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STUDI KORELASI ANTARA PENGETAHUAN MANAJEMEN PERUBAHAN, MOTIVASI CITRA DIRI DAN IKLIM KERJA DENGAN EFEKTIVITAS KERJA STAF SEKRETARIAT RUMAH SAKIT PEMERINTAH ISTIYANI, ISTIYANI
JURNAL ILMIAH EDUCATIONAL MANAGEMENT Vol 2, No 1 (2011): JURNAL ILMIAH EDUCATION MANAGEMENT
Publisher : JURNAL ILMIAH EDUCATIONAL MANAGEMENT

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Abstract

The objective of this research is to find out the relationships between change management knowledge, self image motivation and the working climate with the work effectivity of the secretariat staff of public hospital in Jakarta. The method used was the survay with random sampling of 92 respondents from 5 hospitals. The results showed that there is a positive and significant correlation between the change management knowledge, self image motivation and the working climate with the work effectivity of the staff of public hospital. Also a significant and positive correlations were found between those 3 factors and the work effectivity. The results suggest that the mentioned factors should be considered in impovement of the work effectivity.Keywords: Work effectivity, public hospital, change management, selfimage motivation, work climate.
ANALISIS KINERJA ORGANISASI DINAS PARIWISATA KABUPATEN SEMARANG (STUDI KASUS DI UPTD OBYEK WISATA CANDI GEDONGSONGO) Istiyani, Istiyani; Yuniningsih, Tri
Journal of Public Policy and Management Review Volume 8, Nomer 1, Tahun 2019
Publisher : Jurusan Administrasi Publik, Fakultas Ilmu Sosial dan Ilmu Politik, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (348.191 KB) | DOI: 10.14710/jppmr.v8i1.22759

Abstract

Tourism is a sector that has a large impact on the country incomes if it used optimally. Of course, an important factor to develop tourism sector is human resources. Competent human resources who are able to complete the tasks thoroughly are the determining factor for the success of the projects. In this case, performance of the organization needs attention. So, from time to time the programs are getting better. This study focus on performance of the organization that handle Gedong Songo Temple Tourism Object in Semarang District. Gedongsongo Temple is a historical heritage site that has a unique tourist attraction, a combination of natural and cultural appeal. The purposes of the study is to find out how performance of the organization, and also supporting and inhibiting factors at Tourism Department of Semarang District (Case Study of UPTD Gedongsongo Temple Tourism Object). In this study, performance of the organization was analyzed using dimensions of service quality, responsiveness, responsibility, accountability, effectiveness, and efficiency. The results of the study show that several dimensions have not been optimal, those dimensions are: service quality, responsiveness, and responsibility. While accountability, effectiveness and efficiency are optimal. Supporting factor on performance of the organization is technology, while the inhibiting factors are leadership and system. In order to optimize performance of the organization, it is necessary to fix the results of dimensions of the performance both quantity and quality, maximize the role of supporting factors and minimize inhibiting factors.
Pemberdayaan Komunitas dengan Optimalisasi Game Mobile Legends Bang Bang melalui Pembelian Skin atau Virtual Item Istiyani, Istiyani; Purwanto, Eko; Hendrati, Ignatia Martha
Amalee: Indonesian Journal of Community Research and Engagement Vol 4 No 2 (2023): Amalee: Indonesian Journal of Community Research and Engagement
Publisher : LP2M INSURI Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/amalee.v4i2.3107

Abstract

This study aims to analyze the influence of consumer behavior, namely game satisfaction, consumption value, character identification, and hedonic motivation on the repurchase intention of virtual items in the Mobile Legends Bang Bang game. This study uses a causal associative research method that shows a causal relationship between several variables with this type of quantitative research. Identify 105 respondents of Bang-Bang Mobile Legends game players who have purchased skins or virtual items with the age of 15-40 years spread throughout Indonesia. The data analysis technique uses the Likert scale and uses Partial Least Square to see the influence between variables. The results showed that game satisfaction, consumption value, character identification, and hedonic motivation had a positive and significant effect on the repurchase intention of virtual items in the Bang Bang Mobile Legends game with a significance level below alpha 10 percent. About 80 percent of simultaneous tests of independent variables were able to explain their effect on the repurchase intention of virtual items. This shows that behavior based on the above aspects can affect players' considerations and decisions to purchase skins or virtual items released by the Bang Bang Mobile Legends game, so that the virtual item business can become a lucrative opportunity and market share for game developers and players.