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ANALISIS FAKTOR- FAKTOR YANG BERPENGARUH TERHADAP KESEDIAAN WAJIB PAJAK ORANG PRIBADI YANG MELAKUKAN USAHA DALAM MEMBAYAR PAJAK (STUDI DI KABUPATEN PATI JAWA TENGAH) Widhy Setyowati; Hesty Ningtyas
Solusi Vol 11, No 3 (2012)
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/slsi.v11i3.2016

Abstract

Penelitian ini bertujuan untuk meneliti faktor - faktor yang mempengaruhi kesediaan wajib pajak orang pribadi yang melakukan usaha dalam membayar pajak dengan menggunakan beberapa variabel bebas yang juga pernah digunakan dalam penelitian sebelumnya seperti kesadaran membayar pajak, pengetahuan dan pemahaman terhadap peraturan perpajakan. persepsi yang baik atas efektifitas sistem perpajakan, persepsi yang baik terhadap pelaksanaan sanksi denda, kepuasan terhadap kualitas pertayanan fiskus.Populasi dalam penelitian ini adalah wajib pajak orang pribadi yang melakukan usaha dan masih aktif melakukan kewajiban perpajakan di Kabupaten Pati pada tahun 2010 . Teknik pengambilan, sampel yang digunakan dalam penelitian ini adalah menggunakan non probability sampling yaitu convenience sampling (sampel berdasarkan kemudahan). Jumlah sampel yang diteliti sebanyak 102 responden dan penentuan kecukupan sampel menggunakan rumus Slovin. Uji instrumen menggunakan uji validitas dan reliabilitas. Teknik analisis yang digunakan dalam penelitian ini meliputi analisis kualitatif analisis kuantitatif dengan uji normalitas dan asumsi klasik dan teknik analisis regresi berganda.
Jumlah Wisatawan, Produk Domestik Regional Bruto dan Jumlah Penduduk Pengaruhnya terhadap Pendapatan Asli Daerah Provinsi Jawa Tengah Era Siony Kanaan; Widhy Setyowati
Jurnal Ilmiah Aset Vol 25 No 1 (2023): Jurnal ASET Volume 25 No 1
Publisher : STIE Widya Manggala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37470/1.25.1.214

Abstract

This research aims to examine the effect of the Number of Tourists, Gross Regional Domestic Product and Total Population on the Regional Original Income of Central Java Province in 2018-2020. The sample in this research were 35 district/cities in Central Java Province. The data used in this study is quantitative secondary data with the Multiple Linear Regression analysis tool model using the SPSS program. The results of this study indicate that the number of tourists has a positive and significant effect on Regional Original Income, GRDP has a positive and significant effect on Regional Original Income. and Total Population has a positive and significant effect on Regional Original Income.
Using Gamification To Increase E-Learning Engagement Sri Watini; Widhy Setyowati
International Transactions on Education Technology (ITEE) Vol. 1 No. 2 (2023): International Transactions on Education Technology (ITEE)
Publisher : Pandawan Sejahtera Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/itee.v1i2.234

Abstract

E-learning is limited from a pedagogical standpoint because it can't emote or captivate students the same way a teacher can. To compensate for the lack of sensation or emotional engagement, an e-learning system must aim to encourage students in other ways. JB Fogg conducted study on the subject of persuasive technology and how to develop tools that affect a user's emotions. He introduces the Fogg's Behavior model, which looks into the circumstances that can lead to a particular behavior. There are numerous uses for this idea in human-computer interaction. Games are a regular aspect of life that delight players while also modeling behavior. We can improve user engagement with an e-learning application and its particular activities by incorporating game mechanics and dynamics into tasks and e-learning processes. Gamification is a term that has many applications in business practices and suggests tried-and-true methods that are comparable to those used in games. Gamification is the process of integrating elements of gaming into non-gaming applications, particularly user-friendly internet and mobile platforms. Furthermore, it seeks to persuade users to engage in the appropriate behaviors in respect to the applications. This description is connected to the terms serious games, serious gaming, playful engagement, and game-based technology. In this section, we'll examine each one in more detail, as well as examine how well they apply to e-learning and the learning process as a whole.