689 research outputs found
Analisis Rasio Roa Dengan Du Pont System Untuk Mengukur Kinerja Keuangan Perusahaan Pt. Pan Brothers Tbk Pada Tahun 2008-2012
ABSTRAK
ANALISIS RASIO ROA DENGAN DU PONT SYSTEM UNTUK MENGUKUR KINERJA KEUANGAN PERUSAHAAN PT. PAN BROTHERS Tbk PADA TAHUN 2008-2012
ARIE SETIAWAN
F3311021
Tujuan dari penelitian ini adalah (1) untuk mengetahui kinerja keuangan perusahaan menggunakan rumus Du Pont System. Langkah penelitian ini dilakukan dengan menerapkan metode analisis deskripsi dengan mengukur unsur rasio keuangan seperti Profit Margin (PM), Perputaran Total Aset dan Tingkat Pengembalian Aset. Hasil dari penelitian ini adalah rasio Profit Margin (PM) menunjukkan kondisi yang baik, tetapi pada rasio Perputaran Total Aset menampilkan progres yang buruk karena terdapat kesenjangan jumlah antara total aset dan penjualan
Perancangan Board Game Penanaman Nilai Pancasila untuk Anak 6-10 Tahun Menggunakan Mekanik Co-Operative Play
Tidak diizinkan karya tersebut diunggah ke dalam aplikasi Repositori Perpustakaan Universitas karena telah dipublikasi ke Jurnal Andharupa, Vol. 5, No. 2, Agustus 2019 .Pancasila adalah ideologi masyarakat Indonesia. Pancasila digunakan sebagai pedoman untuk membangun karakter bangsa. Namun pada kenyataannya, nilai Pancasila di masyarakat terutama di kalangan anak-anak mulai memudar terlihat pada perilaku anak-anak yang seperti tidak memiliki moral. Salah satu penyebab pudarnya nilai-nilai Pancasila adalah pendidikan di Indonesia yang kurang menanamkan nilai Pancasila di dalam kelas dan metode pembelajaran yang membosankan sehingga membuat siswa kurang bersemangat ketika mempelajari Pendidikan Kewarganegaraan. Penelitian ini menghasilkan board game yang dirancang menggunakan metode perancangan studio game Kummara sebagai media pembelajaran inovatif. Selain itu, penelitian ini juga bertujuan untuk menarik minat belajar siswa dan menanamkan nilai karakter secara tidak langsung lewat aturan dalam permainan dan secara langsung lewat bimbingan yang diberikan saat permainan. Respon baik diberikan oleh murid- murid, dimana murid-murid merasa senang belajar Pancasila dengan board game ini dan adanya peningkatan nilai dari hasil tes yang diberikan kepada murid-murid.Pancasila is the ideology of the Indonesian people. Pancasila be used as a guideline to build national character. But in reality, the value of Pancasila in the community especially among children began to fade which children act as immoral. One of the causes of the fading values of Pancasila is an education in Indonesia was less imparts the value of Pancasila in the classroom and bores methods of learning, so it makes students less enthusiasm when studies the Citizenship Education. This research produced a board game designed by using the Kumara Studio game method design as innovative media learning. Moreover, this research purpose is also to attract the attention of students to study and implantation the value of a character indirectly through rules in gameplay and directly through guidance given by during playtimes. Responded well given by students and students feel joyful when learning Pancasila using board games. There is also an increase in the grade of students' test results
Sei arie con istromenti, composte dal Sig. Gioseppe Manfredini.
Bound with: F. Palma, Sei arie con istromenti ... Opera terza, London 1749
Erratum: Wound healing and longevity: Lessons from long-lived αMUPA mice
In this Article, the additional affiliation is added for Arie Budovsky, a co-author of this manuscript. Erratum for
Wound healing and longevity: lessons from long-lived αMUPA mice. [Aging (Albany NY). 2015
Perancangan Board Game Sebagai Media Pembelajaran Meningkatkan Kesantunan Berbahasa Jawa Untuk Anak Usia 8 Tahun
Masyarakat Jawa adalah salah satu suku di Pulau Jawa yang dikenal menjunjung tinggi nilai-nilai kesantunan dalam berbahasa Jawa terutama terhadap orang yang lebih tua. Namun, dengan hadirnya fenomena percampuran bahasa asing yang diadaptasi, membuat penggunaan bahasa Jawa Krama semakin menurun penggunanya dikalangan anak muda. Faktor lain yang mempengaruhi degradasi penggunaan bahasa Jawa Krama adalah berkembangnya berbagai gaya hidup dan bahasa yang tidak sesuai dengan norma-norma budaya Jawa. Penting untuk mengajarkan anak Budi Pekerti yang memiliki unsur budaya Jawa sejak usia dini. Board game “Budi Pakerti” merupakan salah satu bentuk upaya melatih kepekaan terhadap tata krama kepada orang yang lebih tua dan menguatkan daya ingat anak terhadap kosa-kata bahasa Jawa Krama. Metode yang digunakan pada penelitian ini adalah metode deskriptif dengan strategi linier. Hasil dalam perancangan board game “Budi Pakerti” adalah memberikan kemudahan anak dalam belajar dikarenakan antusiasme anak dalam bermain game beserta belajar bahasa Jawa Krama secara menyenangkan.Javanese people are one of the tribes in Java Island who are known to uphold the values of politeness in Javanese language, especially towards elders. However, with the presence of the phenomenon of foreign language mixtures that are adapted, the use of Javanese Krama is decreasing among young people. Another factor that affects the degradation of Javanese Krama language use is the development of various lifestyles and languages that are not in accordance with Javanese cultural norms. It is important to teach children Budi Pekerti which has elements of Javanese culture from an early age. The board game "Budi Pakerti" is one of the efforts to train sensitivity to manners to elders and strengthen children's memory of Javanese Krama vocabulary. The method used in this research is descriptive method with linear strategy. The result in designing the board game "Budi Pakerti" is to make it easier for children to learn due to the enthusiasm of children in playing games and learning Javanese Krama in a fun way
Health and Recreation Physical Education
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Filter Instagram sebagai Media Promosi Soft Selling Bagi Dusun Semilir
Promosi merupakan suatu bentuk komunikasi antara konsumen dan penjual. Promosi juga merupakan salah satu strategi pemasaran sebuah produk dengan menggunakan media yang mampu menarik perhatian audience. Seiring berkembangnya jaman maka banyak cara promosi yang dapat dilakukan salah satu nya dengan melakukan promosi secara digital. Dusun Semilir menggunakan promosi digital menggunakan beberapa platform yaitu Tiktok dan Instagram. Pada platform Instagram Dusun Semilir aktif melakukan promosi pada fitur Instagram Story dan Instagram Feeds. Audience kurang tertarik dengan konten yang telah disajikan oleh Dusun Semilir pada saat low season sehingga menyebabkan turunnya insight Instagram Dusun Semilir pada saat low season. Selain itu engagement rate Instagram Dusun Semilir mempunyai angka dibawah rata-rata. Tujuan penelitian ini adalah untuk membantu Dusun Semilir menaikan engagement rate Instagram dan insight Instagram agar brand image Dusun Semilir tetap terjaga. Metode penelitian campuran kualitatif dan kuantitatif serta strategi penelitian linear digunakan dalam penelitian ini. Hasil penelitian ini audience menyukai new media interaktif yaitu filter Instagram sebagai media promosi soft selling yang interaktif.Promotion is a form of communication between consumers and sellers. Promotion is also one of the marketing strategies for a product using media that is able to attract the attention of the audience. Along with the development of the era, there are many ways of promotion that can be done, one of which is by promoting digitally. Dusun Semilir uses digital promotions using several platforms, namely Tiktok and Instagram. On the Instagram platform, Dusun Semilir actively promotes the Instagram Story and Instagram Feed features. The audience is less interested in the content that has been presented by Dusun Semilir during the low season, causing a decrease in Dusun Semilir's Instagram insights during the low season. In addition, Dusun Semilir's Instagram engagement rate is below the average. The purpose of this research is to help Dusun Semilir increase Instagram engagement rates and Instagram insights so that Dusun Semilir's brand image is maintained. Mixed qualitative and quantitative research methods and a linear research strategy were used in this study. The results of this study the audience likes interactive new media, namely the Instagram filter as an interactive soft selling promotional medium
Perancangan Game Digital Mobile Dengan Teknik Dynamic Untuk Mengubah Distorsi Kognitif Penderita Depresi Mayor Pada Remaja
Penelitian ini menginvestigasi potensi game digital "Isamu" dengan penerapan Teknik Dynamic Difficulty Scaling sebagai media terapi untuk penderita depresi mayor tingkat rendah pada kelompok usia 18-24 tahun. Dengan fokus pada peningkatan pemikiran kognitif, game ini dirancang untuk memberikan kontribusi positif dalam mengembangkan pola pikir adaptif dan positif pada pemain. Hasil penelitian menunjukkan bahwa penggunaan Teknik Dynamic Difficulty Scaling menghasilkan hasil yang positif sesuai dengan harapan, dengan tantangan yang disesuaikan sesuai kemampuan individu. Penelitian ini tidak hanya mendukung penggunaan game sebagai alat terapi depresi mayor, tetapi juga menunjukkan potensi pengembangan lebih lanjut dalam bidang ini.This research investigates the potential of the digital game "Isamu" with the implementation of Dynamic Difficulty Scaling Technique as a therapeutic medium for individuals experiencing low-level major depression within the age group of 18-24 years old. With a focus on enhancing cognitive thinking, the game is designed to contribute positively to the development of adaptive and positive thinking patterns in players. The research findings indicate that the use of Dynamic Difficulty Scaling Technique yields positive outcomes as expected, with challenges tailored to individual abilities. This study not only supports the use of games as a therapy tool for major depression but also demonstrates further potential development in this field
Designing a Board Game about Teaching the Fruit of the Spirit in Daily Life for Children Aged 10-12 Years Old
The behaviour of Christian children, along with the times, does not reflect the behaviour of children who make religious values a guide in everyday life. In addition, the fruit of the Spirit as a solution to the problem of Christian children's behaviour is not always taught in the environment around children. This study aims to design a board game about the fruit of the Spirit as a guide for behaviour in daily life for children aged 10-12 years. This study uses the Research and Development and the ADDIE model. The research subjects involved were elementary school teachers, pastors, parents, Sunday school seniors, fifth-grade elementary school children, and orphans. This study uses quantitative and qualitative data collection methods. The research instruments used were observations, interviews, literature studies, and questionnaires. The analytical method used is the descriptive qualitative method. The result of this research is that using board games as a medium for learning the fruit of the Spirit in daily life can make 89.7% of children understand the fruit of the Spirit better after playing the board game. Children become aware that the behaviour done so far does not reflect good and proper behaviour. Therefore, board games can be an effective and interesting learning medium for children aged 10-12 years to teach the fruit of the Spirit in daily life and make the fruit of the Spirit a behavioural guide in everyday life
Perancangan Board Game "FruitVege Missions" dengan Mekanik Pattern Movement sebagai Media edukasi Pencegahan Malnutrisi untuk Usia 10-11 Tahun
Hasil survei proporsi konsumsi buah/sayur per hari dalam seminggu per Kabupaten/Kota di Provinsi
Kepulauan Riau, bahwa konsumsi penduduk terhadap sayur dan olahannya serta buah dan olahannya
masih rendah. Konsumsi sayur dan buah yang belum memadai berpengaruh terhadap suplai vitamin,
mineral serta serat yang sangat dibutuhkan oleh tubuh. Pengetahuan tentang nilai gizi dapat
mempengaruhi konsumsi buah dan sayur seseorang. Selain itu, terdapat penelitian yang
menyebutkan bahwa terjadi peningkatan konsumsi buah dan sayur pada responden setelah
mendapatkan intervensi mengenai manfaat konsumsi sumber zat gizi serat pada siswa. Media
yang tepat digunakan sebagai intervensi gizi berupa edukasi gizi dan promosi makan sehat.
Dengan adanya media yang menarik, dapat meningkatkan konsumsi sayur dan buahpada anak,
setelah anak mengerti manfaatnya. Board game dinilai sebagai media interaktif yang dapat
masuk ke dalam dunia anak-anak, dengan bermain board game juga dapat melatih aspek
psikomotorik, kognitif, emosional, moral, seni danjuga bahasa.The results of a survey on the proportion of consumption of fruit/vegetables per day in a week by
district/city in the Kepulauan Riau Province, that the population's consumption of vegetables and their
preparations as well as fruits and their preparations is still low. Inadequate consumption of vegetables
and fruit affects the supply of vitamins, minerals and fiber which are needed by the body. Knowledge of
nutritional value can affect the consumption of one's fruits and vegetables. Additionally, studies
show that there has been an increase in the consumption of fruits and vegetables in respondents
after getting interventions regarding the benefits of students' consumption of fiber. Proper media
is used as nutrition intervention in the education of nutrition and the promotion of healthy
eating. Interesting media may increase the consumption of vegetables and fruit in children, once
the children understand the value. Board games are judged as interactive media that can go into
the world of children, by playing board games can also train psychologically, cognitive,
emotional, moral, artistic, and language aspects
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