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SOSIALISASI KAWASAN TANPA ROKOK (KTR) OLEH PEMERINTAH KABUPATEN KULON PROGO (di lingkungan RSUD Wates Kabupaten Kulon Progo)
Solidaritas
Vol 2
, No 3
(2018)
ABSTRAKKawasan tanpa rokok artinya tidak boleh ada kegiatan merokok, jualan dan promosi rokok dikawasan yang telah di tentukan. Kawasan tersebut meliputi : Fasilitas pelayanan kesehatan, Tempat proses belajar mengajar, Tempat anak bermain, Tempat beribadah, Angkutan umum, Tempat kerja, Tempat umum dan tempat lain yang ditetapkan. Rumah sakit seharusnya menjadi tempat yang sehat dan higenis, namun kenyataannya penetapan KTR masih butuh sosialisasi. Sebab masih banyak masyarakat yang belum mengeta...
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EFEKTIVITAS STRATEGI KOMUNIKASI PEMASARAN DINAS PARIWISATA PEMUDA DAN OLAHRAGA KABUPATEN KARANGANYAR DALAM MENINGKATKAN JUMLAH PENGUNJUNG DI TAMAN NEW BALEKAMBANG
Solidaritas
Vol 2
, No 3
(2018)
ABSTRAKTempat wisata yang layak dikunjungi adalah Taman New Balekambang yang merupakan salah satu destinasi wisata yang mengandalkan keindahan miniatur icon dunia buatan manusia yang disebut juga dengan taman 1001 selfie. Berlokasi di Dinas Pariwisata Pemuda dan Olahraga Kabupaten Karanganyar, Jenis penelitian yang digunakan adalah penelitian kualitatif. Teori yang digunakan adalah teori marketing mix dari Kotler dan Keller yang menyebutkan bahwa ada empat elemen dalam bauran pemasaran yaitu Pro...
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PERANCANGAN MEDIA PEMBELAJARAN AKSARA JAWA PADA SISWA SD MUHAMMADIYAH WELERI
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 2
, No 1
(2018)
This study aims to design learning media that can increase enthusiasm, motivation and understanding of students towards Javanese script material, as well as media that can be used by teachers in learning Javanese language learning activities by reading Javanese characters and their partners. The method used by researchers is the R&D (Research and Development) method while the method used in the development of instructional media is the waterfall method. The material presented in the Javanese...
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PERANCANGAN GAME EDUKASI PENGENALAN KOMPONEN ELEKTRONIKA MENGGUNAKAN ADOBE FLASH ( STUDI KASUS DI KELAS X TEKNIK AUDIO VIDEO SMK N 2 PATI)
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 5
, No 1
(2018)
The author designed the application "Electronic component recognition game" as a learning media or educational game for class X students majoring in Audio Video Engineering SMK N 2 Pati. The author chooses Grade X Audio Video Engineering students as the target user because it considers theoretically the initial difficulty of the students of Audio Video Engineering about the understanding of electronic components specifically and the learning methods that are still practically conventional. With...
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PERANCANGAN MULTIMEDIAINTERAKTIF PEMBELAJARAN GAMBAR TEKNIK MESIN UNTUK KELAS XI MENGGUNAKANAUTOCAD PADA SMK WISUDHA KARYA KUDUS
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 1
, No 1
(2018)
Multimedia-based learning media is a method of learning that can interact with its users besides having animated explanations of material. The problem at SMK Wisudha Karya Kudus about learning mechanical engineering drawings using AutoCAD is the difficulty of understanding the tools in the AutoCAD application, it becomes unattractive and difficult to understand the material in the teaching and learning process. The purpose of this research is to create an interactive learning media for machine e...
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PERANCANGAN COMPANY PROFILE SEBAGAI MEDIA PROMOSI PADA SP-PLAST SABLON UNGARAN BERBASIS MULTIMEDIA INTERAKTIF
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 2
, No 1
(2018)
SP-Plast screen printing is a company engaged in the field of printing that uses tools or screen printing media. Company profile is a promotional media that can be used to support promotions that already exist on screen printing SP-Plast. Based on sales data available on SP-Plast screen printing, there was a decrease in the number of sales from March - May 2017.
SP-Plast screen printing requires a media to help more attractive promotions to attract clients and keep customers from switching to ot...
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APLIKASI SISTEM SELEKSI CALON KARYAWAN PT. DATACOM SOLUSINDO
Gaung Informatika
Vol 11
, No 2
(2018)
Company as an organization that is driven by human resources faced with a variety of selection in order to determine a quality workforce. The success of a company can not be separated from the role of employees as Human Resources (HR), which runs the activities to promote the company in question.The choices made by a company in the recruitment of new employees is very influential on the performance and progress of the company, so the company must be careful in sele...
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PENERAPAN FRAMEWORK CODEIGNITER PADA PEMBANGUNAN SISTEM INFORMASI AKADEMIK DI UNIVERSITAS SAHID SURAKARTA
Gaung Informatika
Vol 11
, No 2
(2018)
Sahid Surakarta University has about 950 students and 66 lecturers in 2017, of hich the number is relatively large compared to the number of staff employees. TheUniversity of Sahid Surakarta also does not have a computerized study plan card system in 2017. Web Based Study Card Study Information System with codeigniter framework at the University of Sahid Surakarta is an information system that provides data processing academic schedule, Study Plan Card (Kartu Rencana Studi) a...
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SISTEM PENDUKUNG KEPUTUSAN KLINIS UNTUK MENENTUKAN JENIS GANGGUAN PSIKOLOGI PADA PASIEN GAGAL GINJAL KRONIS (GGK) YANG MENJALANI TERAPI HEMODIALISA
Gaung Informatika
Vol 11
, No 2
(2018)
Psychological factors in patients with chronic renal failure conditions are severely affected by prolonged course of the disease, disability and discomfort should depend onthe hemodialysis machine. Hemodialysis therapy in addition to disturbing the physical, complications can trigger mental disorders. Patients with chronic renal failure often have psychological disorders associated with general medical conditions. Anxiety and depression are often psychological disorders exper...
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RANCANG BANGUN APLIKASI PERMAINAN ADU CEPAT MEMBACA MENGGUNAKAN PERMAINAN MULTIPLAYER WORD SEARCH PUZZLE
Gaung Informatika
Vol 11
, No 2
(2018)
Various mcam mobile-based applications today are easily downloaded and played via mobile devices. One application that can be used is a game application, both gamesfor entertainment and games in which there is an element of education. With a megemas game that there is an element of education is expected, players, especially children in addition to getting entertainment also get education, Indirectly children learn and have to improve the ability that actually there element of...
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