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Search Management of the Game

Selection of Priority Sequence of Investor's Portfolio with the Use of the Supply Chain Management in the Criteria of "Against Nature" Game M.A Gorskiy; M.A Khalikov; A.Yu Kukharenko
International Journal of Supply Chain Management Vol 8, No 3 (2019): International Journal of Supply Chain Management (IJSCM)
Publisher : International Journal of Supply Chain Management

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Abstract

As part of the research related to the improvement of the portfolio theory of H. Markowitz, J. Tobin, and W. Sharpe for use in established as well as developing modern stock markets, the authors proposed a concept and a numerical algorithm to choose the priority sequence of financial portfolios of non-institutional investors, taking into account their preferences and projected changes in the parameters included in financial portfolios assets. In the absence of an optimization model suited to the market, an investor’s ability to choose a portfolio from several alternatives that satisfy the preferences in terms of profitability, risk, and liquidity significantly improves the quality of an investment decision by employing supply chain strategy. The authors’ concept provides for the formation of a set of alternative financial portfolios with different characteristics in a priori given quantity: the selection of an integral quality indicator of the investment portfolio, the formation of the priority sequence of portfolios using the game theory method “against nature”, and the synthetic “game” Wald-Savage criterion, which allows the consideration of the investor’s predisposition for risk–return pair. A comparative analysis of investment decisions based on the “classical” portfolio theory and the author’s concept allowed the conclusion that the proposed approach and the numerical method are correct and are better in comparison to traditional methods and efficiency algorithms when applied to the portfolio investment tasks.
ANALISA DISTRIBUSI PRODUK DENGAN PENDEKATAN SUPPLY CHAIN MANAGEMENT DAN APLIKASI BEER GAME Pratiwi, Indah; Fitriadi, Ratnanto; Hapsari, Rika Triati
Jurnal Ilmiah Teknik Industri Vol. 6, No. 1, Agustus 2007
Publisher : Muhammadiyah University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jiti.v6i1.1637

Abstract

Di dunia industri terutama menyangkut pendistribusian produk saat ini masih sering terdapat bullwhip effect, yaitu adanya simpangan yang jauh antara persediaan yang ada dengan permintaan. Hal ini dikarenakan kesalahan dari interpretasi data permintaan di rantai distribusi dan sistem informasi didalam sistem pendistribusiannya, yang disebabkan kurang terintegrasinya level-level supply chain dalam menyampaikan informasi permintaan dari konsumen ke level atasnya. Hal itu juga yang dialami oleh PT Bangun Indopralon Sukses Cabang Yogyakarta yang merupakan salah satu perusahaan yang bergerak dibidang pendistribusian produk tangki air, pipa PVC, pintu PVC, sambungan, slang air, ember cor, pagar BRC dan talang di wilayah Yogyakarta dan sekitarnya. Dimana terdapat masalah pengiriman dengan lead time yang terlalu lama membuat retailer tidak dapat memperhitungkan persediaan ketika melakukan pemesanan. Karena itu terjadi bullwhip effect di 11 retailer untuk pengukuran ?1 pada pengukuran upstream. Untuk melakukan suatu perbaikan dalam proses pendistribusian digunakan konsep Supply Chain Management (SCM), dimana didalamnya tidak hanya membahas mengenai pendistribusian produk saja, tetapi juga mengenai persediaan dan sistem informasi yang mendukung penerapan SCM. Selain itu juga diperlukan suatu peramalan agar perusahaan dapat memprediksi permintaan yang akan datang dimana dalam kasus ini menggunakan metode yang memiliki nilai MAD (Mean Absolute Deviation) terkecil. Selain itu juga digunakan aplikasi Beer Game untuk mengidentifikasi adanya bullwhip effect, dan memilih beberapa kebijakan (policy) untuk meminimalkan terjadinya bullwhip effect.
A Interactive Game to Enhance Student Understanding of Materials Management William E. Mueller; Gholam H. Massiha
International Journal of Evaluation and Research in Education (IJERE) Vol 1, No 2: December 2012
Publisher : Institute of Advanced Engineering and Science

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Abstract

It is difficult for students to grasp essential concepts of materials management because there is a considerable amount of new terminology as well as the need to develop a “feel” for what appears to be a static, but in actuality, a very dynamic process. In an attempt to overcome the language barrier as well as help the student develop a “feel” for the process, an old case study from the 70s has been revised and updated it for today’s student.  The method of presentation has also been changed from an out-of class activity to an in-class group activity. Initial results, based on 3 classes of 35-40 students each, have been positive with absenteeism reduced from a historical average of 10-15% down to 2%.  Student attitude appears to be better and test results appear to be better although comparisons in this area are more difficult to measure. A copy of the game is provided and maybe be freely used in your classroom.   Any suggestions for improvement would be greatly appreciated.DOI: http://dx.doi.org/10.11591/ijere.v1i2.1485
PENERAPAN KONSELING KELOMPOK PERILAKU DENGAN STRATEGI PENGELOLAAN DIRI (SELF-MANAGEMENT) UNTUK MENGURANGI KECANDUAN GAME ONLINE SISWA KELAS VIII DI SMP NEGERI 2 SIDOARJO REGITA NUNGDYASTI, DHEA; NURYONO, WIRYO
Jurnal BK UNESA Vol 9, No 3 (2019)
Publisher : Jurnal BK UNESA

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Abstract

Kecanduan game online ialah keadaan individu dengan ketidakmampuan untuk mengkontrol ketergantungannya dan perilakunya pada permainan online yang terhubung dengan jaringan internet serta adanya keinginan untuk bermain secara terus-menerus. Permasalahan yang terjadi pada siswa yang mengalami kecanduan pada game online di sekolah tidak dapat dibiarkan terus-menerus dan berulang karena dapat menganggu konsentrasi dan penyerapan informasi saat proses belajar. Penelitian ini untuk mengetahui penerapan konseling kelompok perilaku untuk mengurangi kecanduan game online siswa kelas VIII di SMP Negeri 2 Sidoarjo. Strategi yang digunakan adalah strategi pengelolaan diri (self-management) yang meliputi tiga teknik antara lain self-monitoring, stimulus-control dan self-reward. Jenis penelitian ini merupakan pre-experimental design dalam bentuk one group pre-test dan post-test. Populasi dalam penelitian ini adalah siswa kelas VIII-B dan VIII-E di SMP Negeri 2 Sidoarjo yang berjumlah 72 siswa. Pengambilan sampel melalui cara pemberian instrumen penelitian yakni angket kecanduan game online. Angket digunakan untuk menjaring siswa yang termasuk kedalam kategori kecanduan game online tinggi. Jumlah sampel yang dipilih adalah 6 siswa dengan tingkat kecanduan game online tinggi. Teknik analisis data yang digunakan yakni analisis statistik non-parametrik dengan tes statistik uji tanda. Hasil analisis pre-test dan post-test dengan uji tanda menunjukkan bahwa adanya perbedaan skor antara sebelum dan sesudah diberikan perlakuan, hal ini berarti menunjukkan konseling kelompok perilaku dengan strategi pengelolaan diri (self-management) berpengaruh terhadap siswa yang memiliki kecanduan game online tinggi. Dengan demikian perlakuan konseling kelompok dengan strategi pengelolaan diri (self-management) dapat menurunkan kecanduan game online pada siswa kelas VIII di SMP Negeri 2 Sidoarjo. Kata kunci: Konseling Kelompok Perilaku, Pengelolaan Diri, Kecanduan Game Online
Effectiveness of Group Guidance Services Using Self-Management Techniques to Prevent Addiction to Online Game Use (In SMA Negeri 2 Sungai Limau) Succy Primayuni; Neviyarni Neviyarni
Jurnal Neo Konseling Vol 2, No 2 (2020): Jurnal Neo Konseling
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/00266kons2020

Abstract

This research is motivated by the phenomenon that students spend 5-6 hours playing online games, do not eat on time, and do not care about the social environment because playing online games is more interesting according to them. Students also often play games in class if the teacher is boring, students often want to go home quickly to be able to play games in thearnet, in a day students are able to play games 2-3 hours, and during school holidays students play online games for up to 4 hours more a day. This study aims to: (1) Describe students' online game addictions before being given group guidance services, management, and (4) Describe the differences in online game addiction of students in groups that are given group guidance services and groups that are provided with group guidance services using self-management techniques. . The subjects of this study were students of class X SMA Negeri 2 Sungai Limau, registered in 2019/2020, amounting to 30 people. The research instrument used was an online game addiction questionnaire. Data were analyzed using descriptive statistical techniques and the Test Difference technique with the help of the SPSS For Windows 20.0 program. The results of the study revealed that (1) the results of the analysis of the pretest data obtained information that the addiction of the online game of SMA Negeri 2 Sungai Limau students was in the High category (2) the results of the posttest data analysis in the experimental group provided group guidance services using self management techniques obtained information that addicted to the online game of Sungai Limau High School 2 students in the Low category, (3) The results of the posttest data in the control group provided group guidance services without using self management techniques obtained information that the addiction of online games of Sungai Limau High School 2 students was in the Medium category, (4) the results of hypothesis testing using SPSS 20.0 obtained information that there is a significant difference between the experimental group and the control group. This means that the hypothesis proposed in the study is accepted where group guidance services using effective self management techniques to prevent addiction to playing online games.
LIFE CYCLE ASSESSMENT IN SUPPLY CHAIN MANAGEMENT GAME Hartono, Natalia; Laurence, Laurence; Chandra, Giovanni Hezekiah
Journal of Environmental Science and Sustainable Development Vol. 3, No. 1
Publisher : UI Scholars Hub

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Abstract

Educational games are essential in explaining theories to students as such activities create a fun learning environment. Most educational games in supply chain management (SCM) are focused on SCM or logistics theories. In the last decades, the research in environmentally conscious SCM has increased. However, the educational games related to such SCM are limited. This work is the first to use the detailed life cycle assessment (LCA) approach in teaching students SCM. The research output is a game called “Robo Factory,” which involves a simulation of a robot production supply chain. The research objective is to educate undergraduate students about the SCM structure, the duties and responsibilities of SCM actors, the LCA approach, and the cost types in SCM and LCA. The paper describes the game design process. The game design entails three steps: (1) game conceptualization and prototype design; (2) prototype trial, evaluation, and finalization of game rules; and (3) final games. Evaluation results indicate that the game successfully teaches undergraduate students about the theory of LCA in SCM in an enjoyable manner. The posttest shows an overall increase in students’ knowledge. The paper presents the future research directions and implications for scholars to enhance their contributions.
The Effect of Knowledge Management on Innovation and Organizational Performance in the field of Application and Game Development Budiprayitno, Simon
MEC-J (Management and Economics Journal) Vol 4, No 2 (2020)
Publisher : Faculty of Economics, State Islamic University of Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/mec-j.v4i2.8448

Abstract

This research examines the effect of knowledge management on innovation and organizational performance (Case Study on Creative Industries in the field of Application and Game Development in Malang Raya). Looking at the existing phenomena clearly shows that most creative industries still show a lot of room for improvement regarding their innovation and business performance and the lack of application of knowledge management in creative industries compared to large organizations. Data collection methods in this study include field research that is by collecting necessary data (primary data) from a sample using a questionnaire instrument that explains and tests hypotheses (explanatory) and uses literature studies derived from literature and scientific journals. The results of this study are that management knowledge has a significant effect on innovation and performance. Innovation has a significant effect on performance and that knowledge management has a significant effect on performance through innovation Changes in performance are primarily determined by the high ability of innovation due to the creative industry players have increased the ability in knowledge management.
DESIGN OF EDUCATIONAL RECYCLING WASTE MANAGEMENT VIDEO GAME FOR CHILDREN Setyawati, Endang; Paath, David Kristian; Komala, Evelyne Kristiani
International Journal of Business and Information Technology Vol. 1 No. 1 (2020): December
Publisher : LPPM STMIK Dharmapala Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47927/ijobit.v1i1.41

Abstract

As time goes by, the earth has undergone many changes, many of which have happened, from natural changes to human lifestyle. Many natural disasters occur as a result of the development of human lifestyles, such as floods caused by littering and piling up. Littering is one of the causes of flooding, therefore it is necessary to build awareness of society, especially children as the next generation. The purpose of " Design of Educational Recycling Waste Management Video Games For Children " is to provide an understanding of waste and be able to find out the products of reusing inorganic and organic waste to children. The benefits of designing interesting video games can stimulate children's psychology in understanding the cleanliness of the environment and provide education that waste can be used. The research method in this design uses the Research and Development method which is used to produce a product and test the effectiveness of the product. The results obtained are that there is a significant difference in children's understanding of waste when playing video games and before playing so that the use of games as educational media can be said to be effective.
EFEKTIVITAS KONSELING KELOMPOK ONLINE PENDEKATAN BEHAVIOR TEKNIK SELF MANAGEMENT UNTUK MENGURANGI KECENDERUNGAN KECANDUAN GAME ONLINE SISWA Muhammad Reza, Ridho; Mulawarman, Mulawarman
Counsenesia Indonesian Journal Of Guidance and Counseling Vol 2 No 1 (2021): COUNSENESIA 2021
Publisher : Program Studi Bimbingan dan Konseling Universitas Tunas Pembangunan Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36728/cijgc.v2i1.1432

Abstract

Tujuan penelitian ini yaitu untuk mengetahui keefektifan konseling kelompok online pendekatan behavior teknik self management untuk mengurangi kecenderungan kecanduan game online. Jenis penelitian ini merupakan penelitian eksperimen dengan desain one group pretest-posttest. Teknik pengambilan subjek penelitian menggunakan purposive sampling sejumlah 6 siswa. Alat pengumpul data yang digunakan adalah Gaming Addiction Scale (GAS) oleh Lemmens dkk (2009) sebanyak 7 indikator dan 21 item. Validitas diuji dengan rumus Product moment dan dengan koefesien reliabilitas 0,924. Teknik analisis data yang digunakan analisis deskripstif dan analisis uji Wilcoxon. Berdasarkan hasil uji uji Wilcoxon (Z= -2,201, p?0,05) hal ini menunjukkan bahwa konseling kelompok online pendekatan bevavior teknik self management terbukti efektif untuk mengurangi kecenderungan kecanduan game online pada siswa. Selanjutnya, konselor sekolah dapat menerapkan dan mengembangkan konseling kelompok online pendekatan bevavior teknik self management sebagai salah satu strategi alternatif untuk mengurangi kecenderungan kecanduan game online siswa.
ANALISA DISTRIBUSI PRODUK DENGAN PENDEKATAN SUPPLY CHAIN MANAGEMENT DAN APLIKASI BEER GAME Indah Pratiwi; Ratnanto Fitriadi; Rika Triati Hapsari
Jurnal Ilmiah Teknik Industri Vol. 6, No. 1, Agustus 2007
Publisher : Department of Industrial Engineering Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jiti.v6i1.1637

Abstract

Di dunia industri terutama menyangkut pendistribusian produk saat ini masih sering terdapat bullwhip effect, yaitu adanya simpangan yang jauh antara persediaan yang ada dengan permintaan. Hal ini dikarenakan kesalahan dari interpretasi data permintaan di rantai distribusi dan sistem informasi didalam sistem pendistribusiannya, yang disebabkan kurang terintegrasinya level-level supply chain dalam menyampaikan informasi permintaan dari konsumen ke level atasnya. Hal itu juga yang dialami oleh PT Bangun Indopralon Sukses Cabang Yogyakarta yang merupakan salah satu perusahaan yang bergerak dibidang pendistribusian produk tangki air, pipa PVC, pintu PVC, sambungan, slang air, ember cor, pagar BRC dan talang di wilayah Yogyakarta dan sekitarnya. Dimana terdapat masalah pengiriman dengan lead time yang terlalu lama membuat retailer tidak dapat memperhitungkan persediaan ketika melakukan pemesanan. Karena itu terjadi bullwhip effect di 11 retailer untuk pengukuran ω1 pada pengukuran upstream. Untuk melakukan suatu perbaikan dalam proses pendistribusian digunakan konsep Supply Chain Management (SCM), dimana didalamnya tidak hanya membahas mengenai pendistribusian produk saja, tetapi juga mengenai persediaan dan sistem informasi yang mendukung penerapan SCM. Selain itu juga diperlukan suatu peramalan agar perusahaan dapat memprediksi permintaan yang akan datang dimana dalam kasus ini menggunakan metode yang memiliki nilai MAD (Mean Absolute Deviation) terkecil. Selain itu juga digunakan aplikasi Beer Game untuk mengidentifikasi adanya bullwhip effect, dan memilih beberapa kebijakan (policy) untuk meminimalkan terjadinya bullwhip effect.

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