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KOINTEGRASI DAN DAMPAK GUNCANGAN INVESTASI LUAR NEGERI TERHADAP EKONOMI AGRIBISNIS DI INDONESIA Iwan Riswandi
Jurnal Agribisnis dan Ekonomi Pertanian Vol. 1 No. 1 (2007): Agribusiness and Agricultural Economics Journal
Publisher : Departemen Agribisnis, FEM-IPB

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Abstract

The objectives of this research are: (1) to analyze co-integration of the Indonesian agribusiness economy and its international market, and (2) to analyze the impacts of foreign investment policies on Indonesian agribusiness economy. This research used time series econometric approach with the co-integration method of vector error correction model (VECM), referring to the procedure of Engle-Granger (1987) and Enders (1995) with the model of structural matrix equation of Pesaran and Smith (1998). The long term of the Indonesian agribusiness economy will be influenced by foreign investment shocks. Domestic expectation to the increases of household consumption, employment and farmers’ income will be determined by the changes of each own variables. The shocks impact will give positive influence on agribusiness economic variables in the short as well as in the long terms; except for employment, agribusiness productivity and farmers’ income.
Analisis Margin dan Efisiensi Pemasaran Ikan Bandeng dan Ikan Tongkol di DKI Jakarta (Analysis Marketing Margin and Efficiency of Milkfish and Mackarel Tuna Fish at DKI Jakarta) D Iwan Riswandi; Wawan Oktariza
Jurnal Sains Terapan : Wahana Informasi dan Alih Teknologi Pertanian Vol. 5 No. 1 (2015): Jurnal Sains Terapan, Volume 5, Nomor 1, Tahun 2015
Publisher : IPB University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (783.801 KB) | DOI: 10.29244/jstsv.5.1.60-73

Abstract

Ministry of Marine Affairs and Fisheries has continued to roll out policies for the empowerment of fisherman and fish farmers, especially the micro scale. In order to enhance the welfare and income of fish farmers and fisherman, the problems in marketing that need to be getting the attention that is associated marketing margin and efficiency of capture fisheries and aquaculture commodity. The purpose of this study is to analyze marketing margin and efficiency of milkfish and mackarel tuna coming into Jakarta market as well as provide marketing policy recommendations of fishery products. The results showed that the marketing of milkfish and mackarel tuna to the Jakarta market based on marketing costs have been efficient because the costs are relatively low compared to the price of the consumer level. However, based on marketing cost-benefit ratio is not efficient because it can not hold a fair sharing of the overall price paid by the consumers to producers and middleman involved in the production and marketing of the commodity. Therefore, there needs to be marketing regulation to protect the interests of fish farmers, fisherman and consumers in the marketing of fishery commodities.Keyword: marketing efficiency, milkfish and mackarel tuna, marketing regulation
Efektivitas Layanan Informasi Bahaya Bermain Game Online menggunakan Media Flipchart dalam Mengurangi Intensitas Bermain Game Online Disekolah Siswa Kelas VII SMP Negeri 3 Setukabupaten Bekasi Riswandi, Iwan; Mulyanto, Tatag
Malahayati Nursing Journal Vol 6, No 11 (2024): Volume 6 Nomor 11 (2024)
Publisher : Universitas Malahayati Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33024/mnj.v6i11.14280

Abstract

ABSTRACT Education comes from the basic word didik. In Indonesian Dictionary, the word didik is defined as the process of "maintaining and giving training (teachings, guidance, guidance) regarding morals and intelligence of the mind. Knowing the Effectiveness of Information Services through flipchart media in reducing the intensity of playing online games. Quasy experimental research with a two-group pre-post test research design with a sample of 52 students. The results of the descriptive analysis showed that the intensity of playing online games before being given information services on the dangers of playing online games was 33 or 63.5% who had a very high intensity of playing online games, 12 or 23% of students who had a high intensity of playing online games, 3 or 5.8% of students who had a moderate intensity of playing online games, and 4 or 7.7% of students who had a very low intensity of playing online games,  While after being given information services on the dangers of playing online games, there was a reduction of 9 or 17.3% who had a very high intensity of playing online games, there were 10 or 19.2% of students who had a high intensity of playing online games, there were 27 or 52% of students who had a moderate intensity of playing online games, and there were 6 or 11.5% of students who had a very low intensity of playing online games. Based on the results of the study proved that information services on the dangers of playing online games accompanied by flipchart media are effective in reducing the intensity of playing online games. Keywords: Online Game, Flipchart Media, Intensity of Playing Online Games.  ABSTRAK Pendidikan berasal dari kata dasar didik. Dalam Kamus Bahasa Indonesia, kata didik didefinisikan sebagai proses “memelihara dan memberi latihan (ajaran, tuntunan, pimpinan) mengenai akhlak dan kecerdasan pikiran. Mengetahui Efektifitas Layanan informasi melalui media flipchart dalam mengurangi intensitas bermain game online. Penelitian pra-eksperimental-semu (quasy experimental research) dengan desain penelitian pre-post test dua kelompok dengan sampel 52 siswa. Hasil analisis deskriptif menunjukan bahwa intensitas bermain game online sebelum diberikan layanan informasi bahaya bermain game online yaitu 33 atau 63,5 % yang memiliki intensitas bermain game online sangat tinggi, 12 atau 23 % siswa siswa yang memiliki intensitas bermain game online tinggi, 3 atau 5,8% siswa yang memiliki intensitas bermain game online sedang, dan 4 atau 7,7 % siswa yang memiliki intensitas bermain game online sangat rendah, sedangkan sesudah diberikan layanan informasi bahaya bermain game online maka terjadi pengurangan yaitu 9 atau 17,3 % yang memiliki intensitas bermain game online sangat tinggi, ada 10 atau 19,2 % siswa yang memiliki intensitas bermain game online tinggi, ada 27 atau 52 % siswa yang memiliki intensitas bermain game online sedang, dan ada 6 atau 11,5 % siswa yang memiliki intensitas bermain game online sangat rendah. Berdasarkan hasil penelitian membuktikan bahwa layanan informasi bahaya bermain game online disertai media flipchart efektif dalam mengurangi intensitas bermain game online. Kata Kunci: Game Online, Media Flipchart, Intensitas Bermain Game Online.