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    1494 research outputs found

    ALAT PEMARUT BATANG SAGU PORTABLE

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    Abstrak Salah satu UMKM yang mengolah sagu untuk dijadikan mie sagu adalah “Mie Sagu Barokah†milik Bapak Rahmat yang memiliki kapasitas produksi 50 kg sampai 70 kg per hari. Seperti biasanya, dalam mengolah batang sagu untuk dijadikan pati sagu masih menggunakan cara tradisional dan semi mekanis. Pemarutan batang sagu untuk dijadikan pati sagu dilakukan di rumah yang juga merupakan tempat usaha mie sagu.Dari hasil survey dan wawancara, proses pemarutan batang sagu yang selama ini dilakukan memiliki beberapa kelemahan yaitu 1.Ongkos angkut batang sagu masih mahal, 2.Memerlukan tempat yang luas, 3.Suara mesin pemarut yang sangat menggangu tetangga, 4.Bau dari tumpukan kulit batang sagu.Tujuan penelitian ini adalah membuat alat pemarut batang sagu portable dan melakukan analisa ongkos produksi penggunaan alat pemarut batang sagu portable. Dari hasil penelitian diperoleh waktu rata-rata pemarutan tual batang sagu sebesar 4,14 menit dengan biaya sebesar Rp. 226,79/kg. Kata kunci : batang, sagu, portable,pemarut, alat, produks

    THE EFFECTIVENESS OF HERRINGBONE TECHNIQUE TO ENHANCE STUDENTS’ ABILITY IN COMPREHENDING NARRATIVE TEXT OF THE EIGHTH GRADE STUDENTS AT MTSN TAKENGON II, ACEH TENGAH, ACEH

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    Abstract: This study was aimed at finding out differences between students who were taught with and without Herringbone technique and the effectiveness of applying the technique to enhance students’ ability in comprehending narrative text Herringbone technique (Deegan, 2006) is a technique that helps students grow their comprehension of the main idea by scheming who, what, when, where, why, and how question on a visual diagram of a fish skeleton. The methodology used in this research was quantitative approach by experimental method. The subjects of this study were 26 students in experimental class and 26 students in control class of MTSN Takengon II, Aceh Tengah, Aceh. In collecting data, the researchers used tests and questionnaire. The data were analyzed by non-parametric statistic, Mc. Nemar test and Chi-square for two independent samples. Result of the data reveals result of Mc. Nemar test by which the Chi-Square observedin experimental classwas higher than Chi Square table and Chi Square obtained in control class (21,05 3,814 12) and using  Chi-square for two independent samples showed that  the perceived scorewas higher than score of Chi-Square table (4,8573,814). Moreover, based on the data from questionnaire, the students stated that Herringbone technique was fun to help them understand the materials and the time used was more useful. Hence, the result of Mc. Nemar revealed that there was significant differences between the students taught with and without Herringbone technique and Chi Square for two independent samples proved that Herringbone technique was effective to enhance students’ ability in comprehending narrative test.  Keywords: Effectiveness, Herringbone Technique, Comprehension, Narrative                 Text

    MAKING LUDO WORD GAME (LWG) TO LEARN GRAMMAR FOR SENIOR HIGH SCHOOL STUDENTS

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    Abstract: English Grammar is the rules how to make a sentence in learning English. English Grammar is the important part in English, but learning Grammar is not easy especially for student Senior High School. It is because grammar has many formulas to be memorized. There are various ways in learning English that can help the students in learning English Grammar. One of the most popular and effective ways is by using games. There are many types of games that can be used as learning method and media, either electronic or conventional. One of the games is Ludo Word Game. In this study, the research question was “Is there a Ludo Word Game to learn grammar for senior high school students?.  The objective of this study was to make a Ludo Word to learn grammar for senior high school students. The method of the study used was descriptive research. The result of this study was a set of Ludo Word Game that was modified with question cards. In addition, this game can help the students in learning English and can be a medium for the teacher in teaching English especially grammar. Keywords: Grammar, Game, Ludo Word Gam

    MAKING OF JFG (JUMANJI FOR GRAMMAR) BOARD GAME TO LEARN GRAMMAR FOR UNIVERSITY STUDENTS

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    Abstract: There are four skills in learning English that should be mastered by students such as listening, speaking, reading and writing. To support those four skills, students should master in grammar. The basic of grammar in learning English is Tenses. One of way in learning grammar is through games. Jumanji is one of games which have many advantages. JFG (Jumanji for Grammar) was adopted by Jumanji that purposed to learn grammar. The purpose of this study is to make JFG board game to learn grammar for university students. The idea of this project comes up because there is no a JFG board game to learn grammar for the university students in Bengkalis. The result of this study was a set of JFG Board Game as medium to learn of grammar especially in tenses. This game consists of a dice, board of jumanji, five sets of question cards and four pawns with different colors. By using this game, the student can learn grammar in a more interesting and effective way.Keywords: JFG (Jumanji for Grammar) Board Game, Grammar, Students in University

    MAKING FISHING GAME TO LEARN VOCABULARY FOR KINDERGARTEN STUDENTS

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    Abstract : Vocabulary is one of important component in teaching English, in addition to other components such as structure, pronunciation and intonation. Mastering the vocabulary is very important especially for students who learn foreign languages. In general, students who just start to learn English need knowledge of vocabulary because with a good and adequate vocabulary, the students will be able to understand the meaning of English. Therefore, the use of learning media in learning will surely help these learners understand the lesson well. Besides, they can also learn English in a more effective and interesting way. The research question was “Is there a fishing game to help students learn vocabulary? Meanwhile, the objective of this final project was to make Fishing Game to help the students in learning vocabulary, especially Alphabet and Number for Kindergarten students. In this study, descriptive method was used. It described what existed to find new facts or meaning. This project results were a set of fishing game consists of a Fish Pond, thirty six sets Fish of Alphabets and Numbers, and four a Fishing Rod. This game can be used in classes during learning-teaching process to help the students memorize Alphabets and Numbers. By using this game, the students can learn vocabulary in a more interesting and effective way. Keywords: Fishing Game, Vocabulary, Kindergarten, Alphabets and Numbers

    MAKING OF MATCHING GAME BOOK TO LEARN ENGLISH VOCABULARY

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    Abstract : Learning English is very important in this competitive world. It shows that we have to master English. However, in learning it, the learners still feel bored and face difficulties. For example, in learning Vocabulary, they always have problems in memorizing the words. Therefore, the use of learning media can be more effective and interesting way in learning. The main purpose of this final project is to make a matching game book which can be used as an alternative learning medium in learning Vocabulary, especially, for students in lower education level. The idea of this project is based on the real concept, the students actually still feel bored in learning English. This project results a set of matching game book consists of a game book, a sets of picture cards and a set of word cards. This game can be used in classes during learning-teaching process to help the students to memorize the word. By using this game, the student can learn vocabulary in a more interesting and effective way.Keywords: Matching Game Book, picture cards, word cards

    PENGARUH PRODUK DAN HARGA TERHADAP KEPUTUSAN PEMBELIAN KONSUMEN DI MORNING BAKERY BATAM

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    Abstract:Product and price are several factors which are affected consumer consideration in purchasing decision. A qualify product with affordable price will attract people’s interest. The purpose of this research is to know the effect of product and price toward purchasing decision in Morning Bakery Batam. Total sample in this research were 186 people and used non probability sampling technique, which is purposive sampling by choosing the most visited outlet:Windsor branch.  Multiple Regression analysis used as data technique analysis andwas assisted by SPSS 20 software.The result shows product and price have positive and significant impact toward purchasing decision.Based on data analysis in this research, the variabels are valid and reliable. On the classic asumption testing with normal distribution, there were no heteros- kedastisitas and multikolinearitas which were happened. The reretion value for product is 61,7% besides 37,9%for the price. Key words : Price, Product, Purchasing Decisio

    ANALISIS TINGKAT KESEHATAN BANK CAMPURAN DAN BANK ASING DI MASA KRISIS

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    Abstract: The global economic crisis has led various global financial ins- titutions suffered losses. Banking ratio measurement is useful to assess the risk base bank rating and growth of banking. This study aims to determine whether there are significant differences between risk base bank rating of foreign banks and joint venture banks before the global crisis until after the global crisis. The risk base bank rating is measured using the ratio of CAMEL. Total population consisted of 23 banks; 15 joint venture banks and 8 foreign banks. In hypothesis testing, different test of Mann Whitney was used. The research proved that the risk base bank rating of foreign banks and joint venture banks before and during the global crisis, during and after the global crisis, and before and after the glo- bal crisis did not have a significant difference. Keywords: CAMEL, Foreign, Joint Venture, Banks, Crisis

    PENGARUH KOMPENSASI FINANSIAL TERHADAP KINERJA KARYAWAN DENGAN MOTIVASI KERJA SEBAGAI VARIABEL INTERVENING PADA KANTOR PUSAT PT. CITRA BUANA PRAKARSA

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    Abstract: The purpose of this study was to determine the effect of direct com- pensation variable and indirect compensation variable on motivation variable, to determine the effect of direct compensation variable and indirect compen- sation variable on employee performance variable, and to determine the effect of direct compensation and indirect compensation variable on employee per- formance variable with motivation as intervening variable This kind of re- search is explanatory research with quantitative approach by using question- naire. Research sample are 55 employee of PT. Citra Buana Prakarsa. This re- search use descriptive analysis method, path analysis, partially and simul- taneity trial. Statistical calculations show that direct compensation  signify- cantly contributing to work motivation with value 0.347, and indirect compen- sation significantly contributing the work motivation with value 0.379. Direct compensation significantly contributing to employee performance with value0.590. Indirect compensation significantly contributing to employee perfor- mance with value 0.529. The results of this study are direct compensation, indi- rect compensation, and work motivation have a significant influence on em- ployyee performance. Keyword : Compensation, Employee Performance, Motivatio

    Implementasi Algorithma Stream Cipher RC4 dalam Aplikasi Pendataan Alumni STMIK Amik Riau

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    Intisari—Sistem keamanan data pada aplikasi pendataan alumni STMIK Amik Riau merupakan faktor yang sangat penting dalam melakukan penjaminan hak akses terhadap data-data yang terdapat dalam databasenya. Sistem saat ini memiliki kelemahan dalam sistem keamanannya, dimana data – data yang tersimpan rentan terhadap serangan SQL Injection dan menyulitkan administrator dalam mendekripsi data alumni. Kelemahan tersebut dapat memberikan celah kepada pihak-pihak yang tidak diinginkan untuk masuk ke dalam sistem aplikasi dan memanipulasi data yang ada. Berdasarkan hal diatas maka diimplementasikan sistem keamanan pada aplikasi tersebut dengan menggunakan teknik kriptografi untuk melindungi data-data yang tersimpan dalam sistem aplikasi pendataan alumni STMIK Amik Riau. Metode yang digunakan adalah dengan algorithma stream chiper RC4 yang digunakan untuk merubah data yang sebenarnya menjadi simbol-simbol tertentu, sehingga data tidak akan dimengerti oleh pihak-pihak yang tidak memiliki hak akses. Sistem kriptografi stream chiper RC4 pada aplikasi pendataan alumni STMIK-AMIK Riau, mampu meningkatkan sistem keamanan dari akses pihak – pihak yang tidak berkepentingan. Kata Kunci—Algoritma, Stream Cipher, RC4, Keamanan Data,  Pendataan Alumni

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