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    Equity-Based Financing and Corporate Governance: Evidence from Islamic Banks in Indonesia

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    Equity-based financing (EBF) is a contract that promotes justice, and spirituality, and is aligned with Shariah values. However, EBF in Islamic banks (IB) is lower than in debt-based financing (DBF). This study aims to demonstrate the importance of the characteristics of the board of directors (BOD) and the Shariah Supervisory Board (SSB) in the distribution of EBF. This study examines 14 IBs from 2009 to 2020, yielding 153 bank-years. This study found that the education level of the members of the SSB increased EBF. Independent BOD and the size of the SSB reduced EBF. However, when the sample is divided based on ownership, IB that are owned by state/regional government-owned conventional banks (hereafter SOCB) or private-owned conventional banks (hereafter POCB) produce different research outcomes. In SOCB, the SSB plays a larger role in increasing EBF than it does in POCB

    EXAMINING THE MODERATING EFFECT OF BANK SIZE ON THE FINANCIAL RISK AND PERFORMANCE LINKAGE OF ISLAMIC COMMERCIAL BANKS

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    Financial performance is very important for Islamic banks to ensure the sustainability of their business in providing banking products and services according to Sharia principles or Islamic law. This research examines the impact of financial risk on the financial performance of Indonesian Islamic commercial banks (ICBs), with bank size as a moderating variable. The research was conducted on all Indonesian ICBs from 2017–2021. Fixed effects models are employed to account for potential heterogeneity across banks and control for time-invariant unobserved factors. These models allow for estimating the within-bank variation over time, capturing constant bank-specific characteristics over the study period. The results of this research state that financing and operational risks significantly negatively impact financial performance. In contrast, liquidity risk does not significantly negatively impact financial performance. Furthermore, from testing the moderation hypothesis, the results of this study state that total financing reduces the significant negative effect of financing risk and operational risk on ICB Indonesia’s financial performance. However, total financing does not reduce the significant negative effect of liquidity risk on the financial performance of Indonesian ICBs

    Proposal Jasa Konsultan Hukum Pusat Studi Hukum Konstitusi dan Pemerintahan

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    Effectiveness of Peer Teaching Learning Models in Lathe Machinery Practice Courses for Mechanical Engineering Education Program Students

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    The peer teaching learning model provides an opportunity for students to give each other knowledge to their peers. Peer teaching is a student-centred learning method. The purposes of this study are (1) to learn about the competence of students’ lathe practice after applying the learning model of peer teaching and (2) to know about the improvement of the competency of students’ lathe practice after applying the peerteaching learning model. The method used in this research is quasi-experimental. The sample used in this research was 41 students of the Practical Class from the Mechanical Engineering Education Study Program. The data analysis used is normality test, homogeneity test, t-test, and N-Gain test. The results of the research show that (1) the competence of lathe practice of the students who apply a peer teaching learning model is in moderate categorized and (2) the application of a peer learning model is effective to improve the lathe practical competence of the students

    Development of Flashcard Game Media using the Role Play Learning Method to Increase Interpersonal Intelligence in Elementary School Students

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    Maharani, Syarina. 2024. Development of Flashcard Game Media with Role Play Learning Method” to Increase Intelligence Interpersonal in Elementary School Students”. Thesis. Education Study Program Base. Postgraduate. Semarang State University. Supervisor I Prof. Dr. Wasino, M. Hum. Supervisor II Prof. Dr. Yeri Sutopo, M.Pd., M.T. The background to this research is that there are several class students high which indicates traits that are seen as problematic and unfavorable. Characteristic It's like being quiet in class and not interacting with his friends, being indifferent to other people or friends, likes to be alone, shy and gets bored easily. After confirmed through interviews with class teachers who said that children's behavior which was seen as deviant was due to a lack of knowledge social interaction between students. They are often silent in class when it is done discussion or not, resulting in the students not mingling with their classmates resulting in reduced students' interpersonal intelligence. Based on the results of the needs analysis that has been researched by researchers, in In this learning, students need learning media to be able to do it improve their interpersonal intelligence, especially in the aspect of activeness. The aim of developing Flashcard game media using the method Role Play learning, especially class V elementary school, where in the media It contains science subjects. The model in this research uses a development model ADDIE, where there are 5 stages, namely Analyze, which analyses background, concept and also learning resources, Design (Design/Planning) is the stage of designing game media products, Development (Development) is the stage of developing game media products through Validation of material experts and media experts, Implementation, namely application Flashcard game media with the Role Play learning method students where pretest-posttest questions and Evaluation is the stage where the data that has been analyzed to determine the shortcomings of the media being developed will be created and data evaluation in the form of suggestions and questionnaires. The results of the research are Flashcard Game Media using the Role method Play was developed to help educators in implementing it learning process. This media is in the form of picture cards containing animated images that are appropriate to the learning material. Gaming Media Flashcards using the Role Play method are used as a teaching aid for educators learning takes place in class. Flashcard Game Media with method Role Play is Very Feasible and Reliable for use as media learning. Based on the validation results, it can be concluded that Media Flashcard games using the Role Play method are valid with or without revisions requires significant overhaul and is well worth using as instructional Media. Flashcard Game Media with the Role Play method developed quite effectively in improving students' interpersonal intelligence elementary school. This is based on the results of effectiveness tests. Keywords: Flashcard Game Media, Role Play Learning Method, Student Interpersonal Intelligence, ADDIE Model, IPA

    The Influence of the STEAM Approach Assisted by Augmented reality Media on Science and Science Learning Outcomes for Class VI at Gugus Kalimasada Elementary School, Tretep District

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    Innovation in learning plays an important role in improving learning outcomes. Innovation can lie in the use of approaches, models, methods, media, LKPD, or learning modules. The STEAM approach assisted by Augmented reality Media is a learning innovation aimed at improving learning outcomes. The aim of this research is "Testing and analyzing the influence of the STEAM approach assisted by Augmented reality Media on the learning outcomes of sixth grade elementary school students." The design used in this research is Quasi Experimental Design with a non-equivalent control group design research model. The research population was sixth grade students at Tretep District Elementary School. The research sample was determined using the purposive sampling method and it was found that the research sample was class VI of SDN Campurejo, totaling 30 students and SDN Gandikan, totaling 28 students. The data collection instrument uses essay test questions. Data analysis used in this research is the T test and N-Gain test. Differences in learning outcomes were analyzed using the T test, while to determine the effectiveness of the STEAM approach, it was tested using N-gain. The research showed that there were significant differences between the learning outcomes of the experimental and control groups. These results can be obtained from the Paired T-Test which shows a sig value. 0.04<0.05 with the category There is a significant difference. Next, to determine the effectiveness of the STEAM Approach with the help of Augmented reality Media, N-Gain testing was used and obtained an N-Gain value of 73.05 in the very effective category. Based on research and data analysis, it can be concluded that the use of the STEAM Approach assisted by Augmented reality Media has a significant influence in improving learning outcomes. Suggestions are given for teachers to improve the quality of learning through training related to the STEAM approach assisted by augmented reality

    ANALISIS TINGKAT RISIKO CEDERA OLAHRAGA PADA ATLET PUTRI UNIT KEGIATAN MAHASISWA OLAHRAGA BEREGU UNIVERSITAS NEGERI SEMARANG

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    Cedera adalah hal yang umum terjadi pada olahraga yang berkontak langsung dengan tubuh khususnya olahraga beregu, baik saat latihan maupun pertandingan. Ketidakseimbangan otot yang dimiliki oleh atlet merupakan salah satu faktor terjadinya cedera. Dengan mengetahuinya ketidakseimbangan tersebut dapat meninimalisir risiko terjadinya cedera. Salah satu metode yang disebut Functional Movement Screening (FMS) digunakan untuk menilai risiko cedera olahraga yang melihat dari mobilitas fungsional tubuh. Penelitian ini bertujuan untuk mengetahui tingkat risiko cedera olahraga pada atlet putri UKM olahraga beregu Universitas Negeri Semarang. Penelitian ini menggunakan metode deskriptif kuantitatif dengan pendekatan cross-sectional. Teknik sampling menggunakan Purposive Sampling. Sebanyak 31 atlet memenuhi kriteria untuk menjadi subjek penelitian. Instrumen yang digunakan dalam penelitian ini adalah tes FMS (Functional Movement Screening) yang meliputi tujuh gerakan yaitu: 1) deep squad, 2) hurdle step, 3) in line lunge, 4) shoulder mobility, 5) active straight leg raise, 6) thrunk stability push up, dan 7) rotary stability. Penilaian risiko cedera pada FMS dikategorikan dengan tinggi, sedang, rendah. Jika nilai ≤ 14 berarti risiko cedera berada pada ketegori tinggi, jika nilai 15-18 berisiko cedera sedang, dan jika nilai 19-21 berarti risiko cedera berada pada kategori rendah. Hasil penelitian menunjukkan bahwa risiko cedera atlet cabang olahraga bola basket tidak ada yang berjumlah nilai ≤ 14 (frekuensi relatif 0%) pada kategori tinggi, nilai 15-18 sebanyak 9 orang (frekuensi relatif 60%) pada kategori sedang, nilai 19-21 sebanyak 6 orang (frekuensi relatif 40%) pada kategori rendah. Sedangkan risiko cedera pada atlet cabang olahraga voli menunjukkan bahwa tidak ada yang berjumlah nilai ≤ 14 (frekuensi relatif 0%) pada kategori tinggi, nilai 15-18 sebanyak 11 orang (frekuensi relatif 69%) pada kategori sedang, nilai 19-21 sebanyak 5 orang (frekuensi relatif 31%) pada kategori rendah. Nilai rata-rata pemeriksaan FMS yang dilakukan oleh atlet putri UKM olahraga beregu yaitu cabang olahraga basket dan voli termasuk ke dalam kategori risiko cedera yang sedang. Saran peneliti, pelatih maupun pembina Unit Kegiatan Mahasiswa di Universitas Negeri Semarang khususnya cabang olahraga beregu basket dan voli dapat lebih memperhatikan atau mengevaluasi kembali secara berkala terhadap tingkat risiko cedera pada atlet

    HUBUNGAN KONSENTRASI DAN INTELIGENSI TERHADAP KETERAMPILAN SEPAK BOLA SISWA SMAN 2 MRANGGEN

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    Olahraga sepak bola telah berkembang menjadi olahraga yang sangat kompleks. Oleh karena hal tersebut, maka konsentrasi dan inteligensi menjadi salah satu faktor psikologis yang diperlukan dalam bermain sepak bola. Penelitian ini bertujuan untuk (1) mengetahui hubungan antara konsentrasi terhadap keterampilan bermain sepak bola, (2) mengetahui hubungan antara inteligensi terhadap keterampilan bermain sepak bola, (3) mengetahui hubungan antara konsentrasi dan inteligensi terhadap keterampilan bermain sepak bola. Penelitian ini merupakan deskriptif kuantitatif dengan korelasional. Populasi penelitian adalah siswa ekstrakurikuler sepak bola SMAN 2 Mranggen yang berjumlah 25 pemain. Teknik pengambilan sampel menggunakan purposive sampling. Instrumen tes menggunakan Grid Concentration Test, Intelligenz Structure Test, dan pengembangan tes sepakbola David Lee. Teknik Analisis data menggunakan analisis uji regresi linear berganda. Hasil penelitian menunjukkan bahwa (1) hubungan antara konsentrasi terhadap keterampilan sepak bola pada siswa SMAN 2 Mranggen diperoleh thitung -5,800 > ttabel 2,365 dengan sumbangan efektif sebesar 69,5%, (2) hubungan antara inteligensi terhadap keterampilan sepak bola pada siswa SMAN 2 Mranggen diperoleh thitung -2,397 > ttabel 2,365 dengan sumbangan sebesar 25%, (3) hubungan antara konsentrasi dan inteligensi terhadap keterampilan sepak bola pada siswa SMAN 2 Mranggen diperoleh Fhitung 59,73 > Ftabel 4,74, dengan sumbangan efektif sebesar 94,5%. Kesimpulannya, (1) ada hubungan antara konsentrasi terhadap keterampilan sepak bola siswa SMAN 2 Mranggen. (2) ada hubungan antara inteligensi terhadap keterampilan sepak bola siswa SMAN 2 Mranggen. (3) ada hubungan antara konsentrasi dan inteligensi terhadap keterampilan sepak bola siswa SMAN 2 Mranggen

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