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PEMANFAATAN MODAL USAHA DALAM MENDUKUNG DIGITAL MARKETING DAN INOVASI USAHA TERHADAP KEBERLANGSUNGAN USAHA PADA UMKM DI BOYOLALI
Jurnal Ekonomi dan Kewirausahaan
Vol 23
, No 1
(2023)
Penelitian bertujuan untuk menganalisis pengaruh pemanfaatan modal usaha sebagai variabel pemoderasi dalam memperkuat pengaruh digital marketing dan inovasi usaha terhadap keberlangsungan usaha pada UMKM di Boyolali. Penelitian ini menggunakan sampel 100 UMKM di Boyolali yang telah memanfaatkan modal usaha. Metode penelitian adalah deskriptif kuantitatif. Teknik pengumpulan data menggunakan kuesioner tertutup. Teknik analisis data menggunakan analisis regresi linier berganda dan uji selisih mutl...
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IMPLEMENTASI E-OFFICE DALAM MENDUKUNG E-GOVERNMENT DI BADAN PERENCANAAN PEMBANGUNAN DAERAH PROVINSI DKI JAKARTA
Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik)
Vol 2
, No 1
(2023)
Perkembangan teknologi informasi dan komunikasi mendorong perluasan jaringan akses informasi dalam lingkup global sehingga lalu lintas informasi menjadi tanpa terbatas. Di Indonesia mengalami suatu perubahan bertata negara yakni reformasi birokrasi. Refromasi birokrasi yang memiliki program mengenai penerapan electronic government (e-government) di lingkungan pemerintahan. Penelitian ini bertujuan untuk menganalisis pengimplementasian kebijakan program E-Office dalam mendukung E-government di li...
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ASSESSMENT HASIL BELAJAR PESERTA DIDIK KELAS IVC DALAM PEMBELAJARAN ONLINE DI SD NEGERI KROYO SRAGEN
Jurnal Sinektik
Vol 4
, No 2
(2023)
The purpose of this study is: 1) Analyzing the assessment stages of learning outcomes in Online Learning. 2) Describing the obstacles faced by teachers in assessing participants' learning outcomes in Online Learning. 3) Knowing the teacher's efforts in optimizing the assessment of learners' learning outcomes in Online Learning. The research method used is qualitative descriptive research. The results of the research obtained are 1) The assessment stage of learning outcomes consists of planning,...
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ANALISIS VIDEO ANIMASI INOVATIF DALAM PEMBELAJARAN IPA PADA MASA PANDEMI COVID 19
Jurnal Sinektik
Vol 4
, No 2
(2023)
The study's aims are as follows: 1) describe the scientific learning process using creative animated films; and 2) analyze the benefits and drawbacks of innovative animated movies in science learning during the Covid-19 epidemic. The research method employed is descriptive qualitative research. The study's findings: 1) determine the response of students by providing science material with innovative animated video media; 2) the use of animated video media in online learning makes it easier for st...
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PENGARUH TINGKAT EKONOMI ORANG TUA TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN EKONOMI KELAS XI IPS DI MA MA’ARIF NU CIMANGGU
HATTA: Jurnal Pendidikan Ekonomi dan Ilmu Ekonomi
Vol 1
, No 1
(2023)
Potensi yang dimiliki peserta didik dapat ditinjau dari hasil belajarnya. Hasil belajar peserta didik cenderung berbeda-beda, hal ini disebabkan berbagai faktor yang mempengaruhi hasil belajar, yang paling mempengaruhi dalam proses belajar siswa adalah faktor keluarga, karena keluarga yang berperan langsung dalam proses belajar dan cara belajar siswa. Tujuan dalam penelitian ini adalah : 1) Mengetahui tingkat ekonomi orang tua siswa kelas XI IPS di MA Ma’arif NU Cimanggu, 2) Mengetahui yang memp...
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PEMBERDAYAAN SOSIAL EKONOMI MASYARAKAT DI DAERAH RAWAN BANJIR (Studi Kasus Banjir di Kecamatan Periuk Kota Tangerang): ANALYSIS OF SOCIO ECONOMIC EMPOWERMENT IN IMPACTED AREAS PRONE TO FLOOD (Flood Case Study in Periuk District, Tangerang City)
Adi Widya: Jurnal Pengabdian Masyarakat
Vol 7
, No 1
(2023)
Empowerment of the environment in society is very essential in the regional and national development agenda. Communities, governments, academics and business actors have an important role as drivers of innovation in national environmental preservation programs. In an effort to implement this function, several strategic studies are needed so that all initiator components can jointly protect the environment from potential natural releases including natural disasters such as floods. Based on this,...
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PENGARUH MODEL NUMBERED HEAD TOGETHER DENGAN PERMAINAN INDEX CARD MATCH TERHADAP HASIL BELAJAR KELAS III
Jurnal Sinektik
Vol 3
, No 2
(2023)
The purpose of this research is to find out the influence of the application of Numbered Head Together model assisted by Index Card Match media to improve learning outcomes in thematic learning of sub-theme material 1 “ Growth and Development of Living Things SD N 01 Sumbersari. The research design used is One-Group Pretest-Posttest Design. The results stated that there is an influence of NHT learning model with Index Card Match game on learning result on the theme material 1 “Growth and Dev...
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A Savings Application Design Concept Model in Website-Based Cooperative Units
Journal of Multimedia Trend and Technology
Vol 2
, No 1
(2023)
Data Processing of data for cooperative operational activities such as the process of savings, loans, and installments that still use manual calculations. Incoming data is still recorded so it takes a long time for the next process which is less efficient and sometimes errors occur in data entry. To overcome this, a system is needed to expedite and speed up these activities so that in the data entry process there are no errors. Extreme Programming modeling is the method that will be used by rese...
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PENGARUH MANAJEMEN PEMBELAJARAN DAN SIKAP GURU TERHADAP TINGKAH LAKU SISWA KELAS VI
Jurnal Sinektik
Vol 6
, No 1
(2023)
This research was motivated by many distorted student behaviors. Such as, damaging classroom facilities, students who often quarrel, commit acts of cheating, passive students. The problem in this study is how the influence of learning management and teacher attitudes on the behavior of class VI students. The purpose of this study is to determine learning management and teacher attitudes towards the behavior of grade VI students of SD Negeri 03 Karangtalok. Qualitative method with phenomenologica...
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A Review – The Influence of Games on Education Development in the Disruption Era
Journal of Multimedia Trend and Technology
Vol 2
, No 1
(2023)
Game is a platform that is commonly used by users in everyday life. Games are often used when someone is bored, bored, and mostly as a means of entertainment. But in the current era of disruption in technology, games are also used as learning media. Game-based learning is a learning concept that uses games as a tool to increase student involvement and motivation in learning. In game-based learning, games designed with learning objectives are called serious games. Serious games combine elements o...
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