apriyanti, Nur
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ANALISIS IMPLEMENTASI JUAL BELI SISTEM PRE ORDER MENURUT FATWA DSN NO 05/DSN-MUI/IV/2000 TENTANG JUAL BELI SALAM (Studi Kasus Pada Pengrajin Batik Asad Kertijayan Pekalongan): Dibuat Oleh Nur Apriyanti, Sobrotul Imtikhanah, Moegiri moegiri, moegiri; apriyanti, Nur; imtihanah, sobrotul
Neraca Vol. 17 No. 2 (2021): NERACA
Publisher : FEB Universitas Muhammadiyah Pekajangan Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.48144/neraca.v17i2.1030

Abstract

This study aims to examine the suitability of the implementation of the pre–order buying and selling system (Salam) carried out by the entrepreneur or batik producer Asad Kertijayan Pekalongan based on Fatwa DSN NO 05/DSN-MUI/IV/2000 about “Salam” buying and selling system. It is a qualitative study with an observation and interview as a data collecting technique. The subject of this data was chosen by snowballing data. This system is customer orders batik from the Batik Asad Kertijayan Pekalongan. The buyer pays the full amount of money that has been determined as a sign of the contractin accordance with the goods ordered. Meanwhile, the seller will explain the specifications of the ordered goods, the type, the time and the place of delivery. About the implementation of pre – order buying and selling system (Salam) in Batik Asad Kertijayan Pekalonga, the provisions on payment, on goods, on delivery of goods and the provisions on the pillars and terms of sale and purchase of Salam in islam, based on Fatwa DSN NO 05/DSN-MUI/IV/2000, this system has been complied with the Fatwa. Keywords : Salam, buying and selling, the provisions of payment, the provisions of goods, the provisions of delivery.
PENERAPAN MODEL TEAMS GAMES TOURNAMENT BERBANTU SMART APPS CREATOR UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA Apriyanti, Nur; Sumaryati, Sri; Muchsini, Binti
Jurnal Pengembangan Pendidikan Akuntansi dan Keuangan (JPPAK) Vol 3, No 1 (2022): JPPAK
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jppak.v3i1.84576

Abstract

Abstract This research aims to improve learning motivation with the implementation of the Teams Games Tournament model assisted by Smart Apps Creator based on Basic Accounting lessons. This research used the classroom action research with two cycles. Each cycle consists of four stages, namely: planning, implementation, observation, and reflection. The research subjects were 36 students in grade X AKL SMK. Data collection used interviews, observation, and questionnaires. Validity testing used the triangulation method. The data analysis technique used comparative description. The results of this research conclude that the implementation of the Teams Games Tournament model assisted by Smart Apps Creator can improve the learning motivation in Basic Accounting lessons. The percentage of indicators of learning motivation from the results of observations is persistence 77,8%, tenacity 79,4%, interest 79,2%, independence 71,4%, students get bored quickly with routine task by 81,1%, defending opinions 75,8%, confidence 73,9%, and active 80,6%. While the percentage of indicators of learning motivation from the results of the questionnaire is perseverance 79,3%, tenacity 80,0%, interest 79,4%, independence 72,9%, students get bored quickly with the routine task 88,8%, defending opinion 77,9%, confidence 75,6%, and active 80,7%. Keywords: Teams Games Tournament, Smart Apps Creator, Learning Motivation Abstrak Penelitian ini bertujuan untuk meningkatkan motivasi belajar dengan penerapan model Teams Games Tournament berbantu Smart Apps Creator pada pelajaran Akuntansi Dasar. Penelitian ini merupakan penelitian tindakan kelas yang dilaksanakan dalam dua siklus. Setiap siklus terdiri dari kegiatan perencanaan, pelaksanaan, pengamatan, dan refleksi. Subjek penelitian adalah 36 siswa X AKL SMK. Pengumpulan data menggunakan wawancara, observasi dan angket. Uji validitas menggunakan validitas triangulasi metode. Teknik analisis data menggunakan teknik deskriptif komparatif. Hasil penelitian menunjukkan bahwa penerapan model Teams Games Tournament berbantu Smart Apps Creator dapat meningkatkan motivasi belajar Akuntansi Dasar. Persentase indikator motivasi belajar dari hasil observasi yaitu ketekunan sebesar 77,8%, keuletan sebesar 79,4%, minat sebesar 79,2%, mandiri sebesar 71,4%, siswa cepat bosan dengan tugas rutin sebesar 81,1%, mempertahankan pendapat sebesar 75,8%, kemampuan siswa mempertahankan keyakinan sebesar 73,9%, dan keaktifan siswa sebesar 80,6%. Sedangkan persentase indikator motivasi belajar dari hasil angket yaitu ketekunan sebesar 79,3%, keuletan sebesar 80,0%, minat siswa sebesar 79,4%, mandiri sebesar 72,9%, siswa cepat bosan dengan tugas rutin sebesar 88,8%, mempertahankan pendapat sebesar 77,9%, kemampuan siswa mempertahankan keyakinan sebesar 75,6%, dan keaktifan siswa sebesar 80,7%. Kata kunci: Teams Games Tournament, Smart Apps Creator, Motivasi Belajar