Claim Missing Document
Check
Articles

Found 18 Documents
Search

Hubungan Debt Equity Ratio, Growth, Net Profit Margin dan Price to Book Value terhadap Return Saham Perusahaan Manufaktur di Bursa Efek Indonesia Suryana, Febriyanno
Jurnal Kajian Manajemen Bisnis Vol 3, No 1 (2014): Jurnal Kajian Manajemen Bisnis
Publisher : Jurusan Manajemen Fakultas Ekonomi Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (131.122 KB) | DOI: 10.24036/jkmb.474400

Abstract

Penelitian ini bertujuan untuk mengetahui adanya hubungan antar Debt Equity Ratio, Growth Profit, Net Profit Margin, dan Price to Book Value dengan return saham perusahaan manufaktur di Bursa Efek Indonesia. Sampel dalam penelitian ini adalah perusahaan manufaktur di Bursa Efek Indonesia dari tahun 2006 – 2008 dengan jumlah sampel sebanyak 156 perusahaan. Jenis data yang digunakan adalah data sekunder yang bersumber dari ICMD (Indonesian Capital Market Directory) pada Bursa Efek Indonesia. Variabel yang digunakan adalah 4 variabel bebas dan 1 variabel terikat. Variabel bebas meliputi; Debt Equity Ratio, Growth Profit, Net Profit Margin, dan Price to Book Value sementara variable terikat adalah return saham. Metode Penelitian menggunakan metode kuantitatif dan pengolahan data menggunakan software statistis Eviews 6.0. Hasil penelitian mengatakan bahwa sampel yang sesuai kriteria berjumlah 32 perusahaan, sementara dari 4 variabel bebas yang digunakan hanya variabel Growth Profit dan Price to Book Value yang signifikan mempengaruhi return saham, sementara  variable lainnya ; Debt Equity Ratio  dan Net Profit Margin tidak mempengaruhi return saham.
WORKSHOP PENERAPAN MEDIA PEMBELAJARAN MENGGUNAKAN TEKNOLOGI UNTUK MENINGKATKAN MINAT BELAJAR SISWA SEKOLAH MENENGAH ATAS (SMA) DI KABUPATEN PADANG PARIAMAN Novia Dewi, Yosa; Franchisca, Sherly; Rossa, Rona; Suryana, Febriyanno; Hafrida, Lis
Jurnal Abdimas Adpi Sosial dan Humaniora Vol. 2 No. 1 (2021): Jurnal Abdimas ADPI Sosial dan Humaniora
Publisher : Asosiasi Dosen PkM Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47841/jsoshum.v2i1.176

Abstract

Minat dalam belajar merupakan salah satu faktor penentu tercapainya tujuan pembelajaran. Melalui minat, siswa akan memiliki dorongan untuk mengikuti proses pembelajaran yang sedang berlangsung. Salah satu cara untuk meningkatkan minat belajar siswa adalah dengan penggunaan teknologi dalam proses pembelajaran, seperti penggunaan media pembelajaran berbasis teknologi. Media pembelajaran yang dimanfaatkan secara tepat dalam proses pembelajaran akan menjadi alat pendukung yang lebih efektif dan efisien dalam mencapai tujuan pembelajaran. Tujuan dilakukannya workshop ini adalah untuk meningkatkan minat belajar siswa Sekolah Menengah Atas (SMA) di Kabupaten Padang Pariaman melalui pemanfaatan media pembelajaran menggunakan teknologi. Workshop ini tak hanya diperuntukan bagi siswa tetapi juga guru. Program Pengabdian kepada Masyarakat (PkM) ini dilakukan melalui 5 (lima) tahapan, yaitu: tahap pendahuluan, tahap sosialisasi dan audiensi, tahap pelaksanaan workshop, dan tahap evaluasi akhir. Workshop dilakukan selama 2 (dua) hari dan diberikan secara terpisah untuk guru dan siswa. Hari pertama dilakukan pemaparan materi kepada guru dan siswa. Selanjutnya, hari kedua workshop difokuskan pada praktek pembuatan media pembelajaran menggunakan internet dan penggunaannya
Increasing Village Potential Through Small Medium Micro Business Development and Family Empowerment Yosa Novia Dewi; Khidayatul Munawwaroh; Ziecky Mardoni; Rona Rossa; Sadjiran Sadjiran; Febriyanno Suryana
Community Development Journal Vol 6 No 1 (2022): Community Development Journal
Publisher : UNUSA Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (443.318 KB) | DOI: 10.33086/cdj.v6i1.2800

Abstract

The COVID-19 pandemic decreased Micro, Small, and Medium Enterprises (MSMEs). Therefore, This community service program aims to improve community welfare through the development of MSMEs based on local wisdom in Padang Pariaman Regency, West Sumatra. Nan Sabaris District, Padang Pariaman Regency has several MSMEs producing various products, especially Padang Pariaman speciality cakes. Pauh Kambar village is a culinary destination in Nan Sabaris District. Not all MSMEs in the Pauh Kambar Village were well managed. There was potential products development, but their production and marketing were still limited. The main focus of this MSMEs development program was empowerment through business training and mentoring. This program included business management, financial management, product packaging, and online marketing training. In addition, it also performed family empowerment in the target community. This program focused on the strengthening phase of the community empowerment program. The program evaluations showed that the beneficiaries were very satisfied with the training and business monitoring program. In addition, the program was very effective for beneficiaries in business management abilities, marketing management, business motivation, business turnover, and parenting knowledge. Furthermore, beneficiaries had increased a business turnover of approximately IDR 1.5 million/month and an average income of IDR 750 thousand/month after receiving training and mentoring programs. The MSMEs development program and family empowerment are satisfactory and effective for MSMEs actors in Pauh Kambar Village. The community service team will recommend partners receive financial assistance from other programs and build cooperation with various stakeholders.
Aplikasi E-Task Berbasis Problem Based Learning Pada Mata Kuliah Perancangan Basis Data Di Perguruan Tinggi Sri Restu Ningsih; Erdisna Erdisna; Febriyanno Suryana
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 4 No 1 (2022): Januari 2022
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v4i1.347

Abstract

Pada saat ini, masih banyak perguruan tinggi yang menggunakan metode Teacher Centered Learning (TCL) dalam proses pembelajarannya. Hal ini membuat mahasiswa kurang kreatif dan mandiri dalam kegiatan proses pembelajaran maupun dalam pembuatan tugas yang diberikan oleh Dosen. Penelitian ini bertujuan untuk mengembangkan sebuah media pembelajaran yang berbasis Problem Based Learnig (PBL), dengan menggunakan sebuah aplikasi E-Task untuk meningkatkan perilaku inovatif dan kreaktif pada mahasiswa dalam matakuliah Perancangan Basis Data. E-Task adalah penugasan elektronik yang aplikasinya merupakan media atau alat bantu bagi dosen dan mahasiswa untuk proses belajar-mengajar yang memfokuskan pada pembuatan tugas kelompok mahasiswa dengan menggunakan metode PBL. Mahasiswa dapat melakukan diskusi kelompok dalam aplikasi ini untuk mengerjakan tugas kelompok yang diberikan oleh Dosen, begitu juga dengan tugas mandiri dapat dilakukan menggunakan aplikasi ini. Penelitian ini menggunakan konsep dasar pengembangan sistem yaitu System Development Life Cycle (SDLC) dengan model Waterfall yang digambarkan dengan alat bantu perancangan sistem Unified Modeling Language (UML). Dengan adanya aplikasi E-Task pada mata kuliah Perancangan Basis Data, dapat meningkatkan inovasi, kreatifitas dan keaktifan mahasiswa dalam proses pembelajaran, serta dosen dapat mengolah nilai mahasiswa dengan lebih cepat dan praktis dengan sistem yang terkomputerisasi.
Workshop Penerapan Media Pembelajaran Menggunakan Teknologi untuk Meningkatkan Minat Belajar Siswa Sekolah Menengah Atas (SMA) di Kabupaten Padang Pariaman Yosa Novia Dewi; Sherly Franchisca; Rona Rossa; Febriyanno Suryana; Lis Hafrida
Jurnal Abdimas Adpi Sosial dan Humaniora Vol. 2 No. 1 (2021):  Jurnal Abdimas ADPI Sosial dan Humaniora
Publisher : Asosiasi Dosen Pengabdian kepada Masyarakat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47841/jsoshum.v2i1.58

Abstract

Interest in learning is one of the determining factors for achieving learning objectives. Through interest, students will have the urge to follow the ongoing learning process. One way to increase student interest in learning is by using technology in earning process, such as the use of technology- based learning media. Learning media that are used appropriately in the learning process will be a more effective and efficient supporting tool in achieving learning objectives. The purpose of this workshop is to increase the learning interest of Senior High School students in Padang Pariaman Regency through the use of learning media using technology. This workshop is not only intended for students but also the teachers. University Community Engagement Program (PkM) is carried out through 5 (five) stages, namely: the preliminary stage, the socialization and audience stage, the workshop implementation stage, and the final evaluation stage. The workshop is conducted for 2 (two) days and is given separately for teachers and students. On the first day, the material was presented to teachers and students. Furthermore, the second day of the workshop focused on the practice of making learning media using the internet and its use.
Development of Children's Interest and Talent Test Using the Fuzzy Logic Method: Pengembangan Test Minat Dan Bakat Anak-Anak Menggunakan Metode Fuzzy Logic Tri Monarita Johan; Febriyanno Suryana; Jeprimansyah Jeprimansyah; Raimon Efendi
Journal of Vocational Education and Information Technology (JVEIT) Vol. 3 No. 1 (2022): JVEIT : Vol 3 No 1 (2022)
Publisher : Lembaga Pengembangan dan Inovasi Universitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (392.858 KB) | DOI: 10.56667/jveit.v3i1.672

Abstract

Interest means a high tendency of the heart towards something, also interpreted as passion or desire. Interest in children will begin to appear at pre-school age (3-5 years) to school age (6-12 years). And talent is defined as intelligence, traits and traits that are brought from birth, talents possessed by a person are believed to come from genetic patterns or DNA sequences that they carry. The role of parents is very important to detect how the interests and talents of children from an early age, to determine the interests and talents of children can be with the help of experts, namely child psychologists. But at this time there is still reluctance from parents to discuss their child's matter with a psychologist, starting from economic factors with the high cost of consulting and the lack of a number of psychologists which is not proportional to the growth of Indonesia's population. The goal to be achieved in this research is that by building a test of children's interests and talents, it is hoped that it can help parents to find out how their children's interests and talents are from an early age to prepare a quality successor of the nation without the help of experts, in this case child psychologists, whose numbers are still very small. minimal and high consulting fees.
Needs Analysis of the Development Cooperative Project-Based Learning Models in the Digital Age: Analisis Kebutuhan Pengembangan Model Cooperative Project Based Learning di Era Digital febriyanno Suryana; Abna Hidayati
Journal of Vocational Education and Information Technology (JVEIT) Vol. 1 No. 1 (2020): JVEIT : Vol 1 No 1 (2020)
Publisher : Lembaga Pengembangan dan Inovasi Universitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/jveit.v1i1.30

Abstract

This study aims to Analyze the learning process in programming language courses to get information about the needs of lecturers and students as well as expectations in pedagogical learning. Analyze the need to develop project-based learning models and cooperative-based learning. The research method used was a survey method. Data were collected using questionnaires, interviews and observations. The research sample is S1 Information Systems Study Program students and Lecturers at the Computer Science Faculty of Putra Indonesia University ‘YPTK" Padang. The results of this study obtained the level of mastery of students' pedagogical competencies at this time and the types of learning styles of each student that describe the characteristics of their learning styles. Then, the model used in the development of learning planning is a learning model that can learn students according to student learning styles so as to create student activity in learning, critical thinking, creative, communicative and collaborative in accordance with the demands of 21st century learning. learning that is equipped with quality model books and lecturer manuals that are expected to be able to improve student competency in accordance with the learning outcomes to be achieved.
Development of Learning Media in Subjects Introduction to Computers: Pengembangan Media Pembelajaran Pada Matakuliah Pengantar Komputer tri monarita johan; Febriyanno Suryana; Jeprimansyah jeprimansyah; Raimon Efendi
Journal of Vocational Education and Information Technology (JVEIT) Vol. 3 No. 2 (2022): JVEIT : Vol 3 No 2 (2022)
Publisher : Lembaga Pengembangan dan Inovasi Universitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/jveit.v3i2.833

Abstract

Education has a role to improve the quality of its Human Resources (HR). The purpose of this research is to develop interactive multimedia-based learning media in the Introduction to Computer course. The method used in this development is the Research and Development (R&D) method. Research and development methods are methods used to produce certain products, and test the effectiveness of these products. The research and development itself is carried out based on an industry-based development model, the findings of which are used to design products and procedures, which are then systematically carried out by field tests, evaluated, refined to meet certain criteria for effectiveness, quality and standards. Interactive multimedia-based learning media in the Introduction to Computer course is proven to be able to increase conceptual understanding in Level III students. This can be seen from the results of the average student understanding of the pre-test control group 62.31 and the experimental group 69.81. From several validation experts, it means that this learning media does not need to be revised. However, this learning tool will still be improved based on suggestions and comments from each validation subject.
Sosialisasi Pemanfaatan Quick Responden Code Indonesia Standard (Qris) dan Uang Eletronik (e-money) Untuk Pembelian E-book di Era RI 4.0 Erdisna Erdisna; Deval Gusrion; Febriyanno Suryana
Jurnal Pengabdian Masyarakat Dharma Andalas Vol 1 No 2 (2023): Jurnal Pengabdian Masyarakat Dharma Andalas
Publisher : LPPM Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (482.963 KB) | DOI: 10.47233/jpmda.v2i1.730

Abstract

Technological developments offer many conveniences to the public, so many choices are offered, one of which is the use of electronic money. Electronic money is an alternative form of non-cash payment instrument that is currently widely used by the public, especially in Indonesia, the use of electronic money provides convenience in transactions. To facilitate digital money transactions, the government created an integrated payment gateway called Qris. Qris is a means of payment officially issued by Bank Indonesia for use in daily activities by the public, but the public has not fully used Qris as part of their payment transaction activities. There are many factors that cause these problems to occur including financial literacy, income and the basic concepts of the Technology Acceptance Model (TAM), namely the perceived ease of applying interest in using electronic money (e-money) and Qris.
E-LEARNING APPLICATIONS IN ENGLISH SUBJECTS USE THE EXAMPLE NOT EXAMPLE METHOD IN JUNIOR HIGH SCHOOLS Erdisna -; Sri Restu Ningsih; Febriyanno Suryana; Elmi Rahmawati; Revi Gusriva
Jurnal Ipteks Terapan Vol. 17 No. 2 (2023): Jurnal Ipteks Terapan
Publisher : Lembaga Layanan Pendidikan Tinggi Wilayah X

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22216/jit.v17i2.2381

Abstract

The problem that occurs in junior high school students is that there is no e-learning system in learning English, causing a lack of student interest in learning English material taught by the teacher because of its monotonous presentation and difficulties for students to accept. This study aims to develop an e-learning system for English lessons to help teachers and students follow the learning process and improve students' cognitive abilities. In this study, researchers used the example not example method in teaching English learning in e-learning applications. The method used in designing this website-based e-learning system uses the waterfall method with a system design tool, namely UML. The results of this study are website-based e-learning applications using the example not example method with a more creative learning appearance by adding video and audio features that can improve students' skills in both listening and speaking