688 research outputs found

    Teknologi Informasi Komunikasi sebagai Media Pembelajaran (Studi Eksperimen Penggunaan Media Pembelajaran pada Hasil Belajar Siswa/I yang dimoderasi oleh Tingkat Kognisi di Madrasah Aliyah Nudiya Semarang)

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    ABSTRAK Penelitian Eksperimen Faktorial 2 (Jenis Media Pembelajaran) X 2 (Tingkat Kognisi dalam Hasil Belajar Siswa/i) dilakukan dengan melibatkan 34 partisipan (17 Pria dan 17 Wanita) yang ditugaskan kedalam 4 kelompok perlakuan. Stimulus yang digunakan adalah media pembelajaran TIK yang terdiri dari Web, Youtube, Game Edukasi (Digital) dan konvensional (Grafis dan Cetak). Stimulus tersebut dikembangkan dengan memadukannya pada pelajaran Bahasa Inggris dengan durasi waktu sebanyak tiga kali pertemuan. Selanjutnya, data dikumpulkan melalui test dan observasi. Test diberikan sebanyak tiga kali yaitu untuk mengukur kognisi, pre-test dan post-test untuk mengetahui hasil belajar siswa/i. Data yang telah didapatkan diolah melalui Uji Two-Ways ANOVA sebagai alat pengujian hipotesis. Hasil studi menunjukkan bahwa penggunaan media pembelajaran berbasis teknologi menghasilkan perubahan hasil belajar bagi siswa/i dibandingkan dengan siswa/i yang hanya menggunakan media non-TIK. Disamping itu, terdapat perbedaan antara siswa/i berkognisi tinggi dan rendah dalam mendapatkan nilai. Kelompok siswa/i berkognisi rendah mendapatkan nilai yang lebih tinggi dibandingkan siswa/i yang berkognisi tinggi walau dengan perbedaan yang tidak terlampau jauh. Meskipun begitu, hasil penelitian tidak menjawab adanya dugaan bahwa tingkat kognisi memoderasi antara penggunaan media pembelajaran dan hasil belajar siswa/i, yang berarti hasil belajar siswa/i hanya tergantung dari media pembelajaran bukan berdasarkan dari tingkat kognisi. Kata Kunci: Komunikasi Instruksional, Media Pembelajaran, Teori Kognitif Sosial, Pengolahan Informasi, Anava Dua Arah ABSTRACT Faktorial experimental research, 2 (instructional media) X 2 (cognitive level in student’s scores) was involving 34 participants (17 men and 17 woman) who were assigned into four treatment groups. Stimulus used in this research are ICT instructional media which consist of web, Youtube, and education game (digitial) and conventional media like graphics,and print media. The stimulus was combined with the English subject and takes duration about three times of meetings. Furthermore, the data collected by test and observation. The test was given for three times; measuring the cognition, pre-test and post-test to determine student’s scores. The data analysis techniques used as hypothesis testing tools is Two-Ways ANOVA. These studies suggest that the used of ICT media on learning could change the student’s outcome than students that only used conventional media. In addition, there is a difference between students with high and low cognition to get the scores. Students with low cognition get higher scores than the students with high conigition. Another interesting finding in this research, is cognition does not significantly moderate the instructional media and student’s scores, which means the student’s scores is influenced by media and does not affected by the level of student’s cognition. Keywords: Instructional Communication, Instructional Media, Social Cognitive Theory, Information Proccessing, Two-Way ANOV

    BUSINESS PLAN for START UP: Online Shop Gadget / Handphone (Studi Pada Online Shop “Platinum OlShop” di Jakarta)

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    ABSTRACT The broad objective of this thesis is to create a business plan of online businesses selling gadget/smartphone through ecommerce website. This thesis was originally communicating online sales business conditions gadget/smartphone through reliable ecommerce sites tokopedia.com and bukalapak.com. The discussion made of course from all aspects of management, aspects of marketing, human resource aspects, operational aspects and financial aspects. After getting the data on the present condition of the company, next step is perform the analysis of the business environment that have been selected, the competitor analysis using a model of Michael E. Porter. From the analysis of competitors we have some key success factor into the solution from the analysis that has been carried out Porter. The next step which analyzes the main aspects in business planning that is the aspect of marketing, human resource aspects, operational aspects and financial aspects. In the analysis of the main aspects of the business plan contained things you want done by the company in the medium term to long term for business development and survival of businesses. These conclusions are: (1) the conclusion aspect of marketing with the plan to increase the number and variants of units of goods, (2) conclusions aspects of human resources with the procurement of the employee or courier is currently predicted for online booking, (3) conclusion of the operational aspects of the preparation of the procurement system with the purchase order at least 2 (two) months before the goods are promoted, (4) the conclusion of financial is cash flow projection, projections of income and financial analysis for the optimism of business owners to continue to be in the business of corporate finance as well as predictions events. Based on projections or financial planning that has been made and the analysis of financial instruments (attached proposed Business Plan) shows that this business will benefit and profit are quite promising for the short term and long term. IRR 147 % positive figures in 2017, indicates that business is very feasible. While Payback Period is worth 1,178, which means the payback period of 1 (one) year, however, profits earned by Platinum Olshop for 7 (seven) months can reach 30 % of the capital. It is not possible capital return of less than 1 (one) year. Key words: Ecommerce, Platinum Olshop, tokopedia.com, bukalapak.com, Business Plan, marketing aspect, human resources aspects, operational aspects, financial aspects, the five forces porter, cost focu

    Self Presentation Dalam Kehidupan Virtual

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    : The Sims 4 is a life simulation digital game, wherein the player can create and manage their virtual world. This research aims to reveal the players\u27 ideas in constructing their virtual world in this game. It is a qualitative research, using indepth interview to collect the data. Based on Ervin Goffman\u27s dramaturgy theory, “The presentation of self in everyday life”, this research concludes that The Sims 4 is played like a “real” life to create the expected self-image in the real world

    Unjuk Kerja Jaringan Seluler 2G Dan 3G PT. XL Axiata Di Area Jawa Tengah Bagian Utara Setelah Proyek Swap Dan Modernisasi

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    The increasing number of customers and the need for reliable communication require the availability of coverage, sufficient capacity and good quality of mobile communications networks. New BTS implementation is required to cover a wider area with good network quality. However, it often requires high cost and long time to get permission from the government and local residents. Swap and Modernization Project is a project that swap the previous 3G equipment using BTS 3900 Huawei with Ericsson RBS 6000 and modernize the 2G RBS 2000 to RBS 6000 and then carry out parameter settings to optimize the network. In this paper, we report the results of mobile network performance after Swap and Modernization projects had been done in terms of the signal strength improvements, which are showed by Rx Level, RSCP and CDD Dump parameters. The study was conducted in PT XL Axiata Northern Areas of Central Java with D5 cluster as a sample. The results show improvement of Rx Level that increased by 89.93 %, and RSCP value increased by 58.36 %. The swap and modernization of the BTS and parameter settings are able to improve CDD Dump parameters. These improvements are able to expand the coverage area of cluster D5 sites
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