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Rohayati Rohayati
Administrasi Bisnis Politeknik Negeri Banjarmasin

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Analisis Faktor-Faktor Yang Mempengaruhi Keputusan Mahasiswa Dalam Memilih Jurusan Administrasi Bisnis Politeknik Negeri Banjarmasin Sari Hepy Maharani; Linda Permanasari; Rohayati Rohayati
INTEKNA informasi teknik dan niaga Vol 18 No 2 (2018): Vol 18 No 2 (2018): Jurnal INTEKNA, Volume 18, No. 2, Nov 2018: 67-131
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In any organization, decision making is considered very crucial. Decision making should be based on the information that is considered important as well. This research attempts to analyze the decision-making factors such as the image, interests, collective decision, availability of employment, facility, price, place and promotion for choosing Business Administration as major choice Polytechnic. This study is also expected to provide some information as the input for all parties who are interested in this crucial problem. The sample used was taken from the students of Business Administration . The questionnaires were distributed to them and then 158 copies of them were analyzed by factor analysis nd regression. Based on the analysis, it was found that there are seven variables considered by students in choosing major department ; facilities and infrastructure, images, promotions, joint decisions, availability of employment, location and request. And from all variables, the variables that have significant influence are joint promotions and decisions. And the joint decision variable is identified as the variable that has the most influence on the decision to choose a study program.
Dampak Pemasaran Di Masa Pandemi Covid-19 Terhadap Kinerja Usaha Mikro Kecil Dan Menengah (Umkm) Di Kota Banjarbaru sari hepy maharani; Agus Pebrianto; Rohayati
INTEKNA informasi teknik dan niaga Vol 21 No 1 (2021): Jurnal INTEKNA, Volume 21, No. 1, Mei 2021: 1 - 53
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/intekna.v21i1.1003

Abstract

This study aims to determine the impact of the Covid-19 pandemic on UMKM in the City of Banjarbaru. The dependent variable in this study is the performance of MSMEs while the independent variables include financial aspects, technical & production aspects, marketing aspects, human resources aspects, and technological competency aspects. The survey research was conducted on 106 UMKM which are under the guidance of the Dinas Koperasi, UMKM dan Tenaga Kerja Kota Banjarbaru. The data obtained were then analyzed using multiple linear regression analysis. The results of this study indicate that the cause of the decline in UMKM performance that occurred in almost all UMKM in Banjarbaru was a decrease in the marketing aspect, in this case, a decrease in people's purchasing power caused by the Pandemic.
APLIKASI GAME MEDIA PEMBELAJARAN BAHASA INGGRIS PADA ANAK - ANAK SDN MELAYU 2 BANJARMASIN MENGGUNAKAN ADOBE FLASH CS6 Said Muhammad; Rohayati Rohayati; Said Alwi Zulfikri Hairi
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 6 No 1 (2020): Positif : Jurnal Sistem dan Teknologi Informasi
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/positif.v6i1.905

Abstract

This study is aimed to create an English learning media game application as an interesting alternative learning system in order to increase English knowledge and children's interest in learning. It is also to presents the English learning media game application quickly and precisely to the students of SDN Melayu 2 Banjarmasin. The research method used is Applied Research which also used primary data sources and secondary data. Data collection techniques used were interviews, observation, and literature. As for the system development method, the author used the Waterfall method by analyzing the system, functional and non-functional requirements and PIECES analysis by using the Adobe Flash CS6 application program to make English learning media for students. The results of this study are the formation of learning media game applications so that learning for users could make changes in mindset, have a learning spirit and increase the interest of students in learning and are more relevant. The installation could also be accessed easily just by using a computer device.