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USULAN TATA LETAK FRAKTAL UNTUK PABRIK BARU DARI CV PRIMA BANGUN NUSANTARA Santoso, Santoso; Halim, Chandra
Industrial and Systems Engineering Assessment Journal (INASEA) Vol 13, No 2 (2012): INASEA Vol. 13 No. 2
Publisher : Industrial and Systems Engineering Assessment Journal (INASEA)

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Abstract

CV Prima Bangun Nusantara is a leather manufacturing company which is currently experiencing an increase in demand from consumers and is planning to build a new factory. Since types of product manufactured are varied and tend to fluctuate every 6 months, the layout should be designed flexible to anticipate the changes that may occur. The design begins by counting the number of machines based on the data of production lack provided by the company. The calculation of the number of machines by using a routing sheet is to determine the number of machines suitable for the new factory. After that is creating a relationship among the departments shown in ARD whichis then used to calculate the cost of material handling (CMH). The calculations show that the value of CMH for “by process” is Rp.948.505, while the fractal is Rp.905.413. The layout of the fractal generates smaller CMH value by a margin of 5% or as much as Rp.43.092. To better see the difference in the two layouts, a test is done by changing the data of product types and volume created (in accordance with the conditions of the company, in which the type and volume of products made may be changed every 6 months). The CMH value for “by process” layout is Rp.407.283 and for the fractal one is Rp.247.745. The fractal layout generates smaller CMH value with a difference as much as Rp.159.538 or 39%.
ANALISIS PENGARUH RASIO KEUANGAN DAN MARKET EFFECT UNTUK MEMPREDIKSI KEBANGKRUTAN BANK MENGGUNAKAN MODEL REGRESI LOGISTIK (Studi Pada Bank yang Terdaftar Di Bursa Efek IndonesiaPeriode 2008-2012) Halim, Chandra; Savitri, Enni; Diyanto, Volta
Jurnal Online Mahasiswa (JOM) Bidang Ilmu Ekonomi Vol 3, No 1 (2016): Wisuda Februari 2016
Publisher : Jurnal Online Mahasiswa (JOM) Bidang Ilmu Ekonomi

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Abstract

This study aims to determine the effect of accounting ratio and market effect for predicting bank’s bankruptcy with logistic regression model. Beside that this research also to measure the correction of bank’s bankruptcy predicting model.The research data is secondary data from annual financial statements of bank, annual report of bank, and bank’s stock history report. While the population in this research were all commercial banks in Indonesia that is still in operation and listing on the Indonesia stock exchange during the period of 2008-2012. By using the method of purposive sampling obtained 21 banks for the sample. The analysis is using logistic regression.The test results of logistic regression, model composed by accounting number and market effect.is illustratable probability of bank’s bankruptcy observe by the model fit result. Accounting numbers CAR, NPL and BOPO are significantly effect for probability of bank’s bankruptcy. By all of the variables in this research can explain 69% probability of bank’s bankruptcy and the other 31% explain by other variable. Predicting Accuracy of the model in this research is 95.2%.Keywords: Bank,PredictingBankruptcy, Accounting Ratios, Market Effect and Logistic Regression.
ANALISIS PEMAHAMAN MEMBACA LITERAL MAHASISWA TEKNIK INFORMATIKA DI SURAKARTA Marginingsih, Marginingsih; Halim, Chandra
Proceeding SENDI_U 2018: SEMINAR NASIONAL MULTI DISIPLIN ILMU DAN CALL FOR PAPERS
Publisher : Proceeding SENDI_U

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Abstract

Tujuan dari penelitian ini adalah untuk menganalisis pemahaman membaca literal mahasiswa Teknik Informatika STMIK Duta Bangsa Surakarta dan STMIK Sinar Nusantara Pemahaman membaca literal mahasiswa berdasarkan tiga indikator yaitu; (1) menemukan informasi rinci yang tersurat, (3) menemukan makna kata, dan (3) menemukan kata rujukan. Dalam penelitian ini, peneliti menggunakant tiga tingkat pemahaman membaca. Nilai rata-rata diatas 60 % dikategorikan tingkat mandiri, nilai rata-rata 40 60 % dikategorikan tingkatintruksional, dan nilai rata-rata dibawah 40 % dikategorikan tingkat frustasi.Analisis data meliputi uji validitas dan uji reliabilitas instrumen soal pilihan ganda dengan menggunakan software An Soft 1.0. Setelah hasil analisis soal tersebut valid dan reliabel, soal diujikan ke responden untuk mengetahui hasil rata-rata nilai mahasiswa dari setiap indikator pemahamaman membaca literal. Hasil penelitian menunjukkan bahwa Hasil rata-rata mahasiswa proragm studi Teknik Informatika STMIK Duta Bangsa dalam menemukan informasi yang tersurat adalah 63 %, sedangkan mahasiswa STMIK Sinar Nusantara adalah 42,9 %. Hasil rata-rata mahasiswa STMIK Duta bangsa dalam menemukan makna kosakata 54,2 %, sedangkan mahasiswa STMIK Sinar Nusantara adalah 30,7 %. Hasil rata-rata mahasiswa STMIK Duta Bangsa dalam menemukanrujukan kata 60,9 %, sedangkan mahasiswa STMIK Sinar Nusantara adalah 43,5 %. Dari hasil tersebut mahasiswa masih perlu diberikan latihan membaca pemahaman literal dalam proses pembelajaran.
PROTOTYPE M-CULTURE SOLO Halim, Chandra; Nugroho, Novemy Triyandari
Proceeding SENDI_U 2018: SEMINAR NASIONAL MULTI DISIPLIN ILMU DAN CALL FOR PAPERS
Publisher : Proceeding SENDI_U

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Abstract

Solo adalah kota budaya. di samping itu solo memiliki memiliki pula keanekaragaman pariwisata dan juga budaya yang sayang jika tidak dipublikasikan. Hal yang masih menjadi hambatan bagi penyediaan informasi tentang budaya kota solo adalah bagian penyajian informasi, sehingga mempersulit pengenalan budaya kota solo kepada para wisatawan dan juga pada masyarakat luas. Sarana penyajian informasi yang digunakan saat ini hanya melalui media konvensional seperti buku sejarah kota solo dan juga arsip arsip . Dalam hal ini penulis berinisiatifuntuk membuat sebuah Aplikasi penyedia layanan informasi yang dikhususkan pada keanekaragaman budaya kota Solo yang diharapkan dapat membantu dalam pengenalan, dan pemberian informasi, serta dapat memberikan dampak keingintahuan wisatawan tentang budaya kota Solo. Metode yang digunakan dalam pembuatan aplikasi ini adalah dengan menggunakan metode prototype. Kemudian perancangan dilakukan dengan proses UML (Unified Modelling Life Cycle). Dengan use case, activity diagram, flowchart, sequence diagram.
ANALISIS PEMAHAMAN MEMBACA LITERAL MAHASISWA TEKNIK INFORMATIKA DI SURAKARTA Marginingsih, Marginingsih; Halim, Chandra
Proceeding SENDI_U 2018: SEMINAR NASIONAL MULTI DISIPLIN ILMU DAN CALL FOR PAPERS
Publisher : Proceeding SENDI_U

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (254.8 KB)

Abstract

Tujuan dari penelitian ini adalah untuk menganalisis pemahaman membaca literal mahasiswa Teknik Informatika STMIK Duta Bangsa Surakarta dan STMIK Sinar Nusantara Pemahaman membaca literal mahasiswa berdasarkan tiga indikator yaitu; (1) menemukan informasi rinci yang tersurat, (3) menemukan makna kata, dan (3) menemukan kata rujukan. Dalam penelitian ini, peneliti menggunakant tiga tingkat pemahaman membaca. Nilai rata-rata diatas 60 % dikategorikan tingkat mandiri, nilai rata-rata 40 60 % dikategorikan tingkatintruksional, dan nilai rata-rata dibawah 40 % dikategorikan tingkat frustasi.Analisis data meliputi uji validitas dan uji reliabilitas instrumen soal pilihan ganda dengan menggunakan software An Soft 1.0. Setelah hasil analisis soal tersebut valid dan reliabel, soal diujikan ke responden untuk mengetahui hasil rata-rata nilai mahasiswa dari setiap indikator pemahamaman membaca literal. Hasil penelitian menunjukkan bahwa Hasil rata-rata mahasiswa proragm studi Teknik Informatika STMIK Duta Bangsa dalam menemukan informasi yang tersurat adalah 63 %, sedangkan mahasiswa STMIK Sinar Nusantara adalah 42,9 %. Hasil rata-rata mahasiswa STMIK Duta bangsa dalam menemukan makna kosakata 54,2 %, sedangkan mahasiswa STMIK Sinar Nusantara adalah 30,7 %. Hasil rata-rata mahasiswa STMIK Duta Bangsa dalam menemukanrujukan kata 60,9 %, sedangkan mahasiswa STMIK Sinar Nusantara adalah 43,5 %. Dari hasil tersebut mahasiswa masih perlu diberikan latihan membaca pemahaman literal dalam proses pembelajaran.
PROTOTYPE M-CULTURE SOLO Halim, Chandra; Nugroho, Novemy Triyandari
Proceeding SENDI_U 2018: SEMINAR NASIONAL MULTI DISIPLIN ILMU DAN CALL FOR PAPERS
Publisher : Proceeding SENDI_U

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (531.043 KB)

Abstract

Solo adalah kota budaya. di samping itu solo memiliki memiliki pula keanekaragaman pariwisata dan juga budaya yang sayang jika tidak dipublikasikan. Hal yang masih menjadi hambatan bagi penyediaan informasi tentang budaya kota solo adalah bagian penyajian informasi, sehingga mempersulit pengenalan budaya kota solo kepada para wisatawan dan juga pada masyarakat luas. Sarana penyajian informasi yang digunakan saat ini hanya melalui media konvensional seperti buku sejarah kota solo dan juga arsip arsip . Dalam hal ini penulis berinisiatifuntuk membuat sebuah Aplikasi penyedia layanan informasi yang dikhususkan pada keanekaragaman budaya kota Solo yang diharapkan dapat membantu dalam pengenalan, dan pemberian informasi, serta dapat memberikan dampak keingintahuan wisatawan tentang budaya kota Solo. Metode yang digunakan dalam pembuatan aplikasi ini adalah dengan menggunakan metode prototype. Kemudian perancangan dilakukan dengan proses UML (Unified Modelling Life Cycle). Dengan use case, activity diagram, flowchart, sequence diagram.
Legal Analysis of the Cihujung River Environmental Pollution Case by PT How Are You Indonesia (PT. HAYI) (Case study: Indonesia Disctrict Court Decision Number 735/PDT.G LH/2018/PN.Jkt.Utr) Halim, Chandra; Shecillia
Mahadi: Indonesia Journal of Law Vol. 3 No. 2 (2024): Edisi Agustus 2024
Publisher : Universitas Sumatera Utara

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Abstract

Environmental pollution, especially river water pollution, is a crucial issue that has far-reaching impacts on ecosystems and public health. This pollution is often caused by irresponsible industrial activities, as seen in the case between the Ministry of Environment and Forestry of the Republic of Indonesia and PT How Are You Indonesia. Through strict law enforcement and the application of the principle of absolute liability, it is hoped that a deterrent effect can be created for the perpetrators of pollution and encourage better protection of the environment. In a verdict that partially granted the lawsuit of the Ministry of Environment and Forestry of the Republic of Indonesia against PT How Are You Indonesia, the judge found the defendant guilty of water pollution based on the principle of absolute responsibility. The defendant is required to pay compensation of more than 12 billion rupiah and daily forced money of 10 million rupiah if it is late in implementing the decision. Corporate liability for environmental pollution is regulated in Law No. 32 of 2009, but several aspects of the verdict need further review, such as the relationship between strict liability and tort, the clarity of the purpose of compensation, and the importance of applying additional administrative sanctions. In addition, the Act is considered less effective in establishing a commitment to reduce and reverse environmental damage.
Exploring the Benefits of Learning Applications in Increasing Achievement and Motivation in Islamic Religious Education Susanti, Agus; Jie, Li; Mahmudah, Siti; Yusnita, Erni; Halim, Chandra
Journal Neosantara Hybrid Learning Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v2i1.848

Abstract

Learning Islamic education is one of the learning points that can shape the character, morality, and spirituality of individuals in society. However, as time progresses, many challenges appear such as the lack of interest and involvement of students in learning Islam, especially in the current digital era. Limited time, lack of adequate resources, and changing students' mindsets towards media and technology are the main obstacles in achieving the goals of Islamic education. In addition, with the increasing development of information and communication technology, there is a demand to integrate technology into the learning process in order to update teaching methods and motivate students in learning Islam. The purpose of this research is to explore the potential of learning applications as an effective tool in improving the performance and motivation of students in Islamic religious education, taking into account contemporary challenges and needs in the religious learning process. The research method used is a quantitative method. The research data was obtained from the results of the questionnaire. The results of the research show that the use of learning applications significantly increases students' understanding of Islamic religious material, with the average test score increasing significantly. In addition, the level of student motivation in learning Islam also experienced a significant increase, evident from active participation in class discussions, task completion, and better attendance levels. The implementation of this research states that learning applications provide clear benefits in improving student performance and motivation in Islamic religious education. This confirms the need for technology integration in the learning process of Islamic Religion to optimize the student's learning experience and strengthen religious values ??in an increasingly digitally connected society.
Empowering Autonomous Islamic Religious Education Learners With Technology-Enhanced Tools To Improve Performance And Self-Motivation Arafah, Abdul Latief Arung; Jiao, Deng; Selvia , Devi Sela Eka; Wang, Yuanyuan; Halim, Chandra
Journal Neosantara Hybrid Learning Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v2i1.850

Abstract

Islamic religious education is an important part of the curriculum in many countries with a majority Muslim population. However, challenges in teaching Islam are often related to limited resources and lack of student involvement. The use of technology in learning can be a solution to improve the quality of Islamic learning and motivate students independently. This research also aims to determine the extent to which the application of gamification techniques can empower learners in the context of Islamic religious education. This research uses an experimental approach. Data about students' academic performance and level of self-motivation were collected through academic tests and questionnaires before and after treatment. The research results show that the use of technology-enhanced learning tools in Islamic learning significantly improves students' academic performance. Apart from that, it was found that the application of gamification techniques in learning also had a positive impact on students' self-motivation. Students who are involved in learning that uses technology and gamification techniques show a higher level of motivation in studying Islamic religious material compared to students who follow conventional learning methods. The conclusion of this research explains that the use of technology-enhanced learning tools and gamification techniques can be an effective strategy in improving students' academic performance and self-motivation in learning Islamic religion. The implementation of technology in Islamic learning not only enriches the learning experience, but also empowers students to become more active and enthusiastic autonomous learners.
The Influence of Gamification Techniques on Students’ Learning Performance and Motivation in Learning: An Experimental Study Sappaile, Baso Intang; Xu, Shanshan; Oci, Markus; Xavier, Murphy; Halim, Chandra
Journal Neosantara Hybrid Learning Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jnhl.v2i1.935

Abstract

Innovative and engaging learning is becoming increasingly important in modern education. Gamification techniques, which adapt game elements to learning contexts, have attracted research interest as a potentially effective approach to improving student achievement and learning motivation. This research aims to evaluate the effect of gamification techniques on student achievement and motivation in learning. This research method uses an experimental approach with a randomized controlled design, involving two groups of students: an experimental group that applies gamification techniques and a control group that follows conventional learning. Data was collected through achievement tests, learning motivation questionnaires, and classroom observations. The results of this study explain that data analysis shows that students who were involved in learning using gamification techniques had significantly higher achievement than the control group. In addition, students’ learning motivation in the experimental group was also significantly higher than that in the control group. Classroom observations showed higher levels of engagement and participation from students in lessons that used gamification techniques. The conclusion of this research supports the idea that the use of gamification techniques in learning has a positive impact on student achievement and learning motivation. This shows the potential of gamification techniques as an effective tool in increasing the efficiency and effectiveness of learning. The practical implication of this research is that the gamification approach can be integrated into curriculum design to create a more interesting and encouraging learning environment for students. It is hoped that this research can further explore specific aspects of implementing gamification techniques in different educational contexts