out, discussions (chat rooms) being available in different applications, and insufficient capacity of device are problems in learning at that time. This study aims to produce media using glide made applications without coding that are suitable for use in teaching and learning activities and can be used as a standard applications from glide by educators as a solution to student complaints. This application based of glide was made by the PKM Team in 2021. Researchers use this type of development research. The development model used is the Thiagarajan 4D model which includes several steps, such as: (1) define stage, (2) design stage, (3) developmental stage, (4) and disseminate stage. The instruments used were validation sheets and educator response questionnaires. Data collection methods used are interviews, observation, and questionnaires. Researchers analyzed the data using quantitative descriptive analysis techniques. Material expert validation results were 86%, media validation results were 96%, and twelve out of fourteen educators stated that the glide-based application made by the PKM team was declared valid/feasible to use as a learning medium. In making this application, it is necessary to adjust the desired concept and teaching strategy.
Keywords: glide, learning media, PKM.
 
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE MAKE A MATCH BERBANTU MEDIA VIDEO INTERAKTIF UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS IV SD MATA PELAJARAN IPA
Tujuan penelitian ini yaitu untuk mengetahui kontribusi model pembelajaran kooperatif tipe make a match berbantu video interaktif terhadap peningkatan aktivitas siswa dan guru serta hasil belajar siswa. Jenis penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) dengan desain penelitian model Kemmis dan Taggart. Subjek penelitian ini yaitu peserta didik kelas IV SDN Bringin Nonggal 1 Torjun sebanyak 11 orang. Teknik pengumpulan data menggunakan instrumen observasi aktivitas siswa dan guru, serta tes tulis untuk mengetahui hasil belajar siswa ranah kognitif. Data dianalisis dengan teknik deskriptif kuantitatif. Hasil penelitian menunjukkan pada masa pra siklus nilai rata-rata sebesar 44 dengan persentase ketuntasan belajar kelas sebesar 36%, pada siklus I nilai rata-rata menjadi 76,82 dengan persentase ketuntasan belajar kelas sebesar 64% skor aktivitas belajar siswa sebesar 62% dan skor aktivitas guru sebesar 70%, pada siklus II nilai rata-rata mencapai 85,90 dengan persentase ketuntasan belajar kelas sebesar 82% skor aktivitas belajar siswa sebesar 95% dan skor aktivitas guru sebesar 96%. Dengan demikian, hasil penelitian ini menunjukkan bahwa penerapan model pembelajaran kooperatif tipe make a match berbantu media video interaktif dapat meningkatkan hasil belajar siswa serta aktivitas belajar siswa dan guru.
Kata kunci : IPA, model kooperatif make a match, hasil belajar
PENGARUH MEDIA SMART FUN ALPHABET TERHADAP KEMAMPUAN MENGENAL HURUF ANAK KELOMPOK A
Abstrak Penelitian kuantitatif ini bertujuan untuk mengetahui pengaruh media smart fun alphabet terhadap kemampuan mengenal huruf anak kelompok A di TK Dharma Wanita Persatuan Wonocolo Sepanjang Sidoarjo. Penelitian ini menggunakan pendekatan penelitian kuantitatif dengan desain penelitian Pre Experimental Design dan jenis penelitian One Group Pre-Test Post-Test Design. Subyek penelitian berjumlah 19 anak kelompok A TK Dharma Wanita Persatuan Wonocolo Sepanjang Sidoarjo. Teknik pengumpulan data menggunakan metode observasi dengan alat penilaian berupa lembar observasi dan metode dokumentasi. Teknik analisis data menggunakan rumus Wilcoxon Match Pairs Test dengan rumus Thitung < Ttabel dan uji n-gain. Hasil perhitungan diperoleh Thitung -18 dan Ttabel 46 dengan taraf signifikansi 5%, dengan demikian dapat disimpulkan bahwa Ho ditolak dan Ha tidak ditolak. Selain itu, uji n-gain yang dihasilkan termasuk dalam kategori rendah dengan nilai sebesar 0,22. Sehingga dapat disimpulkan bahwa ada pengaruh yang signifikan penggunaan media smart fun alphabet terhadap kemampuan mengenal huruf pada anak kelompok A di TK Dharma Wanita Persatuan Wonocolo Sepanjang Sidoarjo. Kata Kunci: Media smart fun alphabet, Kemampuan mengenal huruf. Abstract This quantitative research was aimed to find the effect of media smart fun alphabet toward the ability of recognize the alphabet at Dharma Wanita Persatuan Kindergarten Wonocolo Sepanjang. This research was using a quantitative approach of research with the design of research is Pre Experimental Design and type research is One Group Pre-Test Post-Test Design. The subjects of research are 19 children in group A at Dharma Wanita Persatuan Kindergarten Wonocolo Sepanjang Sidoarjo. Data collection of techniques was using the observation methods of nonparticipant with the instrument of assessment such as the observation sheets and the documentation methods. Data analysis of techniques was using the formula of Wilcoxon Match Pairs Test, with the formula of Tcount < Ttable and n-gain test. The results of calculations is obtained Tcount was -18 and Ttable was 46 with the significants degree of 5%, therefore it can be concluded that Ho is rejected and Ha is not rejected. Beside that, the n-gain test is resultant to be included into the law category with the value of 0,22. So, it can be concluded that is the effect that significant of the using media smart fun alphabet toward the ability of recognize the alphabet for children of group A at Dharma Wanita Persatuan Kindergarten Wonocolo Sepanjang Sidoarjo. Keywords: Media smart fun alphabet, The Ability of recognize the alphabet
PENGEMBANGAN MEDIA PEMBELAJARAN MULTIMEDIA INTERAKTIF MENGGUNAKAN CAMPSITE.BIO MATERI SISTEM TATA SURYA PADA SISWA KELAS VI SEKOLAH DASAR
The background of this research is that grade VI students are not maximal in mastering the material of the solar system and it is difficult to concretize it. Limitations of the use of learning media, especially practical media. The IPA scores of some sixth graders have not yet reached the KKM, especially the basic practical competencies. The purpose of the research is to understand how big the level of feasibility, practicality and effectiveness of interactive multimedia learning media using campsite.bio is the solar system material. This type of research was proposed by Thiagarajen (1974) in the 4D stage and modified by the researcher into a 3D stage according to the needs of the researcher. Data collection techniques are interviews, questionnaires and tests. The results of research and development of learning media include the validity of the media with a value (Va) of 4.642 from a material expert with "valid" criteria, a value (Va) from media experts with a "valid" criterion of 4,565. The practicality of the media obtained a total average score of 4.55 in the “high” category. The effectiveness of the media is obtained from the total average score of 87.5% students in the "very good" category.
Keywords: campsite.bio, science, learning media.
 
PENGARUH MEDIA NUMBER SENSE TERHADAP KEMAMPUAN MENGENAL LAMBANG BILANGAN ANAK KELOMPOK B
Abstract: This quantitative study aimed to know the effect of number sense media to ability of B group at the ability to recognize symbol of numbers at Handayani Kindergarten Pacar Kembang Surabaya. This study uses a quantitative research approach to research Quasy experimental Design with type Nonequivalent Control Group Design. Sample in this study were 50 children were divided into two classes, 25 children in B1 class and 25 children in B2 class. Data collection techniques are observation with assessment tools such as observation sheets and documentation. Analysis of data using non-parametric statistical test of Mann Whitney U-test approach the normal curve formula Z. The result of the research is Zcount > Ztabel (2,42 > 0,0078), so Ho rejected and Ha accepted. And the others the result of N-gain-test was be high category. The value N-gain test was 0,8. So that these results can be concluded there is significant effect on the use of number sense media to the ability of B group at the ability to recognize symbol of numbers at Handayani Kindergarten Pacar Kembang Surabaya. Keywords: Number sense media, Ability to recognize symbol of number  Penelitian kuantitatif ini bertujuan untuk mengetahui pengaruh media number sense terhadap kemampuan mengenal lambang bilangan anak kelompok B di TK Handayani Pacar Kembang Surabaya. Sampel dalam penelitian ini adalah anak kelompok B di TK Handayani Pacar Kembang Surabaya yang berjumlah 50 anak yang terbagi menjadi 2 kelas yaitu kelas B1 25 anak dan kelas B2 25 anak. Teknik pengumpulan data yang digunakan adalah observasi dengan alat berupa lembar observasi dan dokumentasi. Teknik analisis datanya menggunakan rumus Mann Whitney U-Test dengan pendekatan kurva normal rumus Z. Hasil penelitian yang diperoleh yaitu Zhitung=2,42 >Ztabel= 0,0078 serta hasil yang diperoleh dari perhitungan menggunakan SPSS yaitu nilai signifikansinya = 0,000 < 0,05, dengan demikian Ho ditolak dan Ha diterima. Selain itu, uji N-gain yang dihasilkan termasuk ke dalam kategori tinggi dengan nilai  = 0,8. Sehingga dapat disimpulkan bahwa ada pengaruh yang signifikan penggunaan media number sense terhadap kemampuan mengenal lambang bilangan anak kelompok B di TK Handayani Pacar Kembang Surabaya. Kata Kunci: Media number sense, Kemampuan mengenal lambang bilanga
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