4,124 research outputs found
General Treatment of Reflection of Spherical Electromagnetic Waves from a Spherical Surface and its Implications for the ANITA Anomalous Polarity Events
We develop a general formalism to treat reflection of spherical
electromagnetic waves from a spherical surface. Our main objective is
interpretation of radio wave signals produced by cosmic ray interactions with
Earth's atmosphere which are observed by the Antarctica based ANITA detector
after reflection off the ice surface. The incident wave is decomposed into
plane waves and each plane wave is reflected off the surface using the standard
Fresnel formalism. For each plane wave the reflected wave is assumed to be
locally a plane wave. This is a very reasonable assumption and there are no
uncontrolled approximations in our treatment of the reflection phenomenon. The
surface roughness effects are also included by using a simple model. We apply
our formalism to the radiation produced by the balloon-borne HiCal
radio-frequency (RF) transmitter. Our final results for the reflected power are
found to be in good agreement with data for all elevation angles. We also study
the properties of reflected radio pulses in order to study their phase
relationship with direct pulses. We find that for some roughness models the
pulse shape can be somewhat distorted and may be misidentified as a direct
pulse. However this is a rather small effect and is unable to provide an
explanation for the observed mystery events by ANITA.Comment: 26 pages, 7 figures, substantial revision
MANGA COMICS AS APPEALING EXTENSIVE READING MATERIALS FOR THE TENTH GRADERS OF SENIOR HIGH SCHOOL
Manga comics are known as interesting reading materials for students in learning. Due to the fact that
intensive reading in English teaching and learning has many problems especially dealing with limited class time
and uninteresting materials, teachers can develop manga comics as extensive reading materials to motivate
students to read enthusiastically. The present paper reports the development of prototypes of manga comics as
extensive reading materials for the tenth graders of senior high school. The research design was Research and
Development. The setting was class X-1 in the academic year of 2012/2013 of SMA Negeri I Bojonegoro, East
Java. This research used the validation questionnaire for the expert and the teacher and the try-out questionnaire
as the instruments to collect the data. The results of the research show that the drafts had to be revised in terms of
the manga comics’ components, the level of difficulty, and the self-assessment. However, the final products are
proven as good extensive reading materials for the tenth graders of senior high school and can enhance students’
motivation to read English texts.
Keywords: manga comics, extensive reading material
PENENTUAN HARGA POKOK TARIF KAMAR HOTEL MENGGUNAKAN METODE ACTIVITY-BASED COSTING SYSTEM SEBAGAI PENDEKATAN BARU PADA HOTEL SEGORO JEPARA
Metode Activity-Based Costing System adalah sebuah metode yang menerapkan konsep akuntansi biaya untuk menentukan harga dengan lebih akurat. Penelitian ini bertujuan untuk mengetahui perbedaan perhitungan harga pokok tarif kamar hotel dengan menggunakan metode sederhana dan menggunakan metode Activity-Based Costing System. Metode analisis yang digunakan adalah metode analisis deskriptif yaitu analisis harga pokok tarif kamar hotel tahun 2013, menetapkan metode biaya berdasarkan Activity-Based Costing System, kemudian membandingkan harga pokok tarif kamar hotel berdasarkan metode Activity-Based Costing System dengan realisasinya. Hasil penelitian menunjukkan bahwa dari perhitungan harga pokok tarif kamar hotel dengan menggunakan metode Activity-Based Costing System, apabila dibandingkan dengan harga pokok tarif kamar yang digunakan pihak hotel maka metode Activity-Based Costing System memberikan hasil yang lebih besar untuk semua tipe kamar, yaitu kamar Family I sebesar Rp 193.051, kamar Family II sebesar Rp 407.569, kamar Deluxe sebesar Rp 38.133, kamar Executive sebesar Rp 37.462, kamar Bisnis sebesar Rp 85.615, dan kamar Ekonomi Rp 107.102. Hal ini disebabkan karena pada metode Activity-Based Costing System, biaya overhead masing-masing produk dibebankan pada banyak cost driver sehingga metode Activity-Based Costing System telah mampu mengalokasikan biaya aktivitas ke setiap kamar secara tepat berdasarkan konsumsi masing-masing aktivitas. Dari kesimpulan yang ada peneliti memberikan saran agar Hotel Segoro Jepara sebaiknya mempertimbangkan perhitungan harga pokok tarif kamar hotel berdasarkan metode Activity-Based Costing System dan tetap mempertimbangkan faktor eksternal lainnya, seperti harga tarif pesaing dan kemampuan membayar (daya beli) tamu hotel yang memengaruhi penetapan harga
PENGARUH PENERAPAN PEMBELAJARAN PROBLEM BASED LEARNING TERHADAP PENGUASAAN GERAK DASAR PERMAINAN BOLABASKET SMPN 6 CIMAHI
Penulis mencoba menerapkan model problem based learning terhadap pembelajaran permainan bolabasket. Tujuan penelitian yang ingin penulis teliti adalah untuk mengetahui bagaimana pengaruh penerapan problem based learning terhadap penguasaan gerak dasar permainan bolabasket. Metode yang digunkan dalam penelitian ini adalah metode eksperimen. Sampel penelitian ini adalah kelas VII SMPN 6 Cimahi. Instrumen penelitian ini adalah tes keterampilan permainan bolabasket, setiap tes menempuh waktu 30 detik yang dilakukan oleh sampel. Desain penelitian yang digunakan adalah Pretest-Posttest Control Group Design. Hasil pengolahan data dan pengujian hipotesis menunjukkan peningkatan hasil pembelajaran siswa SMPN 6 Cimahi pada taraf signifikansi =0,05, di dapat Tes passing t_hitung(5,450) >〖 t〗_tabel(2,048), tes dribbling t_hitung(3,379) > t_tabel (2,048) dan tes shooting t_hitung(2,727) > t_tabel (2,048) karena nilai t_hitung >〖 t〗_tabel maka Ho ditolak sehingga 〖 H〗_1 diterima. Kesimpulannya bahwa penerapan problem based learning memberikan pengaruh yang signifikan terhadap penguasaan gerak dasar permainan bolabasket kelas VII SMPN 6 Cimahi. Saran berkaitan dengan penelitian yang penulis lakukan, sebaiknya diadakan penelitian lebih lanjut model-model pembelajaran yang mendorong siswa untuk lebih meningkatkan hasil belajar dan mencapai tujuan pendidikan yang di harapakan ----------- The writer tried to implement the problem-based learning model for basketball teaching and learning process. The purpose of this research is to acknowledge the effect of implementing problem-based learning on mastering the basketball basic moves. The method used in this research is experimental method. The sample of this research is seven graders of SMPN 6 Cimahi. The instrument of this research is performance test on basketball, the timing for each test that is performed by the samples is 30 seconds. The design used for this research is Pretest-Posttest Control Group Design. The result of the data and the hypothesis testing shows improvement in significant degree =0,05, for passing test t_count(5,450) > t_table(2,048), for dribbling test t_count(3,379) >〖 t〗_table (2,048) and for shooting test t_count(2,727) > t_table (2,048) because t_(count )>〖 t〗_table , Ho is rejected therefore 〖 H〗_1 is accepted. In short, the implementing of problem based learning giving the significant effect to master basketball basic moves for the seven graders of SMPN 6 Cimahi. Suggestion from the writer is that it will be better to do further research about the teaching learning model that can trigger the students to improve their achievement in learning so they can attain their education goals
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