71 research outputs found
KEPRIBADIAN PELAJAR ANTIMAINSTREAM: KAJIAN PSIKOLOGI SASTRA TERHADAP TOKOH JUKI DALAM KOMIK SI JUKI DAN PETUALANGAN LULUS UN
Baskoro, Septian Setyo. 2017. “Personality of Antimainstream Student: The Study of Literary Psychology of Juki Character in Si Juki dan Petualangan Lulus UN” comic. Skripsi. Indonesian Literature Program, Bachelor Program, Faculty of Humanities, Diponegoro University Semarang. Leaders I Ken Widyawati, S.S., M.Hum., II Fajrul Falah, S.Hum., M.Hum.
The object of this research is Si Juki dan Petualangan Lulus UN comic by FazaMeonk. This research uses descriptive method based on the theory of fictional story structure and literary psychology theory. The purpose of this research is to expose the intrinsic elements contained in Si Juki dan Petualangan Lulus UN comic, reveal the personality of Juki's main character and explain the five personality archets owned by the main character Juki. The author uses the theory of fictional story structure to describe the elements of story builders (figures and characterizations, plot, and background). The author also uses the theory of literary psychology that focuses on Carl Gustav Jung's personality theory based on 5 personality archetypes, which are persona, shadow, anima and animus, mana personality, and self.
The result of structural analysis of Si Juki dan Petualangan Lulus UN comic are seven figures consisting of one main character and six additional characters; the flow contained in this comic is a mixed flow, because there are several flashbacks to support the story content; the background consists of a place background, time background and socio-cultural background.
The psychological analysis result of personality of the main character Juki in general is the character Juki has a shadow personality which is more dominant than the attitude of persona, anima and animus, mana personality and self. Juki figures consider the shadow attitude as something called anti-mainstream. Shadow attitudes possessed by Juki figures lead to actions that are negative and disadvantageous others people.
Keywords: personality archetypes, persona, anima and animus, shadow, mana personality, self
ANALISIS FRAMING AKSI BAIM WONG MEMARAHI KAKEK SUHUD (analisis framing pemberitaan Baim Wong dengan kakek Suhud di media online Detik.com & Tempo.co edisi 13 Oktober 2021)
ABSTRACT
Framing Analysis of Baim Wong's Action Spoofing Grandpa Suhud
(analysis of the framing of Baim Wong's news with Grandpa Suhud in the online media of Detikhot & Tempo October 13, 2021 edition)
By: Septian Muhammad Khadafi
Online media is a medium of communication channels that are presented online on a website via the internet. Because in social media there are many conveniences that are obtained and have the most updated and current news, so that people can get information easily and quickly. In the online media there is a lot of news that is influenced by ideology. This study aims to show how the media frame a news media so that it is presented to the wider community in news about the Artist's Action Baim Wong scolding a grandfather named Suhud on online media Detikhot.com & Tempo.co. The focus of the research in this thesis is how Baim Wong's framing of actions scolds an old man named Suhud which was published in the OnlineDetikhot & Tempo edition of October 13, 2021. In the identification process of this research, the authors used a qualitative descriptive research method. Furthermore, the authors use the method of documentation & observation. The data obtained were analyzed by framing the Zhongdang Pan & Gerald M. Kosicki model, namely knowing the meaning or symbol of a news story. Furthermore, the author explains the framing of Detikhot.com & Tempo.com which is related to Baim Wong scolding a grandfather named Suhud, namely Detikhot's syntax tends to preach conceptually in revealing a reality for Baim Wong's Action to scold a grandfather. Meanwhile, Tempo emphasizes the iso of an existing reality.
keywords : framing, online media, Baim Wong, Zhongdang Pan & Gerald M. Kosick
PROSEDUR PEMBAYARAN DAN PELAPORAN PPH FINAL UNTUK WAJIB PAJAK UMKM BERDASARKAN PERATURAN PEMERINTAH NO 23 TAHUN 2018
This Final Assignment report was prepared by Rezki Tawakal Septian, Student Identification Number 1741211026, with the tittle “Payment Procedure and Reporting of Final Income Tax for UMKM Taxpayers Based on Government Regulation Number 23 of 2018” This report was prepared based on the results of research conducted by the author at Kantor Pelayanan Pajak (KPP) Pratama Sukabumi.
Income Tax Article 4 paragraph 2, or what is known as Final Income Tax, is income tax that is final (terminated) so that it cannot be credited (deducted) from the total income tax payable at the end of the tax year. the final income tax objects is prizes in the form of lotteries or sweepstakes, construction services businesses, land and building leases, as well as income that is imposed on gross income or 0.5% Final Income Tax for UMKM. Provisions regarding 0.5% Final Income Tax are further regulated in Government Regulation Number 23 of 2018 concerning Income Taxes received by taxpayers who have certain income.
Taxpayers who have a certain gross income are individual taxpayers, corporate taxpayers in the form of cooperatives, limited partnership, firms, or limited liability companies that earn income with gross income not exceeding Rp 4,800,000,000 in one tax year. Government Regulation Number 23 of 2018 (PP 23 2018) is a replacement from the previous regulation, namely Government Regulation Number 46 of 2013 (PP 46 2013). The main point from changing PP 46 2013 to PP 23 2018 is the change in rate that were originally from 1% to 0.5%. Reducing UMKM Final Income Tax so that UMKM actors not feel burdened with high taxes, so this policy is expected so that UMKM actors can play an active role in formal economic activities and provide convenience in carrying out their tax obligations.
The purpose of the authors carry out this research is to find out how to settle the UMKM Final Income Tax procedures. starting from doing calculations, payments, to reporting annual Notifications letter (Letter of Notification). In the process of completing the UMKM Final Income Tax the Taxpayer must first calculate, by way of each income or gross income earned each month multiplied by the rate in PP 23 of 2018 of 0.5%. After that, the taxpayer must create a billing code to get a tax payment slip that can be used for payments or reporting to banks or post offices. For annual reporting, taxpayers can use the E-Form through the djponline.pajak.go.id page and reporting is done no later than 3 months for individual taxpayers and 4 months for corporate taxpayers in the coming year
Pengembangan Media Spinning Wheel Pada Materi Lambang Bilangan
Dunia anak adalah dunia bermain, hal ini merupakan kebutuhan primer yang sulit dipisahkan dari kehidupan mereka. Penelitian ini bertujuan untuk mengembangkan media permainan Spinning Wheel agar tercipta pembelajaran berbasis learn and play juga meningkatkan motivasi belajar siswa kelas III Sekolah Dasar pada materi lambang bilangan. Penelitian ini dilaksanakan di SD Negeri 1 Panimbo. Penelitian ini merupakan penelitian pengembangan (R & D) oleh Borg dan Gall yang dimodifikasi oleh Sukmadinata. Penulis menyesuaikan model penelitian dan pengembangan Sukmadinata dengan menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation & Evaluation). Teknik analisis data yang digunakan pada penelitian ini adalah analisis data kuantitatif dan deskriptif. Instrumen yang digunakan pada penelitian ini adalah lembar yang berisi butiran pernyataan. Dari penelitian yang dilakukan diperoleh hasil uji validasi oleh ahli media diperoleh skor sebesar 89%, oleh ahli materi diperoleh skor 93%, dan oleh ahli desain pembelajaran diperoleh skor 79%. Hasil angket respon siswa diperoleh presentase sebesar 85,185%, Rata-rata nilai pretest yang diperoleh siswa yaitu 39.26 dan nilai posttest diperoleh 84.44. Dari hasil tersebut, maka dapat disimpulkan bahwa hasil presentase uji validasi masuk dalam kategori “Sangat Tinggi” dan hasil presentase respon siswa masuk dalam kategori “sangat menarik” sehingga pemahaman peserta didik dalam memahami materi pembelajaran sebelum dan sesudah menggunkan media pembelajaran Spinning Wheel terdapat peningkatan yang signifikan.
Kata kunci: Spinning Wheel, media pembelajaran.Lives. This research aims to develop the Spinning Wheel game media to create learn and play based learning and also increase the learning motivation of third grade elementary school students on number symbol material. This research was carried out at SD Negeri 1 Panimbo. This research is development research (R & D) by Borg and Gall which was modified by Sukmadinata. The author adapts the Sukmadinata research and development model using the ADDIE (Analysis, Design, Development, Implementation & Evaluation) development model. The data analysis technique used in this research is quantitative and descriptive data analysis. The instrument used in this research was a sheet containing detailed statements. From the research carried out, the validation test results obtained by media experts obtained a score of 89%, by material experts obtained a score of 93%, and by learning design experts obtained a score of 79%. The results of the student response questionnaire obtained a percentage of 85.185%. The average pretest score obtained by students was 39.26 and the posttest score was 84.44. From these results, it can be concluded that the percentage results of the validation test are in the "Very High" category and the results of the percentage of student responses are in the "very interesting" category so that students' understanding of the learning material before and after using the Spinning Wheel learning media has increased significantly. significant..
Keywords : Spinning Wheel, media pembelajaran
SME Credit Scoring Using Social Media Data
Credit analysis is required in a wide variety of decision of a modern economy.It includes understanding the credit risk of small-medium enterprises (SMEs),which today is the most significant contributor to the economy of almost everynation. Creditors usually use credit scoring as a tool to predict the probability ofthe SMEs to default in the future. The existing methods of SMEs credit scoringstill rely on traditional data, which may require high cost and have low scalability.This thesis proposed an alternative approach of credit scoring for small-mediumenterprises (SMEs), which incorporate a novel set of features extracted from socialmedia data.As a study case, we generate the credit scoring dataset which contains 20traditional features and 35 social media features to quantify the creditworthinessof more than 20,000 SMEs. The social media features are formulated basedon the previous studies in the adoption of social media data for personal creditscoring and the social media metrics for quantifying business social perception.To build the dataset, we develop the method to collect the information from somepublic websites and SMEs’ Facebook page.We conduct some experiments to develop credit scoring model for SMEs.We found that using only the social media features insufficient to model SMEsdefault in the future. However, by combining both social media features to buildthe credit scoring model, we will get better performance compared to the modeldeveloped using only traditional data
Selecting Large Infrastructure Projects with Belief-Based Best-Worst Method: A Case Study of Infrastructure Development Acceleration in Indonesia
Large Infrastructure Projects (LIPs) are essential to fulfill the needs of Indonesia. These LIPs have a substantial impact on not only the society but also the economy. The Indonesian government intends to accelerate infrastructure provision by selecting complex LIPs to be assisted by a government body, KPPIP (Committee for Acceleration of Priority Infrastructure Delivery). The selection is difficult due to the limited information in the early-phase of a project and creates uncertainty for the Decision-Makers (DMs). Besides, KPPIP does not have a structured approach in selecting the projects in Indonesia. Another challenge is the non-comprehensive list of KPPIP selection criteria. The process cannot generate good decisions. Therefore, the problem statement is formulated as “KPPIP does not have a tool to handle the uncertainty of the DMs to deal with the selection of LIPs based on the project complexity.” This study has three objectives. First, generate a list of selection criteria. Second, propose a decisionmaking method to manage LIPs selection issues. Lastly, check the suitability and usefulness of the method. The research question is formulated as: “How do decision-makers select LIPs based on the project complexity giving the uncertainty of DMs?” Two relevant topics are synthesized from a systematic literature review: first, the selection of LIPs. Second, two Multi-Criteria Decision-Making (MCDM) methods, i.e., Best-Worst Method (BWM) and Evidential Reasoning (ER) approach. This research proposes a methodology that comprises three main processes. First, a set of selection criteria is created. Secondly, criteria weights are obtained with Belief-Based Best-Worst Method (B-BWM). Lastly, projects’ scores are acquired by an ER approach. The findings show significant changes in the weights and various preferences on the critical criteria among four sectors compared to those obtained from KPPIP’s current assessment. The weights from four sectors are computed as the group weights and more reliable because it considers the reliability of the DMs. The results show that the previously critical criteria are not considered as necessary in the new assessment and discover several criteria to be added to the existing criteria set. The projects’ score demonstrates the non-comprehensiveness of the existing criteria set. The sensitivity analysis shows a less sensitive result on the group weights and higher robustness of Group B-BWM due to the use of interval collective weights. The weights’ change implies a biased understanding of the criteria’s importance and shows the non-comprehensiveness of the criteria in KPPIP current assessment. The application of Belief Structure (BS) form in both the B-BWM and ER approach can handle the non-quantifiable criteria which cannot be managed in the KPPIP method. The challenges in the selection of LIPs are identified: the complexity of LIPs, the uncertainty of the DMs, non-comprehensiveness of KPPIP current criteria, and limitation of KPPIP current methods. Five confirmed important criteria are found: “Project Development Fund support,” “determination of funding scheme,” “executive direction,” “technological newness/innovation of the project/products,” and “availability of people, material, and resources due to sharing.” A procedure comprises of Group B-BWM and ER approach is proposed and offers some advantages, such as considering the reliability of DMs, flexibility, compatibility, and more robust methods. The proposed methodology is confirmed to be fit-for-purpose in LIPs selection. Four recommendations for the selection of LIPs are proposed: Establish comprehensive criteria set, implement Group B-BWM and ER approach, and set the grades definition. For future research: Use a project complexity criteria framework from literature, conduct group project scoring, conduct multiple case studies, use more samples, and conduct concurrent validity.Civil Engineering | Construction Management and Engineerin
“Analisis Peran Wwf Dalam Upaya Pelestarian Hutan Untuk Mencapai SDG’S Sejak Tahun 2018-2020 di Kampung Sawesuma, Kabupaten Jayapura”
Sustainable Development Goals (SDGs) atau Pembangunan Berkelanjutan menjadi
agenda global yang dicanangkan untuk mengakhiri kemiskinan ekstrem, mengurangi
ketidaksetaraan, dan melindungi planet ini pada tahun 2015 – 2030. World Wild Fund (WWF)
sebagai salah satu Lembaga Swadaya Masyarakat (LSM) telah bekerja dan implementasikan
SDGs secara global. Terkait dengan SDG’s, Indonesia juga ikut meratifikasi melalui peran WWF
di beberapa tempat di Indonesia. Papua memiliki Sumber Daya Alam dan keanekaragaman
hayati yang melimpah untuk menjadi paru-paru dunia. Kehadiran NGO seperti WWF di
Kampung Sawesuma, Kabupaten Jayapura, Papua, memiliki manfaat dalam pencapaian SDG’s
dengan menciptakan kesadaran masyarakat dalam pemaanfaatan hutan. Pelestarian hutan di
Kampung Sawesuma dapat membantu mencapai SDG’s di daerah ini dengan mengurangi angka
kemiskinan, adanya kesetaraan gender, melakukan aksi nyata dalam perubahan iklim, perbaikan
ekosistem daratan, dan membangun kerjasama antar lembaga. Peran WWF ID Program Papua
dalam pelestarian hutan dilakukan dengan memberdayakan masyarakat melalui pendekatan
berdasarkan adat. Akan tetapi, analisis mengenai peran WWF dalam mengimplementasikan
SDGs di Papua masih sedikit. Penulis menggunakan metode penelitian kualitatif deksriptif dalam
melihat peran WWF dalam pelestarian hutan untuk mencapai SDG’s. Namun dalam
kenyataannya relevansi masyarakat yang hidupnya masih dekat dengan alam sangat berbeda jauh
dengan standard yang coba di terapkan. Dalam melihat peran WWF dalam mengisi kekosongan
yang tidak dilakukan oleh pemerintah untuk masyarakat berbasis adat dalam pelestarian hutan
untuk mencapai SDG’s di kampung Sawesuma, di harapkan bahwa kehadiran NGO seperti
WWF dapat menciptakan harmonisasi yang baik antar pemerintah, pihak terkait dan masyarakat.The Sustainable Development Goals (SDGs) are a global agenda launched to end extreme
poverty, reduce inequality, and protect the planet in 2015 – 2030. The World Wild Fund (WWF)
as one of the Non-Governmental Organizations (NGOs) has worked and implements the SDGs
globally. Regarding to SDG's, Indonesia has also ratified it through the role of WWF in several
places in Indonesia. Papua has abundant natural resources and biodiversity to become the lungs
of the world. The presence of NGOs such as WWF in Sawesuma Village, Jayapura Regency,
Papua, has benefits in achieving the SDGs by creating public awareness of forest utilization.
Forest conservation in Sawesuma Village can help achieve the SDGs in this area by reducing
poverty, providing gender equality, taking real action on climate change, improving terrestrial
ecosystems, and building inter-institutional collaboration. The role of WWF ID Papua Program
in forest conservation is carried out by empowering the community through an approach based
on adat (culture). However, the analysis of WWF's role in implementing the SDGs in Papua is
still scanty. The author uses descriptive qualitative research methods to see the role of WWF in
forest conservation to achieve the SDGs. But in reality the relevance of people whose lives in
Suwasema Village are still close to nature and different from the standards that are trying to be
applied by SDGs. In looking at WWF's role in filling the void that is not done by the government
for indigenous-based communities in forest conservation to achieve SDG's in Sawesuma Village,
the presence of NGOs such as WWF is hoped to create good harmonization between the
government, related parties and the community
A study of generator performance with linear permanent magnet in various coil configuration and rotor-stator geometry
Pengembangan Media DIA RAJA (Audio Visual Aksara Jawa) Pada Mata Pelajaran Bahasa Jawa Sekolah Dasar
Mata pelajaran dalam bahasa jawa dianggap sebagai mata pelajaran yang rumit, mereka kurang memahami dalam membaca tulisan terkait aksara jawa dan penggunaan media terkesan terbatas sehingga siswa belum mampu memahami materi aksara. Penelitian ini memiliki tujuan untuk mengembangkan media pembelajaran audio visual yang dapat digunakan oleh siswa kelas V Sekolah Dasar untuk belajar materi aksara Jawa. Penelitian ini dilaksanakan di SD Negeri Kutowinangun 08 Salatiga. Penelitian ini menggunakan jenis penelitian dan pengembangan Research and Development (R & D). Desain pengembangan media pada penelitian ini adalah menggunakan prosedur pengembangan Borg and Gall yang dimodifikasi oleh Sukmadinata. Penulis menyesuaikan model penelitian dan pengembangan Sukmadinata dengan menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation & Evaluation). Teknik analisis data yang digunakan pada penelitian ini adalah analisis data kuantitatif dan deskriptif. Instrumen yang digunakan adalah lembar yang berisi butiran pernyataan. Dari penelitian yang dilakukan diperoleh hasil uji validasi oleh ahli media diperoleh skor sebesar 96%, oleh ahli materi diperoleh skor 90%, dan oleh ahli Bahasa diperoleh skor 98%. Hasil angket respon siswa diperoleh presentase sebesar 95.66%. Rata-rata nilai pretest yang diperoleh siswa yaitu 28.89 dan nilai posttest diperoleh 84.72. Dari hasil tersebut, maka dapat disimpulkan bahwa hasil presentase uji validasi masuk dalam kategori “Sangat Tinggi” dan hasil presentase respon siswa masuk dalam kategori “sangat menarik” sehingga pemahaman peserta didik dalam memahami materi pembelajaran sebelum dan sesudah menggunkan media pembelajaran audiovisual materi aksara jawa terdapat peningkatan yang signifikan. Subjects in Javanese language are considered as complicated subjects, they lack understanding in reading writing related to Javanese script and the use of media seems limited so that students have not been able to understand the script material. This study aims to develop audio-visual learning media that can be used by fifth grade elementary school students to learn Javanese characters. This research was conducted at SD Negeri Kutowinangun 08 Salatiga. This research used the Research and Development (R & D) type of research and development. The media development design in this study is using the Borg and Gall development procedure modified by Sukmadinata. The author adjusted Sukmadinata's research and development model by using the ADDIE development model (Analysis, Design, Development, Implementation & Evaluation). The data analysis technique used in this research is quantitative and descriptive data analysis. The instrument used is a sheet containing statement items. From the research conducted, the results of the validation test by media experts obtained a score of 96%, by material experts obtained a score of 90%, and by language experts obtained a score of 98%. The results of the student response questionnaire obtained a percentage of 95.66%. The average pretest score obtained by students is 28.89 and the posttest score is 84.72. From these results, it can be concluded that the results of the validation test percentage are in the "Very High" category and the results of the student response percentage are in the "very interesting" category so that students' understanding of learning material before and after using audiovisual learning media on Javanese script material there is a significant increase.Subjects in Javanese language are considered as complicated subjects, they lack
understanding in reading writing related to Javanese script and the use of media seems limited so that students have not been able to understand the script material. This study aims to develop audio-visual learning media that can be used by fifth grade elementary school students to learn Javanese characters. This research was conducted at SD Negeri Kutowinangun 08 Salatiga. This research used the Research and Development (R & D) type of research and development. The media development design in this study is using the Borg and Gall development procedure
modified by Sukmadinata. The author adjusted Sukmadinata's research and development model by using the ADDIE development model (Analysis, Design, Development, Implementation & Evaluation). The data analysis technique used in this research is quantitative and descriptive data analysis. The instrument used is a sheet containing statement items. From the research conducted, the results of the validation test by media experts obtained a score of 96%, by material experts obtained a score of 90%, and by language experts obtained a score of 98%. The results of the student response questionnaire obtained a percentage of 95.66%. The average pretest score obtained by students is 28.89 and the posttest score is 84.72. From these results, it can be concluded that the results of the validation test percentage are in the "Very High" category and the results of the student response percentage are in the "very interesting" category so that students' understanding of learning material before and after using audiovisual learning media on Javanese script material there is a significant increase
Iklan Layanan Masyarakat Sosialisasi Berkendara bagi Usia Remaja Agar Tertib Berlalu Lintas
Later, the accident rate in Indonesia has risen high enough. The cause and the case was varied until the teen-age children. Any accident must be accepted losses in terms of both material and moral. The high rate of accidents involving teen-age children can be caused by various reasons. One is the lack of parental supervision and social control. Knowledge of less socialized to children in their teens. Unstable emotional condition can also affect the likelihood of accidents to children aged teens. With good reason, the author would like to play an active role in their teens socialize children. The way in which the writer is to create a work of public service in the form of two-dimensional animated videos aimed at children aged teens. Based on the work that has been created, it can be concluded that the public service ads based 2D animation running properly and in accordance with the intended target audience. Public service ads based 2D animation can help a teenager to understand the general rules of good driving on the highway
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