We recommend the use of CUSUM charting as a tool for personal audit at an individual level. It may also be used to show proof of technical competence for the purpose of credentialing.
The Covid-19 pandemic requires us to carry out physical and social distancing. It is undeniable, this also has an impact on government policy to close tourist destinations, including museums. Currently, sophisticated 3D visualization technology provides the potential for the development of virtual museums. The virtual museums were developed for giving the experience of the visiting museum in the digital world as a distance learning. This application can provide immersion through interactivity while exploring virtual museums. Basically, this article explains the aesthetic investigations in some virtual museums. The researchers describe the aesthetic of each sampled virtual museums projects. The literature synthesis of several virtual museums projects is expected to be able to give an idea of the potential development of virtual museums in Indonesia. The aesthetics of virtual elements could be used as a recommendation for museum conservator for the development of prospective Indonesian virtual museums. Furthermore, the aesthetics of virtual in digital museums provide opportunities to present virtual museums exploration experiences. Estetika Virtual: Peluang Perkembangan Museum Virtual di IndonesiaAbstrakPandemi Covid-19 mengharuskan kita melakukan jarak fisik dan sosial. Tak bisa dipungkiri, hal ini juga berdampak pada kebijakan pemerintah untuk menutup destinasi wisata, termasuk museum. Saat ini, teknologi visualisasi 3D yang canggih memberikan potensi untuk pengembangan museum virtual. Museum virtual dikembangkan untuk memberikan pengalaman mengunjungi museum di dunia digital sebagai pembelajaran jarak jauh. Aplikasi ini dapat memberikan immersion melalui interaktivitas sambil menjelajahi museum virtual. Pada dasarnya, artikel ini menjelaskan investigasi estetika di beberapa museum virtual. Para peneliti mendeskripsikan estetika dari setiap proyek museum virtual yang dijadikan contoh. Sintesis literatur dari beberapa proyek museum virtual diharapkan dapat memberikan gambaran tentang potensi perkembangan museum virtual di Indonesia. Estetika unsur virtual dapat dijadikan sebagai rekomendasi bagi konservator museum untuk pengembangan museum virtual Indonesia yang akan datang. Selain itu, estetika virtual dalam museum digital memberikan peluang untuk menghadirkan pengalaman eksplorasi museum virtual.
<p>Bullying merupakan tindakan penyalahgunaan kekuasaan oleh seseorang atau sekelompok orang dilakukan oleh anak-anak remaja dimana perilaku bullying berdampak pada psikologis korban. Rancangan kampanye sosial ditujukan kepada remaja dan anak-anak berjenis kelamin laki-laki dan perempuan yang berada di kota medan. Perancangan Kampanye Sosial digunakan yaitu 5W+1H dan pengambilan data dengan menggunakan kuesioner. Hasil rancangan kampanye sosial berupa media utama berupa poster dan media pendukung berupa pin dan stiker. Kampanye sosial ini akan di implementasikan di sekolah-sekolah agar tepat sasaran.</p>
Effective drug management is carried out to prevent drug shortages, drug excess which causes the drug to reach the expiration date. The purpose of this study was to determine the percentage of drug planning accuracy, the frequency of drug procurement, the percentage of damaged and expired drugs, and the percentage of dead stock of drugs at Idaman Hospital Banjarbaru. This research was conducted with a descriptive, non-experimental observational design. The data taken is retrospective data, then analyzed quantitatively and the data is presented descriptively. The results of this study show that the value of planning achievement in a period of 2021 is still not according to the indicator standard, which is 94.725%. The frequency of procurement of each drug item in 2021 out of 204 drug items taken randomly, there are 199 drug items that are classified as low and 5 drug items that are classified as moderate. The percentage value of expired and damaged drugs is quite good, namely 0.04% with a loss of Rp.7,894,034 during the 2021 period from the standard indicator value <1%. The percentage value of dead stock still does not match the standard value. Drugs that are not transactions for 3 months are 2.80%
This study aims to development of basic facts educative game of number (1-10) in group B in children that are valid and practical by used combination of Ronwtree development models and Tessmer evaluations. The Rowntree development model consistsed of three stages, namely the analysis, development, and evaluation stages. The evaluation used is Tessmer formative evaluation, consis stages of self evaluation, expert review, one-to-one evaluation, small group evaluation. The expert review results obtained an average percentage of the assessment results from educational tools on the basic facts of adding numbers (1-10) by media and material experts. The obtained percentage 93% with very valid categories which included content validity and constructs. The mean, the basic fact game tool corresponds to the material about the basic facts of addition, for example for the basic facts of numbers 10 is 1 + 9, 2 + 8, 3 + 7 and so on in other words the basic fact of addition 10 is the sum of 10 results. The results of the one-to-one and small group evaluation stages were obtained percentage of 94,5% with a very practical category, that is mean the basic fact game tools were in accordance with the requirements: easy to use, interested, and meaningful for children. However, the basic fact game tool still experiences a deficiency of 7% because the colors used in the game device must contrast with the color numbers so that the numbers are more clearly visible,while practically still found deficiency of 5,5% because the game equipment material used is 5 ml plywood which is felt very hard for the child For this reason, it is recommended that the next researcher use the plywood 3 ml and increase the size of the number card from 5 cm x 3.5 cm before.
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