Portal E-Journal Politeknik Negeri Bengkalis
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    ANALISA PRIORITAS KENDALA PENGGUNAAN BAHAN FIBERGLASS BAGI NELAYAN PULAU BENGKALIS

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    For residents who live in coastal areas, most of them are engaged in traditional vessels which are generally made of wood. over time wood materials are increasingly difficult to obtain. Most of the Bengkalis people have known about fiberglass material as an alternative for construction of vessels, but the application of fiberglass material is only a small while other fishermen still use wood as their shipbuilding material. Based on these matters, it is necessary to evaluate and analyze related to the interests and constraints of Bengkalis fishermen on fiberglass material as a substitute for wood materials in shipbuilding. by distributing questionnaires to the fishing community and analyzing by using AHP (Analythic Hierarchy Process), the priority constraints that become problems for the fishing community of Bengkalis island are "cost of building fiberglass vessels" with a value 30% and the next problem is "availability of materials fiberglass "with a value 12%

    THE MAKING OF LEARNING VIDEO “LEARNING ENGLISH ADJECTIVE COMPARISON WITH HARRY POTTER MOVIESâ€

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    The purpose of the study is to make  learning English adjective comparison with Harry Potter movie. The method  of  this  study  is  descriptive  research.  There were  four processes in making the learning video. The first was collecting materials and planning the video, the second was writing the video script, the third was editing the video and the last was making the subtitle. The result of the study was an 18 minute Video about English adjective comparison with Harry Potter movies.  It consists of introduction, the nature of adjective comparison, kinds of adjective comparison and the examples taken  from movie scenes for. This video is a good alternative for learner to learn about adjective comparison from movie

    INTEGRATED APPROACH FOR IMPROVING ENGLISH COMPETENCY AND LEARNING ENCOURAGEMENT FOR NON-ENGLISH MAJOR STUDENTS

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    At the Higher Education level, English as a General Subject acts as recognition for the primary focuses learning experience. Using these language skills and components, learners are not trained sufficiently. It causes many circumstances, such as poor performance, limited vocabulary, keen learning interest, a short amount of practice, and more. The requirement for teaching quality is that they can apply English as a medium of communication. The researchers offer a workable solution by adjusting the Integrated Approach to overcome this issue. Thus, the current research objectives are to determine the students' improvement, instruction process, and the influencing factors on their language abilities and motivational beliefs. It is designed as an Action Research. Accounting Major students, which consist of 37 students, are the participants of this research. Tests, observations, and interviews were included in the data gathering process. Then the findings reveal that 13.5 percent of students earned top grades. 40.5 percent of students got decent grades. However, there are already participants who obtained a sufficient level (32.5 percent) and less (13.5 percent). It finds that the Integrated Approach enables improving their English competence and learning motivation through the process of socializing, evaluating, controlling, assisting, and practicing. Furthermore, their improvement factors cover students' motivation, teaching approach, and lecturers' role. It illustrates progress in the learning process made by them. Eventually, this offers evidence that the Integrated Approach implementation favors optimizing their English ability and learning encouragement

    THE USE OF FIX THE MISTAKE GAME BOOK TO IMPROVE STUDENTS’ GRAMMAR MASTERY

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    The objective of the research was to describe the learning atmosphere during the implementation of “Fix the Mistake Game Bookâ€. Besides, the research was also designed to know how the improvement of the students’ grammar during the implementation of “Fix the Mistake Game Bookâ€. This research was a classroom action research. The research was carried out in first year students of MTSM Penyasawan. This research was conducted in two cycles by following the procedure of action research, i.e. planning, implementing, observing, and reflecting. The results of the research showed that the learning atmosphere also improved. The class became more enthusiastic and feel comfort. Furthermore, Fix The Mistake Game Book was able to improve the students’ grammar mastery. It was proven by the increase of the students’ mean score from 41.34 in pre-test to 47.83 in cycle 1, and 49.84 in cycle 2, although the results of the research were just a little bit improvement. It could be concluded that the use of Fix the Mistake Game Book has proven to be an effective way in teaching-learning of grammar on first year of MTSM Penyasawan

    Halaman Sampul, Tim Redaktur, Daftar Isi

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    Efektifitas Program Mahasiswa Wirausaha (PMW) Terhadap Minat Berwirausaha Mahasiswa Politeknik Negeri Bengkalis

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    Penelitian ini bertujuan untuk mengetahui efektivitas PMW, minat berwirausaha mahasiswa, dan besarnya pengaruh efektivitas PMW terhadap minat berwirausaha pada Politeknik Negeri Bengkalis. Teknik pengambilan sampel yang digunakan pada penelitian ini adalah teknik probability sampling, yaitu Proportionate Stratified Random Sampling. Teknik pengumpulan data dilakukan dengan menggunakan kuesioner, wawancara dan studi literatur.  Populasi pada penelitian ini adalah seluruh mahasiswa Polbeng yang masih aktif yang berjumlah 1.825 mahasiswa sehingga mendapatkan sampel 100 responden. Hasil penelitan menunjukkan bahwa efektivitas PMW Politeknik Negeri Bengkalis dinyatakan telah berhasil meningkatkan softskill mahasiswa, adanya keterlibatan dalam kegiatan bisnis, dan menumbuhkan jiwa bisnis. Sedangkan minat berwirausaha mendapatkan persepsi sangat tinggi sebesar 4.64 adalah yaitu bangga jika dengan berwirausaha dapat menciptakan lapangan pekerjaan. Besarnya pengaruh variabel efektivitas PMW terhadap variabel minat berwirausaha mahasiswa adalah sebesar 27,8%, sedangkan sisanya sebesar 72,2% dipengaruhi oleh variabel lain yang tidak dapat dijelaskan pada penelitian ini

    Pentingnya Soft Skill dan Pengalaman Kerja dalam Meningkatkan Kinerja Karyawan Penjual Kosmetik

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    The purpose of this study is to measure the effect of soft skills and work experience on the performance of cosmetics sales employees. The variables in this study are soft skills (X1) and work experience (X2), and employee performance (Y). This research uses a quantitative method with an associative approach, by distributing questionnaires to 30 respondents. The data analysis technique used is multiple linear regression seen from the R Square value of 0.880 which means that the influence of soft skills and work experience on the performance of cosmetics sales employees is 88% and the remaining 12% is influenced by other factors not present in this study. From the results of the correlation coefficient test, it can be seen that the R value shows a result of 0.938, which means there is a very strong relationship between soft skills and work experience on the performance of cosmetics sales employees. Soft skill variables affect the performance of cosmetics sales employees, and work experience variables affect the performance of cosmetics sales employees, and the two variables namely soft skills and work experience simultaneously affect the performance of cosmetics sales employees

    Software Development Dengan Extreme Programming (XP) Pada Aplikasi Deteksi Kemiripan Judul Skripsi Berbasis Android

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    To determine the topic or research title for the student's thesis, it is possible that the similarity of the title to the previous title, either accidentally or unintentionally. Therefore, the relevant section must check the titles submitted by students, so as to avoid plagiarism. The development of a thesis title similarity detection application is one of the efforts that can be made in solving this problem. The development of sosftware requires the right method to develop applications according to user needs. Extreme Programming (XP) is a part of the agile development approach based on iterative development, which is based on needs and solutions through collaboration among the development team. So, in this study, the development of a similarity detection application for the title of a thesis with the XP software development approach was carried out. Keywords - agile development, extreme programming, thesi

    Analisis Performa RouterOS MikroTik pada Jaringan Internet

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    The internet network enters various sectors and is used in various activities, especially in the automation, industry 4.0 trend. Where almost all applications, ranging from desktops, websites, mobile (android and ios) that are used in various fields of education, transportation, banks, logistics, services, of course use high complexity internet networks that need to be analyzed so that high performance can be obtained. Analyzing the performance of MikroTik on the internet is the aim of this research. Research by configuring includes ip route, firewall filter, NAT, Mangle for packet tagging, Queue (bandwidth management), bridge wireless, DHCP and ip cloud DDNS on MikroTik. The results concluded that moving the configuration center point on the modem (giving the IP address down) to the MikroTik router can be done well, it can also translate company, institutional, school and even parent policies to the home internet when children access the internet, such as when it is allowed to access the internet can be arranged, things that may or may not be arranged in order to educate children to use the internet positively, use MikroTik to analyze internet network performance. As for the further research by looking at problems that exist after MikroTik is configured

    Evaluasi Sistem Informasi Cibugary Dalam Peningkatan Promosi Eduwisata Dengan Architecture Capability Maturity Model Score

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    Pemasaran industri wisata pada masa ini memanfaatkan dukungan teknologi berupa sistem informasi, dengan tujuan untuk mempermudah kegiatan, salah satunya adalah  industri pariwisata pada peternakan wilayah Pondok Rangon. Penelitian ini merupakan usulan dalam tatakelola teknologi informasi untuk industri pariwisata pada peternakan wilayah Pondok Rangon sebagai arahan bagi pengembangan pemasaran industri pariwisata dan menghilangkan selisih dari kedua keadaan yang ada sekaligus mencapai keadaan pada arsitektur target. Tujuan dari penelitian ini untuk mengukur Sistem Informasiyang diterapkan sebagai pemasaran industri pariwisata menggunakan Architecture Capability Maturity Model Score (ACMM) framework dan menghasilkan kerangka dasar analisis berupa narasi serta nilai sebagai acuan evaluasi Sistem Informasiyang diterapkan apakah sudah berhasil meningkatkan promosi eduwisata. EACMM framework terdiri dari enam tingkat kematangan dan sembilan elemen arsitektur. Keenam tingkatan tersebut adalah: 0–Existent, 1–Initial, 2–Repeatable, 3–Define, 4–Manage, 5–Optimised. Kesembilan elemen arsitektur enterprise adalah: Proses Arsitektur, Pengembangan Arsitektur, Linkage Bisnis, Keterlibatan manajemen senior, Operasi partisipasi Unit, Arsitektur komunikasi, Keamanan TI, Arsitektur pemerintahan, Investasi TI dan strategi akuisisi. Dua metode pelengkap yang digunakan dalam ACMM untuk menghitung rating jatuh tempo. Metode pertama memperoleh sebuah perusahaan rata-rata tertimbang tingkat kematangan arsitektur. Metode kedua menunjukkan persentase yang dicapai pada setiap tingkat kematangan untuk Sembilan elemen arsitektur

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