42 research outputs found

    Vaccines for epidemic infections and the role of CEPI

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    The author reviews the foundation of the Coalition for Epidemic Preparedness and Innovations and the choices it has made for funding of vaccine development against epidemic diseases. He comments on those decisions as well as proposing how CEPI could remain relevant for the long term

    ANALISIS PERAN PENGASUHAN ORANG TUA PADA MASYARAKAT KASEPUHAN CIPTAGELAR TERHADAP KEMAMPUAN ECOLITERACY ANAK USIA DINI

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    Penelitian ini bertujuan untuk mengetahui peran pengasuhan orang tua terhadap kemampuan ecoliteracy anak usia dini. Penelitian ini menggunakan pendekatan short-term etnografi yaitu jenis etnografi yang dilakukan secara singkat dengan membuat intensitas data yang pendekatannya menggunakan video pengamatan aktivitas yang akan diamati secara cermat. Instrumen yang digunakan yaitu lembar obervasi dan panduan wawancara. Jumlah responden atau sampel yang digunakan yaitu 4 keluarga yang memiliki anak dengan rentan usia 4-6 Tahun. Hasil dari penelitian ini yaitu peran pengasuhan orang tua masyarakat Kasepuhan Ciptagelar terhadap kemampuan ecoliteracy anak ditanamkan melalui pembiasan-pembiasaan. Adapun pembiasan yang diberikan diantaranya yaitu Nyawah (diajak kesawah), Ngajak Ka leuweung (diajak ke hutan), dan Paruntahan (pembiasan membuang sampah). Selain itu, anak memiliki kemampuan ecoliteracy yang tercermin dalam sikap yang dimilikinya, dari mulai pengetahuan, kepedulian dan kemampuan praktis. Adapun hasil dari penelitian ini diharapkan dapat menjadi sebuah refleksi serta menjadi khazanah ilmu bagi orang tua maupun guru dalam mengajarkan anak tentang peduli lingkungan hidup sehingga dapat terbentuknya ecoliteracy pada diri anak. This study aims to determine the parenting style of the ability in early childhood ecoliteracy. This study uses a short-term ethnographic approach. This type of ethnography is carried out briefly by creating data intensity whose approach uses video observations of the activities that will be observed carefully. The instruments used are observation sheets and interview guidelines. The number of respondents or samples used are 4 families with children aged 4 to 6 years old. The results of this study showed that the ability of ecoliteracy in Kasepuhan Ciptagelar are applied through daily habitual activities that are shown and demonstrated by the parents, such as Nyawah (go to the rice fields), leuweung (go to the forest), and paruntahan (throw the trash into the right place). In addition, the children have had the ability of ecoliteracy that is shown on their positive attitudes such as their knowledge, their concern and the practical abilities in their daily life

    PENERAPAN BANK SAMPAH DI LINGKUNGAN KELUARGA DALAM MENUMBUHKAN ECOLITARACY ANAK USIA DINI

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    Kerusakan lingkungan yang dilakukan oleh ulah manusia kini semakin kompleks. Peran ecoliteracy sangat penting dalam menjadikan manusia yang melek ekologis. Bank sampah merupakan sebuah upaya yang dapat dilakukan untuk meminimalisir kerusakan ingkungan tersebut. Penelitian ini menggunakan desain penelitian studi kasus dengan sampel penelitian sebanyak 3 orang partisipan. Adapun hasil penelitian ini anak usia dini sangat antusias dalam mengumpulkan sampah plastik untuk dikumpulkan lalu di jual. Masalah sampah plastik dilingkungan keluarga tersebut dapat diminimalisir dan anak memiliki kepedulian terhadap merawat lingkungan sekitarnya

    GAME PERANG UDARA

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    Permainan video adalah permainan yang menggunakan interaksi dengan antarmuka pengguna melalui gambar yang dihasilkan oleh peranti keluaran, monitor. Permainan yang dimaksud dalam kata "game" juga merujuk pada pengertian “kelincahan intelektual” (intellectual playability) yang pada tingkat tertentu, merupakan ukuran sejauh mana game itu menarik untuk dimainkan secara maksimal. Permainan tidak hanya berfungsi sebagai hiburan semata. Dewasa ini telah banyak dilakukan penelitian mengenai efek positif dari permainan, beberapa kesimpulannya, permainan dapat dijadikan sarana untuk pembelajaran (Education Game). Permainan dapat menjadi sarana penyembuhan dari suatu penyakit, dan permainan dapat pula berfungsi menjadi sarana pengembangan kemampuan diri. Implementasi dari aplikasi dibuat dengan menggunakan Unity3D. Game Perang Udara. Game ini berjenis Adventure / petualangan yang diwarnai dengan pertempuran. Objek utama dalam game ini berupa pesawat tempur. Kontrol permainan dilakukan melalui keyboard dan mouse. Pemain yang diwakili pilot sebuah pesawat udara melakukan misi perjalanan untuk sampai pada tempat akhir. Dalam perjalanan menuju tempat tujuan, pemain dirintangi oleh berbagai halangan. Untuk menghadapi halangan yang muncul, pemain dapat melakukan update posisi atau menembak/menghancurkan halangan, halangan berupa pesawat musuh. Saat pemain tidak mampu menghadapi halangan dan hancur oleh halangan maka, nilai kesempatan bermain atau melanjutkan permainan akan berkurang. Permainan dimenangkan jika pemain berhasil mencapai tempat tujuan. Keyword : Console, Intellectual Playability, Game, Education Game, Unity3D, Keyboard, Mouse

    USER SATISFACTION ANALYSIS OF DANA APPLICATION USING END USER COMPUTING SATISFACTION METHOD

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    The XYZ e-wallet application provides convenience in non-cash transactions with various features. Even though it allows for comfort in commerce, there are deficiencies in the XYZ e-wallet application that make users feel uncomfortable and dissatisfied. Weaknesses in the XYZ e-wallet application, namely there are problems updating the XYZ e-wallet to Premium, it is difficult to make payments to merchants who work with the XYZ e-wallet application, and there are problems with e-wallet application services on the service menu reporting problems response the customer service of the XYZ e-wallet application is old and ineffective. The results of the pre-research questionnaire on 59 answers found that 54.2% of respondents needed help making transactions. As many as 61% of users are dissatisfied with the services provided by the XYZ e-wallet application. This research analyzed user satisfaction with the XYZ e-wallet application using the EUCS method. This method measures five variables: Content, Accuracy, Format, Ease of Use, and Timelines. Each variable is measured with four questions. The results showed that the variables Content, Format, and Ease of Use were satisfied with Very Satisfied criteria, while the Accuracy and Timeliness variables had Satisfied criteria. The smallest calculated value is in the Accuracy and Timeliness variables which discuss the accuracy of errors when making transfers, upgrading the XYZ e-wallet account to Premium, and timeliness in handling problem reports. This research analyzed user satisfaction with the XYZ e-wallet application using the EUCS method. This method measures five variables: Content, Accuracy, Format, Ease of Use, and Timelines. Each variable is measured with four questions. The results showed that the variables Content, Format, and Ease of Use were satisfied with Very Satisfied criteria, while the Accuracy and Timeliness variables had Satisfied criteria. The smallest calculated value is in the Accuracy and Timeliness variables which discuss the accuracy of errors when making transfers, upgrading the XYZ e-wallet account to Premium, and timeliness in handling problem reports. This research analyzed user satisfaction with the XYZ e-wallet application using the EUCS method. This method measures five variables: Content, Accuracy, Format, Ease of Use, and Timelines. Each variable is measured with four questions. The results showed that the variables Content, Format, and Ease of Use were satisfied with Very Satisfied criteria, while the Accuracy and Timeliness variables had Satisfied criteria. The smallest calculated value is in the Accuracy and Timeliness variables which discuss the accuracy of errors when making transfers, upgrading the XYZ e-wallet account to Premium, and timeliness in handling problem reports. Each variable is measured with four questions. The results showed that the variables Content, Format, and Ease of Use were satisfied with Very Satisfied criteria, while the Accuracy and Timeliness variables had Satisfied criteria. The smallest calculated value is in the Accuracy and Timeliness variables which discuss the accuracy of errors when making transfers, upgrading the XYZ e-wallet account to Premium, and timeliness in handling problem reports. Each variable is measured with four questions. The results showed that the variables Content, Format, and Ease of Use were satisfied with Very Satisfied criteria, while the Accuracy and Timeliness variables had Satisfied criteria. The smallest calculated value is in the Accuracy and Timeliness variables which discuss the accuracy of errors when making transfers, upgrading the XYZ e-wallet account to Premium, and timeliness in handling problem report

    UPAYA MENINGKATKAN HASIL BELAJAR IPA TENTANG PERPINDAHAN KALOR DENGAN PENERAPAN MODEL DISCOVERY LEARNING UNTUK PESERTA DIDIK KELAS V SD NEGERI JOMBANG 01

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    Penelitian ini bertujuan untuk mengetahui apakah penerapan model Pembelajaran Penemuan dapat meningkatkan hasil belajar IPA tentang perpindahan kalor untuk peserta didik kelas V SD Negeri Jombang 01. Pelaksanaan perbaikan dilakukan dalam dua siklus. Siklus I dilaksanakan pada tanggal 10 Januari 2022, dan Siklus II pada tanggal 24 Januari 2022. Pada studi awal hasil belajar peserta didik masih sangat rendah. Setelah dilakukan penelitian tindakan kelas, Siklus I peserta didik dengan hasil belajar mencapai sebanyak 63,3 %, sedangkan yang belum mencapai sebanyak 36,7 %. Siklus II peserta didik dengan hasil belajar mencapai sebanyak 93,3 %, sedangkan yang belum mencapai sebanyak 6,7 %. Maka disimpulkan bahwa penerapan discovery learning dapat meningkatkan hasil belajar IPA tentang perpindahan kalor pada peserta didik kelas V SD Negeri Jombang 01 Kecamatan Ciputat Kota Tangerang Selatan

    Analysis of Segmentation Parameters Effect towards Parallel Processing Time on Fuzzy C Means Algorithm

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    Fuzzy C Means algorithm or FCM is one of many clustering algorithms that has better accuracy to solve problems related to segmentation. Its application is almost in every aspects of life and many disciplines of science. However, this algorithm has some shortcomings, one of them is the large amount of processing time consumption. This research conducted mainly to do an analysis about the effect of segmentation parameters towards processing time in sequential and parallel. The other goal is to reduce the processing time of segmentation process using parallel approach. Parallel processing applied on Nvidia GeForce GT540M GPU using CUDA v8.0 framework. The experiment conducted on natural RGB color image sized 256x256 and 512x512. The settings of segmentation parameter values were done as follows, weight in range (2-3), number of iteration (50-150), number of cluster (2-8), and error tolerance or epsilon (0.1 – 1e-06). The results obtained by this research as follows, parallel processing time is faster 4.5 times than sequential time with similarity level of image segmentations generated both of processing types is 100%. The influence of segmentation parameter values towards processing times in sequential and parallel can be concluded as follows, the greater value of weight parameter then the sequential processing time becomes short, however it has no effects on parallel processing time. For iteration and cluster parameters, the greater their values will make processing time consuming in sequential and parallel become large. Meanwhile the epsilon parameter has no effect or has an unpredictable tendency on both of processing time

    KLASIFIKASI RASA BERDASARKAN CITRA BUAH MENGGUNAKAN ALGORITMA CONVOLUTIONAL NEURAL NETWORK DENGAN TEKNIK IDENTITAS GANDA

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    Identitas ganda yang merupakan hal yang wajar dijumpai di dunia nyata, misal transgender salah satunya. Dalam penelitian ini, membedakan buah yang memiliki jenis rasa yang lebih dari satu, seperti buah lemon mempunyai identitas ganda yaitu asam dan asin.  Untuk pengkategorisasian Deep Learning, biasanya populasi dataset training memiliki objek yang berbeda satu sama lain. Pada rasa yang terkandung dalam buah, bisa kita eksploitasi untuk melihat perilaku CNN dalam mengenali objek – objek yang memiliki identitas lebih dari satu. Adapun fase training dalam penelitian ini yaitu pada dua kategori rasa yang berbeda dengan sengaja dimasukkan beberapa citra buah yang sama ke dalam dua kategori ini. Akurasi dari pengkategorisasian ini kemudian dibandingkan dengan akurasi dari pengkategorisasian yang murni tidak terdapat objek kembar di tiap – tiap kategorinya. Dari hasil simulasi didapatkan akurasi model ketika ada identitas ganda sebesar 95%, Adapun yang murni didapatkan sebesar 98%.Kata Kunci: Machine Learning, Deep Learning, CNN, Rasa, Bua

    BUDAYA ORGANISASI DALAM MENINGKATKAN KINERJA GURU DI MTS NU KRUI PESISIR BARAT

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    ABSTRAK Budaya organisasi adalah suatu kerangka kerja yang mencakup seluruh aturan, pola nilai, prinsip, tradisi, kebiasaan yang dibentuk dan dikembangkan dalam jangka waktu yang lama dan menjadi pegangan dalam berperilaku, bersikap dan menjalankan tanggung jawabnya. Dalam penerapan budaya organisasi yang mengacu pada indikator Luthan dan Edga terdapat enam indikator budaya organisasi yaitu diantaranya Observed Behavioral Regularities, Norms, Dominant Value, Philosophy, Rules, Organization Climate. Metode penelitian yang digunakan oleh penulis adalah deskriptif kualitatif. Sumber informasi diperoleh penulis dari data primer dan sekunder. Metode pengumpulan data yang digunakan penulis adalah wawancara, observasi dan dokumentasi. Data yang diperoleh kemudian dianalisis dengan menggunakan teknik reduksi data, penyajian data, verifikasi data dan inferensi. Dalam pengecekan keabsahan data, penulis menggunakan triangulasi sumber. Berdasarkan hasil penelitian budaya organisasi dalam meningkatkan kinerja guru dengan menggunakan indikator Luthan dan Edgar, Norma (Norms) yang diterapkan pada MTs NU Krui Pesisir Barat, terdapat beberapa aspek, seperti; norma kesusilaan, norma kesopanan dan norma agama. Dimana didalamnya terdapat berperilaku jujur dan adil, saling menghormati antara guru dan siswa, beribadah sesuai dengan ajaran agama. Norma-norma ini akan berperan dalam peningkatan kinerja guru dan prestasi serta kepribadian siswa. Peraturan (Rules) yang diterapkan pada MTs NU Krui Pesisir Barat, terdapat tata tertib sekolah, tata tertib guru (yang telah disepakati), serta tata tertib siswa (buku kendali siswa) yang berisikan point-point pelanggaran. Pemberian reward dan punishment semakin memperjelas dan menguatkan berlakunya peraturan-peraturan di MTs NU Krui Pesisir Barat. Iklim Organisasi (Organization Climate) yang diterapkan pada MTs NU Krui Pesisir Barat dijaga melalui hubungan atau komunikasi yang harmonis dengan menggunakan Bahasa lokal dalam berkomunikasi. Selain itu juga penarapan budaya sapa salam dipagi hari oleh seluruh warga sekolah. Iklim organisasi sekolah ini membangun pengaruh, karakter, spirit, etos dan suasana batin sehingga memberi dampak terhadap perilaku anggota di MTs NU Krui Pesisir Barat. Kata Kunci : Budaya Organisasi, Kinerja Guru iii ABSTRACT Organizational culture is a framework that includes all rules, value patterns, principles, traditions, habits that are formed and developed over a long period of time and become a guideline for behavior, behavior and carrying out responsibilities. In applying organizational culture which refers to Luthan and Edga's indicators, there are six indicators of organizational culture, namely Observed Behavioral Regularities, Norms, Dominant Value, Philosophy, Rules, Organization Climate. The research method used by the author is descriptive qualitative. The author obtained the source of information from primary and secondary data. The data collection methods used by the author are interviews, observation and documentation. The data obtained was then analyzed using data reduction techniques, data presentation, data verification and inference. In checking the validity of the data, the author uses source triangulation. Based on the results of research on organizational culture in improving teacher performance using Luthan and Edgar's indicators, the Norms applied to MTs NU Krui Pesisir Barat, there are several aspects, such as; moral norms, politeness norms and religious norms. Where there is honest and fair behavior, mutual respect between teachers and students, worship in accordance with religious teachings. These norms will play a role in improving teacher performance and student achievement and personality. The rules applied at MTs NU Krui Pesisir Barat include school rules, teacher rules (which have been agreed upon), and student rules (student control book) which contain points of violation. Providing rewards and punishments further clarifies and strengthens the implementation of the regulations at MTs NU Krui Pesisir Barat. The Organizational Climate applied at MTs NU Krui Pesisir Barat is maintained through harmonious relationships or communication using local language in communication. Apart from that, the entire school community is also practicing greetings and greetings in the morning. The organizational climate of this school builds influence, character, spirit, ethos and inner atmosphere so that it has an impact on the behavior of members at MTs NU Krui Pesisir Barat. Keywords: Organizational Culture, Teacher Performanc

    WEBSITE-BASED COMPETENCE CERTIFICATION INFORMATION SYSTEM USING RAPID APPLICATION DEVELOPMENT (RAD) METHOD

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    Information system is a series of information systems that are overall and organized and rationally capable of transforming data into information. Competency Test Place (TUK) is a unit implementing competency standard testing, competency certification in a professional field and has responsibility for the implementation, guidance and development of competency standards and competency certification. Based on the results of interviews with the TUK unit manager, there are several obstacles in their services, namely, the certification registration process which has not been effective in serving prospective competency test participants, then certification information related to certification is still difficult for students to obtain directly. Based on these problems, it is necessary to have a Competency Certification information system that has a function as a medium for sharing information as well as a media for registration of certification. This study aims to build a Certification Information System and measure the level of conformity. The method that will be used in this research is RAD (Rapid Application Development). RAD was chosen because this model emphasizes the short development cycle of software development. UAT Operational Acceptance Testing was chosen because the level of acceptance of a system by users can be a benchmark for assessing the acceptance of an information technology by users and requires users to use the system or software that has been created. The test results using Operational Acceptance Testing type UAT on the system have obtained valid results which are accepted by 24 respondents who have tried the competency certification information system
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