2342 research outputs found

    PEMBUATAN WEBSITE PENYEWAAN PRASARANA OLAHRAGA BERBASIS LAPANGAN

    Get PDF
    Pada saat ini beberapa pemilik bisnis penyewaan prasarana olahraga berbasis lapangan seperti badminton dan futsal sedang menghadapi tantangan untuk meningkatkan mutu pelayanan bagi pelanggan dan ingin mempromosikan bisnis penyewaan prasarana olahraganya. Hal yang sama juga dirasakan oleh pelanggan yang ingin menyewa tempat prasarana olahraga tersebut, terkadang kesulitan mencari lapangan yang kosong dikarenakan jadwal yang ada sudah terisi dan informasi jadwal lapangan yang selalu berubah-ubah, sehingga harus mengecek di tempat yang lain. Seturut berjalannya perkembangan teknologi informasi saat ini yang semakin pesat salah satunya adalah internet, dimana dengan adanya teknologi internet dapat membantu mengatasi permasalahan yang ada pada setiap tempat bisnis penyewaan prasarana olahraga berbasis lapangan. Untuk itu perlu adanya suatu sistem informasi website yang mewadahi setiap pemilik bisinis penyewaan prasarana olahraga agar dapat mempromosikan bisnisnya dan dapat bertransaksi dengan pelanggan dalam proses pemesanan dan penyewaan lapangan. Pembuatan website penyewaan prasarana olahraga berbasis lapangan ini diawali oleh proses analisis terhadap sistem yang sedang berjalan saat ini sekaligus melakukan benchmarkingterhadap website-website yang sejenis. Lalu berdasarkan hasil analisis dilakukan desain sistem dan implementasi sistem. Setelah implementasi sistem selesai, dilakukan uji coba dan evaluasi terhadap sistem yang dibagi menjadi 2 tahap, yaitu tahap verifikasi dan validasi. Hal tersebut untuk memastikan sistem informasi yang dibuat telah berjalan sesuai kebutuhan. Kesimpulan dari pembuatan website penyewaan prasarana olahraga berbasis lapangan ini adalah bahwa sistem informasi yang dibuat dapat mempermudah pelanggan dalam mencari informasi jadwal lapangan yang kosong pada berbagai tempat, mempermudah pelanggan dalam melakukan pemesanan lapangan, membantu pemilik bisnis tempat penyewaan prasarana olahraga dalam mengelola laporan data transaksi pemesanan dan penyeawaan, dan membantu pemilik bisnis dalam mempromosikan bisnis penyewaan prasarana olahraganya

    DAMPAK KETERBUKAAN EKONOMI TERHADAP PENYERAPAN TENAGA KERJA INDUSTRI KONVEKSI DI PROVINSI JAWA BARAT PERIODE 2010-2013

    Get PDF
    This study was conducted with the aim of identifying the effects of the Impact of Economic Openness (including Export Intensity, Import Raw Material, Foreign Investment), Wages and Outputs on Employment Absorption. The object used in this research is the Convection Industry in West Java Province with a period of 4 years (2010-2013). This study uses a quantitative approach. By applying panel data regression method with Fixed Effect Model with Period Weights, the result of the research shows that variables of economic openness such as import of raw materials and FDI have a positive and significant effect on labor absorption. While the export variable showed insignificant results. In addition, factors such as wages and outputs also have a significant effect on labor absorption

    PENGARUH STORE ENVIRONMENT, SHOPPING ENJOYMENT TENDENCY, IMPULSE BUYING TENDENCY TERHADAPIMPULSE BUYING MELALUI POSITIVE AFFECT, NEGATIVE AFFECT, DAN URGE TO BUY IMPULSIVELY PADA SUPERMARKET SUPER INDO MERR SURABAYA

    Get PDF
    The Objective of this study is to examine the effect of Store Environment, Shopping Enjoyment Tendency, and Impulse Buying Tendency on Impulse Buying through Positive Affect, Negative Affect, and Urge to Buy Impulsively. Object taken is Super Indo MERR in Surabaya.The data used in this research is primary data obtained from questionnaires. Total respondent are 260 person who have an experience shopping impulsively and minimum 3 times shopping per month. The samling technique of this study was non-probability sampling. This study uses a quantitative approach through statistical analysis, Test conducted using Structural Equation Modeling (SEM) and with the hel of Partial Least Square (PLS) The result of this study show that Store environment have a positive relationship with positive affect and urge to buy impulsively, store environment have a negative relationship with negative affect. Shopping enjoyment tendency have a positive relationship with positive affect, Impulse buying tendency have a positive relationship with urge to buy impulsively. Positive affect have a positive relation with urge to buy impulsively, and urge to buy impulsively have a positive relationship with impulse buying. The relationship between negative affect and urge to buy impulsively proved not to be significant

    DIALEKTIKA LEADER-FOLLOWER YANG MEMECAHKAN KONSTRUK SOSIAL LEADERSHIP : Sebuah Pendekatan Otobiografi

    Get PDF
    Leadership is widely researched phenomenon, yet least understandable. This phenomenon can’t be easily understand because most of leadership theory in the early research focuses on small portion of the whole leadership process itself. Seeing leader as sole constructor of leadership and ignoring follower in the process, is contributing wrong assumptions of leadership process. Therefore, through the analysis of leader-follower dialects that seen from social constructivism paradigm, I hope to remodel the social assumptions generated from early research. Through comparation of etymological analysis with early leadership research review, researcher will establish the boundaries between leadership and followership. This boundaries will be used to shape leader-follower dialects construct which then used further to analyze the dyadic level relations perceived by subjects. From this level analysis obtained that leader-follower dialects whil affect the quality of relations between leader and follower, thus affecting the whole efectivity of entire organization, therefore arguing that leader is not the most important factor in organization

    PENGARUH PERFORMANCE GOALTERHADAP FLOW EXPERIENCEDALAM KONTEKS PERMAINAN ONLINE

    Get PDF
    Abstract - Indonesian online game industry hasn’t been receiving enough focus as of late, this leads to the domination of other countries’ international games inindonesia game market (Baskoro, 2015). The consequences would be bad for Indonesian game developer’s growth and competing power. This study focused onin games that cause an individual to had an optimal experience that is called flow. The purpose of this study is to provide clue for game developer to be able to create a more interesting game. In this study performance goal is seen as having potential to increase concentration which is very important for flow experience. Through experimental method of pretest-posttest control group design, we try to test the relationship between performance goal and flow to see whether the concentration enhancing characteristic of performance goal could affect flow experience, thus giving clue toward game developer for developing a successful product. With n = 30, the result shows that there is difference between experiment group being given performance goal to accomplish and the control group. This claim is proven by t score of 2.269 and p score of .031. The result also show a higher amount of flow experience occuring in experimental group. It can be concluded that by utilizing performance goal in games, the possibility for player to experience flow increase

    PENERAPAN METODE QFD (QUALITY FUNCTION DEPLOYMENT) DI UD GARUDA MOTOR JAJAG, BANYUWANGI

    Get PDF
    Abstract- In order to upgrade the quality if services in UD Garuda Motor Jajag, the research done by implementing Quality Function Deployment (QFD). The purpose of Quality Function Deployment (QFD) implementation is to get the Voice of Customer, Technical Response Actions Priority, as well as strategies that resulted in the proposal should be taken bt the company to improve service quality. Based on research conducted using the method Quality Function Deployment (QFD) which implemented to service quality, occurred five dimension of service quality (tangible, assurance, reliability, responsiveness, and emphaty) and concluded technical respons actions (replace workshop obsolete tools and adapt new tools, open new more strategic bussiness branch, implement already made SOP, create new queue system using numbers, conduct training problem solving and FAQ explanation to employees, hire software developer, imposing maximum waiting time, increase communication of sales department and other department, hold additional meeting for employees, and implementation of company vision and mission). From the calculations, can be seen that all the technical response from the company haven’t met the desired value and needs to be improved, in order to improve service quality in UD Garuda Motor Jajag

    STRATEGI PENGEMBANGAN UMKM (USAHA MIKRO, KECIL, DAN MENENGAH) PADA ERA GLOBAL (Studi Kasus UD Pawon Kue di Kota Surabaya)

    Get PDF
    The growing global economic environment makes MSMEs must plan the right strategy to compete and grow. In this research, strategic plan is arranged through SWOT analysis by looking at internal environment that is strength and weakness and external environment that is Opportunity and Threat on company. The type of research used is descriptive with qualitative approach. The data in this research is obtained through observation, interview and documentation on the research case study that is UD. PawonKue. The data analysis method used is SWOT analysis with stages of arranging IFAS and EFAS matrix, merging IFAS and EFAS matrix, SWOT quadrant, and SWOT matrix. From the results of this study concluded that the appropriate strategy used in UD. PawonKue is an Aggressive Strategy or Growth Strategy. An Aggressive Strategy that can be applied in UD. PawonKue is optimizing business management, product development, and expanding market share

    PEMBUATAN BUKU POP-UP CERITA RAKYAT HARTA TERPENDAM DENGAN MEMANFAATKAN TEKNOLOGI AUGMENTED REALITY

    Get PDF
    Di Indonesia, terdapat sebuah Cerita Rakyat dari Bali yang berjudul Harta Terpendam. Tidak banyak anak yang mengetahui cerita ini, padahal cerita rakyat mengandung pesan moral yang baik untuk anak-anak. Namun sayangnya, banyak anak-anak yang lebih tertarik bermain dengan gadget mereka. Padahal membaca buku memiliki banyak manfaat positif. Maka dari itu, dibuatlah sebuah cara agar anak-anak lebih tertarik membaca buku dengan cara memberikan sebuah Aplikasi Augmented Reality tambahan. Aplikasi ini akan memainkan sebuah animasi apabila gadget diarahkan ke buku cerita pop-up ini. Sebelum kita membuat buku cerita beserta aplikasinya, terlebih dahulu melakukan studi literatur mengenai cerita rakyat, buku pop-up dan teknologi Augmented Reality. Kemudian menganalisa masalah apa saja yang ada saat ini. Dari masalah tersebut, kemudian dicari solusi yang selanjutnya akan digunakan dalam proses mendesain. Hasil dari proses desain ini adalah sebuah Buku Pop-up, beserta sebuah Aplikasi Augmented Reality yang berisikan animasi dari tiap halaman. Setelah itu, dilakukan uji coba dengan cara verifikasi dan validasi. Dari hasil uji coba ini, didapat kesimpulan bahwa buku dan aplikasi ini mampu membuat anak-anak mengenal cerita rakyat ini. Selain itu, adanya aplikasi ini membuat anak-anak lebih memahami cerita dan dapat menjadi salah satu daya tarik bagi anak untuk mau membaca.&nbsp

    EVALUASI PELAKSANAAN ASAS GOOD COOPERATIVE GOVERNANCE MELALUI PENGENDALIAN INTERNAL TERHADAP AKTIVITAS SIMPAN PINJAM PADA KOPERASI (KPRI X) DI SIDOARJO

    Get PDF
    Abstract - Implementation of good governance is not only required by private companies or BUMNs, but also required in all organizations such as cooperatives. Good Cooperative Governance (GCG) can assist in achieving organizational goals and determining performance monitoring techniques. The implementation of the five GCG principles is influenced by the role of internal controls, it is necessary to apply appropriate internal controls to enable the cooperative to operate effectively. This study aims to evaluate the application of internal controls in support of the implementation of GCG principles to obtain a picture and knowledge about the effectiveness of internal controls of savings and loan activities that have been applied. The results of research conducted on Cooperative Employees of the Republic of Indonesia (KPRI) X in Sidoarjo showed that the application of control to support the achievement of GCG has been implemented quite effectively because most of KPRI X has implemented GCG principles and internal control has been run in accordance with the objectives

    PENGARUH TAX AMNESTY DAN PENGETAHUAN PERPAJAKAN TERHADAP KEPATUHAN WAJIB PAJAK ORANG PRIBADI (Studi Kasus di KPP Pratama Wonocolo Surabaya)

    Get PDF
    Tax is one of the most important aspects of its role as a source of state revenue, therefore the country's largest income comes from the tax sector. Taxpayer compliance becomes one of the parts that should be improved. Tax amnesty and tax knowledge can be a problem-solving low tax compliance level. The purpose of this study is to determine and analyze the effect of tax amnesty and tax knowledge on taxpayer compliance in KPP Pratama Wonocolo Surabaya. Sampling technique in this study using unknown population that is as much as 72 people. The analytical method used in this study is multiple linear regression analysis, classical assumption test, validity test, reliability test, f test, t test, multiple correlation coefficient (R) and determination coefficient (R2). The results showed that tax amnesty and knowledge of taxation have a significant effect on taxpayer compliance in KPP Pratama Wonocolo Surabaya. The result of t test on tax amnesty is 5,177 with significance value equal to 0,000 (<0,05) so that H1 is accepted. Tax amnesty has a significant positive effect on taxpayer compliance. The result of the t test of tax knowledge is 2,605 with the significance value of 0,011 (<0,05) so that H2 is accepted. Tax knowledge has a significant positive effect on taxpayer compliance. F test results of 0.000 which means significance less than 0.05. So it can be concluded that tax amnesty and knowledge taxation simultaneously have a significant influence on taxpayer compliance so that  hypothesis  H3  proved true

    2,250

    full texts

    2,342

    metadata records
    Updated in last 30 days.
    CALYPTRA
    Access Repository Dashboard
    Do you manage Open Research Online? Become a CORE Member to access insider analytics, issue reports and manage access to outputs from your repository in the CORE Repository Dashboard! 👇