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    331 research outputs found

    Pengukuran Kinerja Menggunakan Konsep Balanced Scorecard

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    Dalam rangka mencapai peningkatan pemasaran dan pendapatan di PT BCV, perusahaan harus melakukan perbaikan dengan melakukan pengukuran kinerja. Model CIPP digunakan untuk menyelesaikan studi ini dengan studi Input dalam bentuk pernyataan perusahaan, strategi perusahaan dan target dan realisasi masing-masing KPI. Penentuan KPI penulis menggunakan metode wawancara kepada setiap kepala bidang dan manager bertugas menentukan KPI yang akan dilakukan pembobotan dengan menggunakan konsep pendukung keputusan yaitu AHP. Perhitungan kinerja KPI dilakukan dengan membandingkan target dan realisasi. Dari 32 strategi yang berikan setiap kepala bidang, hanya 15 yang dipilih oleh manager sebagai KPI. Hasil pembobotan setiap perspektif yaitu pada perspektif pelanggan sebesar 0,5476, perspektif Pembelajaran & Pertumbuhan sebesar 0,2559, perspektif Proses Bisnis Internal sebesar 0,1448 dan perspektif keuangan sebesar 0,0517. Hasil perhitungan skor KPI secara keseluruhan sebesar 0,0517 dan dalam lalu lintas masuk ke dalam katagori warna merah yang berarti kinerja perusahaan TV kabel berada diposisi yang sangat rendah. Saran yang diberikan untuk dilakukan evaluasi yaitu Perspektif Pelanggan dan Perspektif Proses Bisnis Internal.   Performance Measurement Using Balanced Scorecard Concept Abstract: In order to achieve increased marketing and revenue in PT BCV, the company must make improvements by measuring the performance. The CIPP model is used to complete this study with Input study in the form of company statement, corporate strategy and target and realization of each KPI. Determination of KPI authors use the interview method to each head of the field and manager in charge of determining the KPI which will be weighted by using the decision support concept that is Analitycal Hierarchy Process (AHP). KPI performance calculation is done by comparing the targets and realization. Of the 32 strategies that give each head of the field, only 15 are selected by the manager as KPI. The weighting result of each perspective is on the customer perspective of 0.5476, Learning & Growth of 0.2559, Internal Business Process of 0.1448 and financial of 0.0517. The calculation results of overall KPI score of 0.5017 in the traffic light into the category of red color which means the performance of cable TV companies are positioned very low. Suggestions given for evaluation are Customer Perspective and Internal Business Process Perspective. Keywords: Balanced Scorecard, Key Performance Indicator, Analitycal Hierarchy Process

    Masalah Kecelaruan Tingkah Laku: Ponteng Sekolah

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    Ponteng sekolah merupakan salah satu masalah disiplin yang semakin ketara. Terdapat pelbagai faktor-faktor yang menyebabkan pelajar-pelajar terlibat dengan gejala ponteng sekolah dimana ianya berpunca daripada guru, sikap pelajar, rakan sebaya dan juga ibu bapa dimana mereka banyak mempengaruhi pelajar-pelajar terlibat dengan gejala ponteng sekolah. Masalah ini perlulah diatasi dengan segera bagi mengelakkan daripada timbulnya pelbagai gejala buruk yang lain rentetan daripada perilaku ponteng. Objektif kajian ini iaitu untuk mengenal pasti apakah punca-punca yang menyebabkan pelajar mengambil tindakan untuk tidak hadir ke sekolah atau dipanggil ponteng, untuk mengenal pasti kekerapan pelajar yang terlibat dalam gejala ponteng sekolah, mengetahui dengan lebih terperinci cara-cara untuk mengatasi gejala ponteng sekolah yang semakin berleluasa di kalangan pelajar sekolah, dan mendedahkan kesan dan akibat yang akan diterima akibat daripada gelaja ponteng sekolah. Dapatan kajian dari hasil temu bual, faktor ibu bapa ialah faktor yang utama sekali dalam mengawal anak – anak mereka. Termasuk guru juga, sebagai pembimbing pelajar – pelajar di sekolah dalam membantu berkaitan tentang pelajaran mahupun masalah keluarga yang dihadapi oleh pelajar tersebut.   Behavioral Disorders Issues: Truant Abstract: School neglect is one of the more important disciplinary issues. There are a number of factors that cause students to experience school dropout symptoms which are caused by teachers, students, peers, and even parents which greatly influence the students involved with school dropout symptoms. This problem needs to be resolved immediately to prevent the emergence of many other adverse symptoms from stray behavior. The objectives of this study were to identify the causes of students' failure to attend school or to be called a skeptic, to identify the frequency of students involved in school dropout symptoms, to know in more detail ways to overcome school dropout symptoms is becoming more prevalent among schoolchildren, and exposes the repercussions and consequences that will come from school drop-offs. According to the findings from the interview, parental factors are the most important factor in controlling their children. Includes teachers as mentors of students in the school to help with the education or family issues faced by the student. Keyword: Behavioral Disorders, Truant Issues, Student

    A Simple Survey on Attitude of Computer Science Diploma Students towards STEM

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    This article reported a simple survey on diploma students’ attitudes towards science, technology, engineering, and mathematics (STEM) objectively to get an initial impression of students taking a STEM-related diploma program. The targeted respondents were diploma students pursuing computer science programs in a Malaysian public university. A quantitative approach using a quantitative survey was used in which data were systematically elicited from 16 male and 17 female students using a questionnaire containing Likert-scale items. The questionnaire consists of three constructs: attitude toward science, attitude toward technology and engineering, and attitude toward mathematics. All constructs use a 5-point Likert scale for the response scale. Descriptive analysis showed that the respondents’ attitude ranged between moderately to highly positive towards STEM with no significance different variation between genders across the STEM fields. Interestingly, they also had, generally, moderate consideration for careers in STEM fields (the average values ranged between 27.2% and 42.4%) with male respondents had very low agreements (18.7%) to consider careers related to technology and engineering fields. Such results were a bit discouraging as the respondents were all pursuing a diploma in computer science.Thus, more efforts are needed by the university to give more exposures and experiences to refine the students’ attitude during their study, to boost their confidence and interest to pursue a career suitable with their diploma certificates

    Review the Success of the Mobile Government from the Government Perspective

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    The researchers agreed on the potential of the mobile government as a new channel of communication between the government and citizens if the mobile government eliminates the traditional organizational structure of government, thus changing the way information is exchanged between them, and provide government services in a transparent manner at anytime and anywhere. For the education sector, mobile education initiatives must be successful in educational institutions must choose the appropriate technology in proportion to its infrastructure to conserve resources and reduce the stress of change. Therefore, this research seeks to present the most important factors of success explored by researchers in their studies, using different research methods in different countries, and trying to classify these factors from the perspective of the government and citizens. The methodology used in this research is to review the literature on the success of mobile government from a government perspective, in order to determine the success factors adopted by each study, and then categorize the success factors according to the degree of their impact on the successful implementation of the mobile government. The final stage is a model proposal for mobile government success

    Improvement of the Intelligent Tutor by Identifying the Face of the E-Learner's

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    As part of our project which aims at the realization of a system named ASTEMOI. In this article, we display a new and productive facial image representation based on the Local Sensitive Hash (LSH). This technique makes it possible to recognize the learners who follow their training in our learning platform. Once recognized, the student must be oriented towards an appropriate profile that takes into account his strengths and weaknesses. We also use a light processing module on the client device with a compact code so that we don’t need a lot of bandwidth, a lot of network transmission capacity to send the feature over the network, and to be able to index many pictures in a huge database in the cloud

    PSAP: Improving Accuracy of Students' Final Grade Prediction using ID3 and C4.5

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    This study was aimed to increase the performance of the Predicting Student Academic Performance (PSAP) system, and the outcome is to develop a web application that can be used to analyze student performance during present semester. Development of the web-based application was based on the evolutionary prototyping model. The study also analyses the accuracy of the classifier that is constructed for the prediction features in the web application. Qualitative approaches by user evaluation questionnaire were used for this study. A number of few personnel expert users which are lecturers from Universiti Pendidikan Sultan Idris were chosen as respondents. Each respondent is instructed to answer a total of 27 questions regarding respondent’s background and web application design. The accuracy of the classifier for the prediction features is tested by using the confusion matrix by using the test set of 24 rows. The findings showed the views of respondents on the aspects of interface design, functionality, navigation, and reliability of the web-based application that is developed. The result also showed that accuracy for the classifier constructed by using ID3 classification model (C4.5) is 79.18% and the highest compared to Naïve Bayes and Generalized Linear classification model

    Aplikasi Kahoot Sebagai Alat Pengujian Terhadap Pencapaian Murid dalam Mata Pelajaran Sejarah

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    Kajian ini bertujuan untuk mengenal pasti kesan penggunaan aplikasi Kahoot dalam mengukur pencapaian murid bagi mata pelajaran Sejarah Tingkatan 1. Objektif kajian ini adalah membangunkan alat pengujian pencapaian menggunakan aplikasi Kahoot untuk mata pelajaran Sejarah; dan mengenal pasti perbezaan penggunaan aplikasi Kahoot dan ujian bertulis dalam mengukur pencapaian murid. Reka bentuk kajian ini adalah berbentuk kuantitatif terhadap 30 orang peserta yang terdiri daripada murid Tingkatan 1 di sebuah sekolah di Melaka. Kajian mengapliksikan kaedah tinjauan dengan menggunakan soal selidik dan eksperimen menggunakan set ujian untuk melihat kesan pencapaian murid terhadap mata pelajaran Sejarah dengan menggunakan dua alat pengujian yang berbeza. Hasil kajian mendapati alat pengujian menggunakan aplikasi Kahoot memberikan hasil dapatan yang positif oleh murid dan pencapaian bagi murid yang menggunakan aplikasi Kahoot adalah lebih tinggi berbanding menggunakan alat pengujian konvensional.   Application of Kahoot as a Testing Tool to Student Achievement in History Subjects Abstract: This study aimed to identify the impact of using the Kahoot application in measuring student achievement for Level 1 history subjects. The objectives of this study were to develop achievement testing tools using the Kahoot application for History subjects; and identify differences in use of the Kahoot application and written tests in measuring student achievement. The design of this study was quantitatively based on 30 participants from Form 1 students at a school in Malacca. The study applied survey methods using questionnaires and experiments using test sets to see the impact of student achievement on History subjects using two different testing tools. The results showed that testing tools using the Kahoot app gave students positive results and the achievement for students using the Kahoot app was higher than using conventional testing tools. Keywords: Testing Tools, Kahoot Applications, Achievements, History

    GENIUS KIDS: Learn to Count through Games

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    The goal of learning to count addition, subtraction, multiplication and division can have a positive impact for student to play because it can attract student to prefer learn while playing. The motivations for the player to play the game are interesting and not bored because this game is concept education. The aim of this research is to help students learn and love mathematics well. The objective of this research is to train student to play while counting. Researcher use use a game maker to develop this game and adobe photoshop for design. Researcher use a game maker to develop this game and adobe photoshop for design. The first idea of this game is not to make a fire, but wants to make the player jump to touch a block that contains a question mark so that it will reveal either poison or medicine. If medicine, Ben has extra point but if poison, he must to answer the question again. However, the idea is further expanded to make the barrier because the game is only for children aged 12 and below. Problem software development when compile many error at the system and must to reduce unimportant views and display size resolution because of the many elements causing game maker to run. The suggestion for this game is screens need to be raised to attract children to plays

    Masalah Pergaulan Bebas dalam Kalangan Remaja Sekolah

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    Pergaulan bebas merupakan salah satu penyakit yang melanda umat pada masa kini. Pada zaman pasca modenisasi ini, pergaulan bebas tidak lagi menjadi kudis kepada pandangan masyarakat. Selain itu, masalah pergaulan bebas ini sering menular kerana kurangnya didikan agama. Remaja bergaul bebas tanpa mengira jantina menyebabkan generasi muda yang melihatnya terpengaruh serta memberi impak negative. Oleh kerana itu, perlu dilakukan kajian mengenai masalah pergaulan bebas dalam kalangan remaja sekolah. Metodologi kajian meliputi cara, kaedah dan pendekatan yang digunakan untuk mencapai objektif dan matlamat kajian. Kesimpulan kajian ini iaitu golongan dikenali sebagai remaja ini merupakan seseorang yang berada dalam lingkungan umur 12 hingga 21 tahun yang sedang berada di dalam fasa peralihan dimana berlakunya perubahan menuju kematangan. Masalah pergaulan bebas boleh dibendung jika semua pihak termasuk agensi kerajaan atau bukan kerajaan bersama-sama berganding bahu membanteras masalah ini. Pihak utama yang perlu mengesan perkara ini ialah ibu bapa, sekolah, dan lingkungan masyarakat.   Problems of Promiscuity in School Adolescents Abstract: Promiscuity is one of the most prevalent diseases in the world today. In this post-modernization era, free socializing is no longer a staple in society's views. In addition, this problem of free socializing is often contagious due to the lack of religious education. Adolescents get along regardless of gender, and the young people who see them are influenced and negatively impacted. Therefore, there is a need to study the problem of free socializing among school-aged adolescents. The study methodology covers the methods, methods and approaches used to achieve the objectives and objectives of the study. The conclusion of this study is that people known as adolescents are between the ages of 12 and 21 who are in the transition phase of the transition to adulthood. The problem of free socializing can be avoided if all parties including government or non-government agencies work together to combat this problem. The key stakeholders in this area are parents, schools, and the community. Keyword: Student, Promiscuity, School Adolescents

    Hubungan Antara Motivasi dan Penerimaan Dengan Pencapaian Akademik Pelajar Dalam Pembelajaran Menggunakan M-Pembelajaran di Kolej Vokasional

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    Kajian ini bertujuan untuk menentukan hubungan antara motivasi dan penerimaan dengan pencapaian akademik pelajar dalam pembelajaran Penyelenggaraan Pencegahan Komputer menggunakan m-learning di kolej-kolej kejuruan. Dalam kajian ini, teori motivasi Teori Penentuan Diri telah diintegrasikan dengan model penerimaan UTAUT. Kajian ini merupakan kajian kuantitatif mengenai reka bentuk relasi, yang menggunakan teknik pensampelan mudah rawak kepada 70 responden dari 85 populasi yang mengambil kursus Penyelenggaraan Pencegahan Komputer di empat kolej vokasional yang terletak di Kuala Lumpur dan Selangor. Keputusan menunjukkan bahawa semua pembolehubah bebas mempunyai hubungan yang signifikan dengan pencapaian akademik pelajar, tetapi hanya motivasi pengajaran, keseronokan dan niat tingkah laku adalah faktor yang mempengaruhi pencapaian akademik pelajar. Motivasi pengajaran lebih berpengaruh kepada pelajar daripada motivasi ekstrinsik dan tahap penerimaan pelajar dalam m-learning dalam aktiviti pembelajaran adalah tinggi. The Relationship between Motivation and Acceptance with Student Academic Achievement in Learning Using M-learning in Vocational College Abstract: This study aimed to determine the relationship between motivation and acceptance with students' academic achievement in Computer Preventive Maintenance learning using m-learning in vocational colleges. In this study, the motivational theory of Self-Determination Theory has been integrated with the UTAUT acceptance model. This study was a quantitative study of relational design, which applied simple random sampling techniques to 70 respondents from 85 populations who took Computer Preventive Maintenance courses at four vocational colleges located in Kuala Lumpur and Selangor. The results showed that all of the independent variables have a significant relationship with students' academic achievement, but only instructional motivation, enjoyment and behavioral intention are factors that influence student academic achievement. Instructional motivation is more influential to students than extrinsic motivation and the level of student acceptance of m-learning in learning activities is high. Keywords: m-Learning, Motivation, Acceptance, Academic Achievement

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