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PENERAPAN BUSINESS PROCESS MANAGEMENT (BPM) (STUDI KASUS: PROSES BISNIS MENGEKSEKUSI DAN MENGELOLA RENCANA PENJUALAN DI DIVISI NIAGA PT PJB SERVICES) Ningtiyas, Ristina Kusuma; Pulansari, Farida; Hayati, Kinanti Resmi
Jurnal Teknologi Vol 11 No 1 (2018): Jurnal Teknologi
Publisher : Jurnal Teknologi, Fakultas Teknologi Industri, Institut Sains & Teknologi AKPRIND Yogyakarta

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Abstract

Proses bisnis merupakan perantara antara bisnis dengan teknologi informasi. Dengan adanya proses bisnis yang baik, dukungan teknologi informasi terhadap bisnis akan semakin jelas dan tepat. Proses bisnis melibatkan berbagai pihak yang berkepentingan dan membutuhkan sumber daya. Pengelolaan proses bisnis yang tepat dapat meningkatkan kinerja organisasi secara keseluruhan. Pentingnya peran proses bisnis dalam suatu organisasi atau perusahaan yaitu berguna untuk menggerakkan bisnis menjadi semakin berkembang sangat cepat dan pesat. Penelitian ini menggunakan metode Business Process Management (BPM) yang memungkinkan perusahaan dapat memiliki cetak biru proses bisnis dan dapat menilai apakah proses bisnis yang sekarang berjalan sudah efektif dan efisien serta manajemen dapat melihat dengan detil dampak perubahan yang akan dilakukan baik dari sisi waktu dan biaya. Pada perhitungan simulasi proses saat ini yaitu prosedur standar pengendalian pelaksanaan pemasaran membutuhkan waktu 26.400 menit per bulan dengan biaya sejumlah 360.000.000 pertahun dan prosedur pengendalian kontrak pekerjaan jasa membutuhkan waktu 23.040 menit per bulan dengan biaya sejumlah 314.181.818,18 per tahun. Setelah dilakukan penerapan Business Process Management (BPM) untuk usulan proses bisnis yang baru yaitu prosedur mengelola pelaksanaan penjualan membutuhkan waktu 9,480 menit per bulan dengan biaya 129.272.727,27 per tahun dan prosedur mengelola settlement pelanggan membutuhkan waktu 14,400 menit per bulan dengan biaya 196.363.636,36 per tahun.
Critical Literacy Model On Students In Preparing Final Assignments To Avoid Plagiarism Hayati, Kinanti Resmi; Zawawi, Zawawi; Sholihatin, Endang
International Journal for Educational and Vocational Studies Vol 2, No 1 (2020): January 2020
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v2i1.1998

Abstract

The aim of this study is to develop a Critical Literacy model for Management Economics department’s Students of economics and business faculty of UPN "Veteran" Jawa Timur in Arranging Final Project to Avoid Plagiarism. The research method uses a qualitative and quantitative approach which is applied research with case studies. The research’s location is in Management Economics department’s Students of economics and business faculty of UPN "Veteran" Jawa Timur. The data sources are students, lecturers and administrative staff in Management Economics department. Primary data are questionnaire results and data from interviews. Secondary data are from documents, observation data, and media. The implementation of data collection in the field is regulated through the following strategies, (a) the determination of informants by purposive sampling (for key informants) and snow ball for informant development, (b) interviewing informants, (c) taking notes, (d) asking descriptive and structural question, 5) conducting interview analysis, (e) making domain analysis, (f) finding themes according to the research problem, (g) surveying to students. The research checks the data validity by using data source triangulation techniques. The research conclusions are formulated a critical literacy model that can be applied by economics management study program Management Economics department’s students in preparing Final Project to avoid plagiarism; 1) students prepare topics; 2) students look for references that are relevant to the topic; 3) students start to compile scientific papers (Final assignment) with the correct paraphrasing, quotation, and citation/bibliography techniques; 4) check plagiarism; 5) Similarity tolerance with maximum of 30%; and 6) Final assignment avoids plagiarism.
THE THIN LINE BETWEEN FUNNY AND DISRESPECTFUL: MEDIA FRAMING ON PRABOWO’S ”BOYOLALI FACE” REMARK Emeraldien, Fikry Zahria; Sugihartati, Rahma; Hayati, Kinanti Resmi
Jurnal Ilmu Sosial dan Humaniora Vol 10, No 1 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jish-undiksha.v10i1.32211

Abstract

The 2019 Indonesian Presidential Election is a democratic process for electing the President and Vice President of the Republic of Indonesia for the 2019-2024 period. Before the election was held, Indonesia's mass media was incessantly publishing news about presidential candidates, namely Joko Widodo and Prabowo Subianto Djojohadikusumo. As a retired army lieutenant general, Prabowo is known as a nationalist figure. This research aims to study Prabowo's image just before the 2019 Election in the online version of print media. We examine and compare the construction of Prabowo's image carried out by Tempo.co and Republika.co.id. We purposively select news published in Tempo and Republika online version from 4 to 5 November 2019. This research uses the qualitatively framing method by Entman to answer how the mass media carry out image construction. Results indicate that both media carry out a difference between construction. If Tempo tends to construct Prabowo's image as disrespectful, Republika tends to construct Prabowo's image as funny regarding Prabowo's "Boyolali Face" Remark. This study concludes that there are differences between the mainstream mass media and Islamic mass media in constructing Prabowo's image through their news. The different images constructed by the two media indicate that news construction or news framing is inevitable in the journalism field.
Hyperrreality in Avatar Film as a Form of Hegemony, Domination, and Capi-talist Ideology in Facing Society 5.0 Hayati, Kinanti Resmi; Afdholy, Nadia; Nashahta, Terra Bellatrix Aden
Nusantara Science and Technology Proceedings 1st International Conference Eco-Innovation in Science, Engineering, and Technology
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2020.0537

Abstract

Indonesia is a country with third world values, which in the context of international structure is called periphery. The flow of information from the central countries (especially America) has been moving rapidly to Indonesia, not only in the form of economic activities but also in culture. The spread of culture is felt especially with films and television media. Today's globalization enables the mass media industry to create a mass culture and deliver messages to the masses. Capitalist ideology perpetuates the power of the masses by uniforming and homogeneity of events (identical). The film presents a variety of images that provide a stronger illusion related to understanding reality. Generally, film and society are understood as something linear, in the sense that film always influences society based on the content of its mandate without ever having the opposite. Avatar is a fictional film that takes us on a vacation to a planet that seems so real, where natural resources have been overused for decades. Through the film Avatar, the occurrence of hegemony, domination, and capitalist ideology can be seen from the image deliberately done by producers to accompany the masses on a mass culture product. The contents of the media present simulacra, pseudo needs, and create a pseudo world (hyperreality).
Development of techno-pedagogy approach learning model to improve digital literation of UPN "Veteran" Jawa Timur’s students Sholihatin, Endang; Swasti, Ika Korika; Sukirmiyadi, S; Hayati, Kinanti Resmi
International Journal for Educational and Vocational Studies Vol 3, No 4 (2021)
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v3i4.3721

Abstract

The study objectives were 1) to describe the level of digital literacy of UPN "Veteran" Jawa Timur's  students; and 2) Developing a techno-pedagogy approach to improve digital literacy of UPN "Veteran" Jawa Timur's students. This research innovation is developing of a techno-pedagogy approach model and arranging a techno-pedagogy approach to improve students' digital literacy. This innovation is based on the idea of a pedagogical model which is an important aspect in achieving learning goals in the world of education. In the first study objective, quantitative methods are used, the second research objective uses qualitative methods. Research location at UPN "Veteran" Jawa Timur. This option is to provide insight, knowledge, and solutions to integrated pedagogical problems in learning amid the Covid-19 pandemic. Data were collected from questionnaires and in-depth interviews. Among the data needed are online skills; motivation; online video/audio; internet discussion; supporting elements;  ict abilities; blended learning models; teaching contents; frequencies of face-to-face meeting; regulation; culture.
Analisa Line Balancing Menggunakan Metode Moodie Young dan Ranked Positional Weight di CV. XYZ Dhimas Putra Setyawan; Farida Pulansari; Kinanti Resmi Hayati
JUMINTEN Vol 2 No 1 (2021): Juminten: Jurnal Manajemen Industri dan Teknologi
Publisher : UPN Veteran Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (777.567 KB) | DOI: 10.33005/juminten.v2i1.140

Abstract

CV. XYZ adalah perusahaan manufaktur yang bergerak dibidang produksi sarana prasarana lalu lintas seperti RPPJ, PJU, rambu-rambu, dan trafic light. Masalah yang timbul pada perusahaan ini adalah kurang efisiennya lini produksi tiang Rambu Pendahulu Penunjuk Jurusan (RPPJ), yang ditandai dengan munculnya waktu delay yang menyebabkan bottleneck pada sejumlah stasiun kerja. Hal ini disebabkan oleh tidak seimbangnya pembagian beban kerja pada setiap stasiun. Tujuan dari penelitian ini adalah meningkatkan efisiensi lini produksi dengan pendekatan keseimbangan lintasan. Keseimbangan lintasan mampu meningkatkan efisiensi dengan pemerataan beban kerja disetiap stasiun. Metode yang digunakan untuk menyelesaikan permasalahan yaitu Moodie Young dan Ranked Positional Weight. Kedua metode ini memiliki karakteristik yang serupa dalam menyelesaikan permasalahan keseimbangan lintasan, yaitu dengan penggunaan matriks hubungan antar elemen kerja. Hasil perbandingan metode akan dipilih berdasarkan tingkat efisiensi dan smoothes index terbaik sebagai solusi dari permasalahan keseimbangan lintasan. Hasil dari penelitian ini adalah penggunaan metode Moodie Young sebagai solusi optimal, karena memiliki line efficiency sebesar 85,06%, balance delay sebesar 14,94%, dan smoothes index sebesar 47,51, dengan jumlah stasiun kerja sebanyak 9 stasiun kerja.
PERANCANGAN ALAT PEMOTONG MATA BIBIT TEBU DENGAN METODE VALUE ENGINEERING Hasbi Assiddiqi; Dira Ernawati; Kinanti Resmi Hayati
Tekmapro : Journal of Industrial Engineering and Management Vol 13 No 2 (2018): TEKMAPRO
Publisher : UPN Veteran Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (293.373 KB) | DOI: 10.33005/tekmapro.v13i2.42

Abstract

Penelitian ini bertujuan untuk merancang Alat Pemotong Mata Bibit Tebu dan menghitung penghematan biaya dengan metode Value Engineering pada pemilihan alternatif desain Alat Pemotong Mata Bibit Tebu. Pada saat ini alat pemotong mata bibit tebu yang digunakan masyarakat umumnya tergolong masih sangat sederhana dan manual. Di Desa Dalegan, Kecamatan Panceng, Kabupaten Gresik masih menggunakan pisau besar yang digunakan untuk memotong mata bibit tebu. Hal ini menyebabkan batang tebu yang diambil mata bibitnya tidak bisa dimanfaatkan secara maksimal. Dan juga pisau yang digunakan sangat berbahaya dan bisa melukai petani tebu jika tidak berhati-hati saat melakukan pekerjaan. Untuk merancang alat pemotong mata bibit tebu ini menggunakan metode Value Engineering. Metode ini digunakan untuk menghitung penghematan biaya pada pemilihan alternatif desain Alat Pemotong Mata Bibit Tebu. Hasil dari penelitian ini dapat diketahui bahwa terdapat 3 alternatif. Alternatif yang dipilih adalah alternatif 1 dengan value paling besar yaitu 4,41. Dengan biaya Rp. 67.901 dan penghematan biaya mencapai 18% atau sebesar Rp. 14.724 dari biaya awal.
EFEKTIVITAS GAME ANDROID SEBAGAI MEDIA PENGAJARAN UNTUK MENINGKATKAN KOSA KATA BAHASA INGGRIS DI KALANGAN MAHASISWA TEKNIK PERKAPALAN Afita Dewi Prastiwi; Kinanti Resmi Hayati
Tekmapro : Journal of Industrial Engineering and Management Vol 16 No 2 (2021): TEKMAPRO
Publisher : UPN Veteran Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/tekmapro.v16i2.208

Abstract

Bahasa Inggris memiliki peran penting saat ini terutama bagi mahasiswa teknik kelautan. Penelitian ini bertujuan untuk mengukur keefektifan game android sebagai media pembelajaran untuk meningkatkan kosakata bahasa Inggris mahasiswa teknik kelautan. Sampel penelitian ini adalah 50 mahasiswa teknik kelautan yang telah mengambil mata kuliah Bahasa Inggris. Data penelitian diperoleh dari hasil pre-test dan post-test. Semua kata dalam tes tersebut adalah kosakata permainan. Penelitian ini merupakan penelitian eksperimental semu dengan desain matching only pretest - posttest control group design. Hipotesis penelitian ini dianalisis menggunakan nilai t-test yang dihitung dengan SPSS 16. Nilai sig dari pre-test menunjukkan 0,659 yang berarti lebih besar dari 0,05 dan nilai sig post-test menunjukkan 0,003 yang berarti lebih rendah. dari 0,05. Dari hasil penelitian didapatkan bahwa game android dapat meningkatkan kosakata bahasa Inggris mahasiswa teknik kelautan Kata Kunci: Efektivitas, game android, media, kosa kata bahasa inggris. ABSTRACT English has an important role nowadays especially for marine engineering students. This study aims to measure the effectiveness of android game as a teaching media to improve English vocabulary among marine engineering students. The samples of the study are 50 students of marine engineering students who have taken English subject. The data of the study are gained from the result of pre-test and post-test. All the words in those tests are the vocabularies of the game. This study is quasi-experimental research with the matching only pretest – posttest control group design. The hypothesis of this study is analyzed using t-test value counted by SPSS 16. The sig value of pre-test shows 0,659 which means it is higher than 0,05 and the sig value of post-test shows 0,003 which means it is lower than 0,05. From the result of the study, it is found that android game improves the English vocabulary of marine engineering students. Keywords: Efektivity, android game, media, English vocabulary.
Demand Forecasting Analysis of Clay Mask Production Using Time Series Method at PT. Molhar Moch. Syahrul Amrullah; Kinanti Resmi Hayati
Nusantara Science and Technology Proceedings 2nd International Conference Eco-Innovation in Science, Engineering, and Technology
Publisher : Future Science

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Abstract

Forecasting is an attempt to predict future conditions through past data. In life, everything is uncertain, it is difficult to predict precisely. In this case PT. MOLHAR wants to analyze the demand forecasting for CLAY MASK products using the time series method. The purpose of this practicum is to be able to analyze the demand for CLAY MASK using the time series method, namely Moving Average 3, Weighted Moving Average 3, and Single Exponential Smoothing and by calculating errors, namely Mean Square Error (MSE), Standard Error Estimation (SEE), Mean Absolute Percentage Error (MAPE), Mean Absolute Deviation (MAD) which will then choose the most appropriate method and ensure that the method used is good to use. demand for sales of CLAY MASK in the following month is 762 units.
Occupational Health and Safety Analysis of Mining Companies Using Hazard Identification, Risk Assessment, and Risk Control Methods Tranggono; Kinanti Resmi Hayati; Mochamad Tutuk Safirin; Albertus Adriyanto Satrio Prakosa; Fitriatus Sholeha
Nusantara Science and Technology Proceedings 3rd International Conference Eco-Innovation in Science, Engineering, and Technology
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2022.2706

Abstract

A mining company is a company engaged in the gold mining industry that implements an open-pit mining system. In carrying out mining operations, not all activities will always run smoothly. Based on incident trend data in mining companies, there are still a large number of incidents that occur in mining operational activities each year which result in property damage, minor injuries to workers, serious injuries to workers, occupational diseases, loss of working days, and losses to workers. company. The causes of work accidents are divided into several causes, namely, basic causes, indirect causes, and direct causes. The mining operations of mining companies are not free from hazards and work risks that can occur at any time in the mining work environment, especially in the work area in the pit main ridge. The main ridge pit work area is the main location for gold mining operations for mining companies which are now actively operating for many mining activities such as drilling, blasting, surveying, loading, and hauling activities where the condition of this work area has a relatively high level of danger and risk, by because it is necessary to analyze Occupational Health and Safety using the HIRARC method or identify potential hazards in the pit main ridge work area, then carry out an existing risk assessment to determine a control plan that is suitable for the conditions in the pit main ridge work area.