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Improvement of Theme 3 Subtema 4 Learning Results Through Audio Visual Media in Class 1 Students of SDN Karangwangkal Widya Kurniawati
Social, Humanities, and Educational Studies (SHEs): Conference Series Vol 3, No 3 (2020): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (176.817 KB) | DOI: 10.20961/shes.v3i3.46043

Abstract

This research is a classroom action research (PTK) which consists of two cycles. This PTK has two cycles in one cycle, there are four stages, namely Plan, ACT and observer, reflect. The research subjects were grade I students of SDN Karangwangkal Banyumas, Central Java, with 26 students. Data collection techniques using test and non-test techniques. As for the assessment instrument using item items and observation of the scoring rubric. Analysis of the data used in the study included a comparative descriptive technique, namely a statistical technique by comparing the scores between cycles, the mean, the minimum score, the maximum, and the percentage. The results of the study that the use of audio-visual media can improve student learning outcomes in Theme 3 Sub-theme 4 Class 1 Night Activities of SDN Karangwangkal, this is evidenced by the learning outcomes in cycle I, namely 10 students out of 26 students or 38% who have not completed yet. students who complete as many as 16 students from 26 students or 62%. In cycle II, there were 3 out of 26 students or 12% of the students who had not completed, while 23 students out of 26 students or 88% who had finished. This means that student learning outcomes increase from cycle I to cycle II. The conclusion of this study is that using audio-visual media can improve student learning outcomes in Theme 3 Sub-theme 4 Class 1 Night Activities of SDN Karangwangkal.
Pengaruh Ukuran Perusahaan dan Leverage Terhadap Kualitas Laba Pada Perusahaan Makanan dan Minuman Yang Terdaftar di Bursa Efek Indonesia Pada Tahun 2019 - 2022 Widya Kurniawati
JURNAL RISET MANAJEMEN (JURMA) Vol 1 No 2 (2023): June : Jurnal Riset Manajemen
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jurma.v1i2.347

Abstract

This research aims to find out the impact of the size of the company and leverage on the quality of profit for the food and beverage companies listed on the Indonesia Stock Exchange in 2019–2022. Methods for collecting data with documentation techniques and downloading company financial statements through www.idx.co.id The research method used is quantitative statistics with the collection of data for the purpose of sampling, with a total sample of 17 companies. Data processing uses the SPSS 21 program, which includes classical assumption testing, descriptive analysis, double regression analysis, partial testing, and silmutan testing. The results of the t-test research showed that the size of the company has a positive impact on the quality of profits. The F test showed that the size of the company and leverage did not affect the quality of profits.
Evaluasi Pengalaman Pengguna Pada Website 6 Adventure Menggunakan Metode Usability Testing Ikbal Adi Putra; Husen Muzaki; Widya Kurniawati; Dian Saputra; Pramudya Akbar Zoelva; Angga Aditya Vannie; Ahmad Tri Hidayat
Jurnal Janitra Informatika dan Sistem Informasi Vol. 4 No. 1 (2024): April - Jurnal Janitra Informatika dan Sistem Informasi
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/janitra.v4i1.177

Abstract

Tingkat usability dapat mempengaruhi kemudahan pengguna dalam menggunakan sebuah aplikasi baik website, aplikasi desktop maupun mobile, sehingga perlu dilakukan evaluasi. Usability testing merupakan sebuah metode evaluasi yang melibatkan pengguna sebenarnya untuk melakukan pengukuran sejauh mana sebuah produk atau sistem dapat digunakan dengan efektif, efisien, dan memuaskan. Evaluasi usability website dilakukan dengan menggunakan lima indikator utama, yaitu learnability (tingkat kemudahan memahami), efficiency (efisiensi), memorability (tingkat kemudahan mengingat), errors (tingkat kesalahan), dan satisfaction (kepuasan pengguna). Data usability diperoleh melalui pengujian usability dengan melibatkan pengguna sebenarnya. Hasil penelitian menunjukkan bahwa website 6 Adventure mencapai tingkat kepuasan pengguna sebesar 80%. Hasil ini menggambarkan tingkat kualitas usability yang tinggi, menunjukkan bahwa pengguna merasa puas dengan pengalaman penggunaan website ini. Secara spesifik, website ini memiliki tingkat learnability yang baik, efisiensi dalam penggunaan, tingkat kemudahan mengingat website yang baik, serta tingkat kesalahan yang rendah.