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IMPLEMENTASI ALGORITMA SMITH PADA APLIKASI ISTILAH TEKNIK INDUSTRI KIMIA Nasib Marbun; Ahmad Riza Fuadi; Muasir Pagan; Suranta Bill Fatric Ginting; Muhammad Zarlis; Dedy Hartama
KOMIK (Konferensi Nasional Teknologi Informasi dan Komputer) Vol 3, No 1 (2019): Smart Device, Mobile Computing, and Big Data Analysis
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/komik.v3i1.1637

Abstract

Companies engaged in the chemical industry really need Human Resources (HR) who have knowledge in the field of chemical industry engineering terms in order to achieve the company's main goals, but due to the chemical industry engineering terms that use foreign languages is essentially difficult to understand not a few of the general public who have desire to work in companies in the chemical industry engineering experience problems in mastering the knowledge needed by chemical industry engineering companies. Therefore it is necessary to have an application that adopts science related to the chemical industry engineering term along with good search features. The application that was built to search for information related to chemical industry engineering terms in this study implements the smith algorithm as an algorithm that serves to minimize the use of the time needed in the search process. The smith algorithm notices that counting the number of shifts with the text character that is located right next to the window character on the rightmost text can sometimes provide a shorter shift than using the rightmost window text character. Then he gives a solution to take the maximum between the two values. The application term of chemical industry engineering research was built using visual basic net 2008 and can be operated properly on personal computers supported by Windows OS. Keywords: Chemical Industry Engineering Terms, String Matching, Algorithms, Smith.
PENGARUH INFORMASI DIGITAL DENGAN MENGGUNAKAN APLIKASI PLATFORM DIGITAL TERHADAP PENJUALAN UMKM Muasir Pagan
Journal Accounting International Mount Hope Vol. 1 No. 4 (2023)
Publisher : Journal Accounting International Mount Hope

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61696/jaimo.v1i4.274

Abstract

This research aims to find out how much influence social media FB,WA and instagram on sales turnover of Dayrini_shop Singaraja and (2) to know the influence of social media Facebook,WA, and Instagram on sale turnover. The object in this study is a clothing and accessories store “Dayrini Shop”.The data collection technique used through observations in the Clothing and Accessories Shop “Dayrinini Shop” as well as interviews with the owner of the Clothes and accessory store “ Dayrini shop” The results of this research show that the COVID-19 pandemic has a great impact on the business world especially small.With the existence of the Covid-19 Pandemic, the clothing store and accessories “Dayri Shop” Singaraja felt a significant change in its sales turnover.So Dayrin Shop used social media FB,WA and Instagram for advertising media and increased its sales omet.Dayrinin Shop felt the influence of Social Media, FBWA, Instagram and on the sales of clothes & accessories in “Dayríni Shop”.Social media, FBVA and Instagram had a positive influence on the Sales Volume of Packages and Accessory in the “Dayrim Shop” singaraja
Penerapan Metode Pembelajaran Berbasis Game Dalam Meningkatkan Motivasi Belajar Bahasa Inggris Siswa Kelas 5 MIN 8 Aceh Tenggara: Penelitian Ovielia Putri Rahman; Khairuddin Nasution; Nurjannah Pakpahan; Wasni Maisarah; Muasir Pagan
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 3 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 3 (Januari 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i3.5476

Abstract

Penelitian ini bertujuan untuk meningkatkan motivasi belajar bahasa Inggris siswa SD kelas 5 melalui penerapan metode pembelajaran berbasis game. Motivasi belajar yang rendah seringkali menjadi hambatan bagi siswa dalam mencapai tujuan pembelajaran bahasa Inggris. Oleh karena itu, penelitian ini berupaya untuk meningkatkan motivasi belajar bahasa Inggris siswa SD kelas 5 dengan menggunakan metode pembelajaran berbasis game. Penelitian ini menggunakan desain quasi-eksperimen dengan satu kelompok pretest-posttest. Sampel penelitian adalah 30 siswa SD kelas 5 di salah satu sekolah dasar di Indonesia. Metode pembelajaran berbasis game yang digunakan dalam penelitian ini adalah game interaktif yang dirancang untuk meningkatkan keterampilan bahasa Inggris siswa, seperti mendengarkan, berbicara, membaca, dan menulis. Hasil penelitian menunjukkan bahwa metode pembelajaran berbasis game dapat meningkatkan motivasi belajar bahasa Inggris siswa SD kelas 5. Skor rata-rata motivasi belajar bahasa Inggris siswa meningkat dari 60,33 menjadi 80,67. Uji t menunjukkan bahwa peningkatan motivasi belajar bahasa Inggris siswa signifikan (p < 0,05). Selain itu, 85% siswa menyatakan bahwa mereka lebih suka belajar bahasa Inggris dengan menggunakan game, sedangkan 15% siswa menyatakan netral. Penelitian ini memiliki implikasi praktis bagi guru dan pengembang kurikulum. Guru dapat menggunakan metode pembelajaran berbasis game sebagai alternatif untuk meningkatkan motivasi belajar bahasa Inggris siswa. Pengembang kurikulum dapat mengintegrasikan game ke dalam kurikulum sekolah untuk meningkatkan kualitas pembelajaran bahasa Inggris.