Journal of Nahdlatul Ulama Sidoarjo University
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THE ROLE OF GREEN PRODUCTS AND GREEN PACKAGING IN PURCHASE DECISIONS
The contribution of this research is 1) to find out the role of Green Products related to Purchase decisions, 2) to know the role of Green Packaging related to Purchase decisions, and 3) to know the role of Green Products and Green Packaging to Purchase decisions. The form of research used is a quantitative research using a descriptive approach. This study used a purposive sampling technique using a questionnaire to collect primary data. The population in this study were residents of Prasung Village, Buduran District, Sidoarjo Regency. The total population of Prasung village is 5,589 people, with a research sample of 98 respondents. Based on the research results, the Green Product variable has no significant effect on Purchase Decisions, while the Green Packaging variable significantly affects Purchase Decisions. Together, green products and green packaging have a significant impact on purchase decisions
Literatur Literatur Review Pada Teknik Pendeteksi Ambiguitas Leksikal dalam Software Requirements Spesification
A number of studies note that the cumulative percentage of a software development process failure is due to failure to anticipate the requirements specification. One such failure is the ambiguity in the Software Requirements Specification (SRS) document. For that the process of fulfilling the needs of software to be one of the most important processes in the manufacture of software. Detecting ambiguity from software requirements spesifiaction manually is a way that tends to generate many errors, takes time, and costs a lot. There are many techniques and approaches that can be used to detect ambiguity, of course, these techniques have different paths with each other. In this study, the authors raised the topic of lexical ambiguity detection technique in the Software Requirements Specifications (SRS) document. Researchers reviewed journals from previous research to refer to a conclusion about the techniques used in detecting lexical ambiguity. In this study refers to several points of view, namely the number of stages and steps used in each technique, factors that play a role in the implementation of the technique and also the level of accuracy of the results of techniques used. The results of this study suggest that the Natural Language Processing technique is the most accurate technique used in detecting lexical ambiguity in SRS documents in fulfilling software requirements.Sejumlah studi mencatat bahwa presentase kumulatif kegagalan sebuah proses pengembangan perangkat lunak disebabkan oleh kegagalan mengantisipasi spesifikasi kebutuhan. Salah satu kegagalan tersebut adalah dengan adanya ambiguitas dalam dokumen Software Requirements Spesification (SRS). Untuk itu proses pemenuhan kebutuhan perangkat lunak menjadi salah satu proses terpenting dalam pembuatan perangkat lunak. Mendeteksi ambiguitas dari software requirements spesifiaction dengan cara manual merupakan cara yang cenderung menghasilkan banyak error, banyak memakan waktu, dan membutuhkan banyak biaya. Ada banyak teknik dan pendekatan yang dapat digunakan untuk mendeteksi ambiguitas, tentu saja teknik tersebut memiliki alur yang berbeda satu dengan lainnya. Pada penelitian ini, penulis mengangkat topik tentang teknik pendeteksi ambiguitas leksikal dalam dokumen Software Requirements Spesifications (SRS). Peneliti mengkaji jurnal - jurnal dari penelitian terdahulu untuk merujuk pada suatu kesimpulan tentang teknik-teknik yang digunakan dalam mendeteksi ambiguitas leksikal. Pada penelitian ini mengacu pada beberapa sudut pandang, yaitu banyaknya tahapan dan step yang digunakan pada setiap teknik, faktor yang berperan dalam pengimplementasian teknik tersebut dan juga tingkat keakuratan dari hasil teknik yang digunakan. Hasil dari penelitian ini menyatakan bahwa teknik Natural Language Processing merupakan teknik yang paling akurat digunakan dalam pendeteksi ambiguitas leksikal pada dokumen SRS dalam pemenuhan kebutuhan perangkat lunak
PENGEMBANGAN MEDIA PEMBELAJARAN POP-UP BOOK MATERI KERAGAMAN BUDAYA DENGAN MODEL ADDIE PADA KELAS IV MI ASASUL MUTTAQIN
This research aims to describe the process and results of developing learning media Pop-Up Book theme 7 sub-theme 2 material cultural diversity for class IV at MI Asasul Muttaqin. This type of research is development research. The development model used in this study is the ADDIE (Analyze, Design, Development, Implementation, Evaluation) model which is limited to the Development stage. The data collection technique used is an expert validation questionnaire to assess the feasibility of the Pop-Up Book learning media. The results of the media expert validation obtained a score of 91%, which means that the pop-up book media is included in the very suitable category for use. The results of the material expert validation obtained a score of 80%, which means that the pop-up book media is included in the appropriate category for use
Aplikasi Android untuk Validasi Berkas Tes Covid-19
During the pandemic, everyone will carry out activities, everyone must have a Covid-free letter, especially when traveling. The impact of the pandemic everyone must be able to prevent the spread of the virus by minimizing direct contact. The use of mobile applications can be used to simplify and streamline every activity carried out during the pandemic. Therefore, currently we need a system that can be used as access to activities based on health certificates. An application system in the form of an android called Sudah Sehat can be a system that can be used. Based on testing the functional suitability and portability aspects, the Sudah Sehat application obtained a test score of 100% according to the Black Box Testing and Firebase Test Lab tests. From the aspect of performance efficiency, CPU usage when running applications is below the percentage of 15% which indicates that it is still in the safe limit. All applications also meet the eligibility standards based on ISO 25010.Pada masa pandemi setiap akan melakukan kegiatan setiap orang harus memiliki surat bebas covid, apalagi saat melakukan kegiatan bepergian. Dampak dari pandemi setiap orang harus dapat mencegah penyebaran virus dengan meminimalisir kontak langsung. Penggunaan aplikasi mobile dapat digunakan untuk mempermudah dan setiap kegiatan yang dilakukan selama masa pandemi menjadi lebih efisien. Oleh karena itu saat ini membutuhkan sistem yang dapat menjadi akses untuk berkegiatan berdasarkan surat kesehatan. Sistem berupa aplikasi android bernama Sudah Sehat dapat menjadi sistem yang dapat digunakan. Berdasarkan pengujian aspek functional suitability dan portability, aplikasi Sudah Sehat memperoleh nilai uji testing 100% sesuai pengujian Black Box Testing dan Firebase Test Lab. Dari aspek performance efficiency, penggunaan CPU usage saat menjalankan aplikasi dibawah persentase 15% yang menunjukkan masih di batas aman. Keseluruhan aplikasi juga sudah memenuhi standar kelayakan berdasarkan ISO 25010
Pengembangan Simulasi Mitigasi Bencana Banjir Menggunakan Teknologi Virtual Reality
Flooding is a natural disaster that occurs when rivers overflow or other causes. When this disaster strikes an area, the community must know how to mitigate flood disasters for residents. Based on the problems above, this research will develop a simulation that aims to teach mitigation when a flood disaster occurs. The system developed utilizes Virtual Reality technology and gamification techniques to teach survival skills during flood disasters. This system aims to increase the effectiveness of disaster management education by immersing users in realistic and interactive flood scenario simulations. The use of gamification elements, such as rewards and challenges, encourages engagement and motivates users to learn and apply disaster survival techniques. This system has the potential to improve disaster preparedness and response in communities that are vulnerable to flood disasters.
This system was created with Unity software and implements Virtual Reality technology. To play this game we need a VR-Box as a device that helps us see through VR. This application is different from other applications because in this game we can control the player using a Bluetooth joystick.
We had 40 respondents answer a survey about a Virtual Reality-based disaster mitigation simulation system. The survey showed that 80% of respondents answered that the VR-EDM application was very helpful and entertaining, 10% answered that the VR-EDM application was quite helpful and entertaining, and 10% answered that the VR-EDM application functioned normally. This paper concludes that VR-EDM can be an educational medium to provide education to the public when a flood disaster occurs and can understand what to do if a flood disaster occurs.Banjir merupakan sebuah bencana alam yang diakibatkan meluapnya sungai ataupun penyebab lainnya. Ketika bencana ini menimpa sebuah daerah maka masyarakat harus mengetahui cara mitigasi bencana banjir terhadap warga. Berdasarkan permasalahan diatas maka pada penelitian ini akan dikembangkan simulasi yang bertujuan untuk mengajarkan mitigasi ketika terjadi bencana banjir. Sistem yang dikembangkan memanfaatkan teknologi Virtual Reality dan teknik gamifikasi untuk mengajarkan keterampilan bertahan hidup selama bencana banjir. Sistem ini bertujuan untuk meningkatkan efektivitas pendidikan manajemen bencana dengan membenamkan user dalam simulasi skenario banjir yang realistis dan interaktif. Penggunaan elemen gamifikasi, seperti penghargaan dan tantangan, mendorong keterlibatan dan memotivasi user untuk mempelajari dan menerapkan teknik bertahan hidup dari bencana. Sistem ini berpotensi meningkatkan kesiapsiagaan dan respons terhadap bencana di masyarakat yang rentan terhadap bencana banjir.
Sistem ini dibuat dengan software unity dan mengimplementasikan teknologi Virtual Reality, untuk memainkan game ini peneliti memerlukan VR-Box sebagai perangkat yang membantu peneliti melihat melalui VR. Aplikasi ini berbeda dengan aplikasi lainnya karena dalam game ini peneliti dapat mengontrol pemain menggunakan joystick bluetooth.
Penelitian ini menggunakan 40 responden untuk menjawab survei tentang sistem ssimulasi mitigasi bencana berbasis Virtual Reality. Survei menunjukkan 80% responden menjawab aplikasi VR-EDM sangat membantu dan menghibur, 10% menjawab aplikasi VR-EDM cukup membantu dan menghibur, dan 10% menjawab aplikasi VR-EDM berfungsi normal. Kesimpulan dari tulisan ini adalah VR-EDM dapat menjadi media edukasi untuk memberikan edukasi kepada masyarakat ketika bencana banjir telah terjadi dan dapat memahami apa yang harus dilakukan jika terjadi bencana banjir
Learning Management through Lesson Study at Elementary School
School-Based Lesson Study Activities will improve student achievement, for example, students at Elementary School who were once quiet now are active in the learning process. With the ongoing Lesson Study to form the potential for student learning, which includes cognitive, affective, and psychomotor aspects, student intelligence can be developed optimally hence it is well-formed. With a constructivism approach, the teacher carries out learning in study groups. Students at Elementary School are divided into groups with heterogeneous members. In this study, the researcher used the qualitative research method with a qualitative descriptive approach. To test the data validity in this study, the extension of observation and triangulation are used. It is actually to test the truth of the data obtained from the study. The results of this study are Lesson study as one alternative learning model to improve the quality of learning in the classroom at Elementary School. The results generated in the lesson study include planning in teaching (planning), observation (observing), and reflection (debriefing
PENGARUH BETA TERHADAP RETURN SAHAM DEFENSIF DAN AGRESIF GUNA MEMBANTU INVESTOR DALAM KEPUTUSAN INVESTASI
The capital market is a place for someone to invest in financial assets, one of which is equity instruments (stocks). Investment activities are very useful to get the maximum return, but with appropriate and acceptable risk. Stocks in this study are divided into defensive and aggressive stocks which are classified according to the level of risk. This risk must be considered by investors before investing. The parameter associated with systematic risk is called beta. The objects of research in this paper are 20 stocks consisting of ANTM, BBCA, BKSL, CPIN, GGRM, ICBP, KLBF, TLKM, PTBA, UNVR, ADHI, ADRO, AKRA, ASII, BBKP, BRPT, BMRI, CTRA, EXCL, and WIKA. The research method used is regression analysis to determine the beta value of stocks to be classified as defensive or aggressive stocks. At the end of the study, the effect of stock beta on return has an effect of 61.9%. While the other 38.1% are influenced by factors outside the independent variables
Perancangan Brand Identity UMKM Sekar Mulya Sebagai Media Pengenalan Identitas Dan Citra Produk
Sekar Mulya is an UMKM located in Mulyodadi Village, Sidoarjo which is produce processed food and beverages with starfruit as the main ingredient. The products produced by UMKM Sekar Mulya are syrup, fruit juice, sweets and jam. Identity has an important role in promotional and marketing activities. Identity limitations by UMKM Sekar Mulya will hinder the promotion and marketing process. Therefore, it is necessary to design a strong brand identity to identify and communicate the product image. The design process has stages from background, problem formulation, data collection, data analysis, design concept, visualization, and final design. The data collection method adopts qualitative research methods, namely observation, interviews, documentation, and literature study. Data analysis was performed using the SWOT theory. The result of this design is the logo and mascot as the main media. The formation of the logo was inspired by the abbreviation of the name Sekar Mulya, namely the letters "SM". The mascot was inspired by a Sidoarjo woman who wears a traditional kebaya which is complemented by a wutah rice motif. This design also creating a supporting media including stationery, merchandise, banners, packaging labels, and graphic standard manuals.Sekar Mulya adalah UMKM yang berlokasi di Desa Mulyodadi Kab Sidoarjo bergerak di bidang olahan makanan dan minuman dengan bahan dasar belimbing wuluh. Produk unggulan yang dihasilkan oleh UMKM ini adalah sirup, sari buah, manisan, dan selai. Identitas mempunyai peranan penting dalam kegiatan promosi dan pemasaran. Keterbatasan identitas yang dimiliki oleh UMKM Sekar Mulya akan menghambat proses promosi dan pemasaran. Oleh karena itu, perlu dirancang sebuah brand identity yang kuat sebagai pengenal dan mengkomunikasikan citra produk. Proses perancangan mempunyai tahapan dari latar belakang, merumuskan masalah, pengmpulan data, analisis data, konsep perancangan, visualisasi, dan final design. Metode pengumpulan data mengadopsi metode penelitian kualitatif yaitu observasi, wawancara, dokumentasi, dan studi pustaka. Analisis data yang dilakukan menggunakan teori SWOT. Hasil dari perancangan ini adalah logo dan maskot sebagai media pokok. Pembentukan logo terinspirasi dari singkatan nama Sekar Mulya yaitu huruf “SM”. Maskot terinspirasi dari wanita Sidoarjo yang memakai kebaya tradisional yang dilengkapi dengan jarik motif beras wutah. Perancangan ini dilengkapi media pendukung antara lain stationery, merchandise, banner, label kemasan, dan graphic standard manual
Visual Branding S&N Farm Melalui Desain Logo
Explores the key role of logo design in developing a strong and effective brand identity, particularly in the context of agricultural businesses, as analyzed for S&N Farm. Adopting design thinking as the main approach, this research identifies the critical steps to achieve successful visual branding.
The initial stage of research involved a deep understanding of S&N Farm\u27s values and unique identity through the Empathy stage. This laid the foundation for designing a logo design that accurately reflected the company\u27s essence. The Ideation stage brought out a high level of creativity, involving brainstorming and collaboration between the design team and management. As a result, a logo design prototype was created as a physical representation of the creative ideas. Furthermore, the research highlights the importance of a continuous iteration process for design improvement. In this case, consumer engagement and market response are key factors in ensuring the design aligns with the changing preferences and dynamics of the business environment. This research shows that logo design is not a static entity; instead, it evolves according to market needs and trends.
The success of the logo design is seen in achieving the desired differentiation, distinguishing the S&N Farm brand from its competitors. The appropriate use of aesthetics creates positive visual appeal, arouses consumer attention, and increases brand recognizability. Logo design is not only a visual element, but also a solution generated through iteration and consumer engagement, creating a unique brand identity. This research provides an in-depth look at how logo design can be a key pillar in the development of strong visual branding. This research has relevant practical implications for agricultural companies and similar businesses to adopt a design thinking approach in building a meaningful and effective brand identity in a changing market.Mengeksplorasi peran kunci desain logo dalam mengembangkan identitas merek yang kuat dan efektif, khususnya dalam konteks bisnis pertanian, seperti yang dianalisis pada S&N Farm. Mengadopsi metode design thinking sebagai pendekatan utama, penelitian ini mengidentifikasi langkah-langkah kritis yang ditempuh dalam mencapai tujuan visual branding yang berhasil.
Tahap awal penelitian melibatkan pemahaman mendalam terhadap nilai-nilai dan identitas unik S&N Farm melalui tahap Empati. Ini menjadi fondasi bagi perancangan desain logo yang mencerminkan esensi perusahaan dengan akurat. Tahap Ideasi kemudian memunculkan kreativitas tinggi, melibatkan proses brainstorming dan kolaborasi antara tim desain serta pihak manajemen. Hasilnya, prototipe desain logo diciptakan sebagai representasi fisik dari ide-ide kreatif. Selanjutnya, penelitian menyoroti pentingnya proses iterasi berkelanjutan untuk perbaikan desain. Dalam hal ini, keterlibatan konsumen dan respons pasar menjadi faktor kunci dalam menjamin kesesuaian desain dengan preferensi dan dinamika lingkungan bisnis yang terus berubah. Penelitian ini menunjukkan bahwa desain logo bukanlah entitas statis; sebaliknya, ia berkembang seiring waktu sesuai dengan kebutuhan dan tren pasar.
Keberhasilan desain logo terlihat dalam mencapai diferensiasi yang diinginkan, membedakan merek S&N Farm dari pesaingnya. Penggunaan estetika yang tepat menciptakan daya tarik visual yang positif, menggugah perhatian konsumen, dan meningkatkan recognisabilitas merek. Desain logo tidak hanya menjadi elemen visual semata, tetapi juga solusi yang dihasilkan melalui iterasi dan keterlibatan konsumen, menciptakan identitas merek yang unik. Penelitian ini memberikan pandangan mendalam tentang bagaimana desain logo dapat menjadi pilar utama dalam pengembangan visual branding yang kuat. Penelitian ini memiliki implikasi praktis yang relevan bagi perusahaan pertanian dan bisnis sejenis untuk mengadopsi pendekatan desain thinking dalam membangun identitas merek yang bermakna dan efektif di pasar yang terus berubah
Mitigasi Risiko Limbah Plastik pada Reverse Logistik Network
Plastic waste actually will still have a high sale value if it is utilized well or recycled to be products with better values. Unfortunately, the recycle process of plastic waste has some obstacles such as the lack of people’s understanding on the waste. Therefore, identification is indispensable to conduct on the risk that potentially disrupt the Reverse Logistic Network (RLN). This research was carried out through House of Risk (HOR) method consisting of 2 phases. HOR phases 1 was the phase for identifying the risks and their agents. Next, the researcher measured the levels of severity and occurrence as well as calculated the value of Aggregate Risk Priority (ARP). All of those stages ware used to investigate the selected risk agents and design mitigation action on HOR phase 2. The results of research and calculation obtained 29 risk event, 52 risk agent, and 3 selected risk agents for mitigation action.