474 research outputs found
Penelitian Grounded Theory, Apakah Itu..?
Generally speaking, Grounded Theory is an approach for looking systematically at (mostly) qualitative data (like transcripts of interviews or protocols of observations) aiming at the generation of theory. Sometimes, Grounded Theory is seen as a qualitative method, but Grounded Theory reaches farther: it combines a specific style of research (or a paradigm) with pragmatic theory of action and with some methodological guidelines. This approach was written down and systematized in the 1960s by Anselm Sfrauss (himself a student of Herbert Blumer) and Bamey Glaser (a student of Paul Lazarsfeld), while working together in studying the sociology of t7lness at the University of California. For and with their studies, they developed a methodology, that was then made explicit and became the founding stone for an important branch of qualitative sociology. Important concepts of Grounded Theory are categories, codes and codings. The research principle behind Grounded Theory is neither inductive nor deductive, but combines both in a way of abductive reasoning (coming from the works of Charles S. Peirce). This leads to a research practice where data sampling, data analysis and theory development are not seen as distinct and disjunct, but as different steps to be repeated until one can describe and explain the phenomenon that is to be researched. This stopping point is reached when new data doesn't change the emerging theory anymore. Grounded Theory according to Glaser emphasizes induction or emergence, and the individual researchers creativity within a clear frame of stages, while Sfrauss is more interested in validation criteria and a systematical approach. This methodical way of creating Grounded Theory (and still be acceptable to scientific standards) is explained in Strauss/Corbin (1990)
Pengukuran Variabel
After formulating the problem statement, measuring the variables in theoretical framework is an integral part of research an important aspect of research design. Object that can be physically measured by some calibrated instrument pose no measurement problems. In other hand, object also can be psychological measurement. However when we get into the realm of people\u27s subjective feelings such like perceptions and attitudes, the measurement of these factors or variables become difficult. This is one of the aspects of organizational behavior and management research that adds to the complexity of research studies
Studi Kasus sebagai Salah Satu Proses Belajar di Perguruan Tinggi
To prepare the academician degree-holder is not enough by giving them the theory based from the text-book only. Like Alfred North said, what the faculty has to cultivate is activity in the presence of knowledge. What the students have to learn is activity in the presence of knowledge. In this context the lecturer must shifting the paradigm and rejecting the doctrine that student should first learn passively, and then having learned, should apply knowledge. It is psychological error. And now the question is, what should we do as faculty member to prepare the academician degree-holder for entering the real business world after they graduated from this faculty? In this article the writer will describe the difference between learning (by case study) and teaching, the reader can also find the learning objectives and learning process in study with cases. And last but not least the writer will describe how to write the case for lecturing material
Rethinking Of Development Of Worker Co-operatives In Indonesia
Menghadapi era globalisasi berbagai bisnis/profesi masyarakat Indonesia terancam oleh masuknya pendatang luar negeri yang memiliki sumberdaya yang lebih mampu dan professional. Hasil program dalam peningkatan kualitas sumberdaya manusia masih belum optimal tanpa adanya kegiatan sinergi diantara sumberdaya manusia dalam bisnis/profesi tertentu dalam isu-isu yang yang ada di dalamnya, karena isu tersebut tidak hanya rendahnya kinerja yang kompetitif pada sumberdaya internal tetapi juga bagaimana memperkuat posisi tawar, kemudian konsep koperasi antar manusia juga relevan dan bagaimanapun sangat penting untuk diperkenalkan pada masyarakat Indonesia. Koperasi pekerja sudah terkenal dan banyak dikembangkan di negara maju dan beberapa negara berkembang, akan tetapi masih belum diaplikasikan di Indonesia. Koperasi Pekerja masih rancu dengan istilah Koperasi Karyawan yang menyebabkan pentingnya koperasi pekerja dikaji lebih lanjut. Terdapat perbedaan antara kedua koperasi tersebut. Kata Kunci: Koperasi pekerja, Daya tawar, Sumberdaya Manusi
Gameplay Development of "Power Egg" as Interactive Learning Media of Arithmetic and Motoric Exercises for Elementary School Students
Difficulties of learning mathematics, especially basic arithmetic like addition, subtraction, multiplication and division, most commonly found in children of elementary school. The material covering basic arithmetic addition, subtraction, multiplication and division began to be taught to children aged 6-9 years that is between grades 1st to 3rd of elementary school. The research's goals are developing interesting gameplay and interactive games as media learning of arithmetic for elementary school students in grade 1st to 3rd. Development of gameplay is expected to increase the interest of elementary school students on the concept of arithmetic and it will have implications for the success of teaching and learning arithmetic concepts for students. "Power Egg" is an interactive educational game. The game is designed based on the needs of gameplay by adding motoric exercises with the utilization of Kinect VR technology as input media. The game users target was Elementary Schools Students grade 1st to 3rd. The results of game testing showed that all students enjoy the games and 96% of students want to try the game again. After playing this game, the evaluation results of arithmetic material tested to thirty elementary school students showed an increase up to 8.8% compared to the evaluation before the students run the game
Rethinking the Exchange Rate Disconnect Puzzle Theory in ASEAN-6
The theory of the exchange rate disconnect puzzle provides evidence of the instability of exchange rate relationship with macroeconomic fundamentals. This study will analyse the enactment of the theory of the exchange rate disconnect puzzle with the macroeconomic fundamental phenomenon in affecting the exchange rate movements in the ASEAN-6. The method of analysis Generalized Method of Moment (GMM) with panel data is used to provide an explanation for the existence of the theory of the exchange rate puzzle disconnect. Results the analysis showed the relationship between macroeconomic fundamentals through proxies of the monetary approach affect to exchange rate movements in the ASEAN-6
CONNECTING GENERATIONS THROUGH TECHNOLOGY AND EDUCATION
The purpose of this study is to make a bridge among Generazion Z, Millenial, Y, X, and Baby Boomers by showing that they will have a huge impact on how Baby Boomers and Gen Z interact with each other especially in the classroom. Since there is almost 30 years between these two generations, so much has change in the world of technology. The students will be more advance in technology than their teachers. The main machine in all research is a researcher, or a team of researchers by using technology. In qualitative research, the researchers have a lot to do with planning the study, arranging for situations to observe, interviewing people, examining records, putting patches of ideas together, and writing reports. The instrument of this research may take the form of some application photographs, art objects, videotapes, website pages, emails, text messages, social media, or any forms of sound. The result of this is important for teachers to keep in mind because the way you learned and the things you were taught are outdated to this generation. The teachers must also learn how to use technology in the classroom or the students will become bored and uninterested in their learning. Also, the students will see no value in the information they are learning because they will view it as outdated and this generation is very hands-on wanting to figure it out for themselves
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