Implementation of Business Process Reengineering (BPR) in companies that are worth trying and agreeing with companies that have failed. Recognizing the advantages behind BPR, a leading organization in Indonesia which is engaged in property sector, seeks to improve itself in order to face competition from its competitors. This study aims to evaluate the success of the organization in implementing BPR in terms of cost, time, quality and flexibility by comparing the observations of conditions before the implementation of BPR and afterwards. The results of this study indicate that the success of an organization in implementing BPR cannot be separated from the support and communication established by Management to its subordinates. Likewise, the strategic role of Information Technology (IT) is also a key success factor achieved in the implementation of this BPR. The existence of IT has enabled changes to the design of the business process because IT is more than just a tool to automate the process but is also the fundamental that shapes how the business itself is done
Salah satu materi dari mata kuliah Matematika adalah menggambar grafik fungsi melalui operasi pergeseran, penskalaan, dan pencerminan. Materi ini disampaikan dalam waktu kurang lebih 100 menit tatap muka. Berdasarkan nilai Ujian Tengah Semester (UTS) soal menggambar grafik fungsi dari 10 kelas paralel mata kuliah Matematika semester Gasal 2016 – 2017 diketahui bahwa sekitar 79.6% mahasiswa mendapat nilai di bawah 55 (batas nilai C). Beberapa penyebab tingginya persentase mahasiswa yang mendapat nilai di bawah C adalah keterbatasan waktu penyampaian materi sehingga materi disampaikan secara satu arah, yaitu dari dosen ke mahasiswa dan kebanyakan mahasiswa kurang berlatih di luar jam kuliah karena setelah berlatih tidak tahu apakah yang dikerjakannya benar atau belum. Untuk mengatasi permasalahan yang ada dikembangkan sebuah aplikasi multimedia pembelajaran yang dilengkapi dengan simulasi proses menggambar grafik fungsi melalui operasi pergeseran, penskalaan, dan pencerminan secara langkah demi langkah. Metode yang digunakan dalam penelitian terapan ini adalah prototyping yang yang terdiri dari komunikasi dengan pengguna untuk mengetahui kebutuhan pengguna, membuat prototipe, mengevaluasi prototipe berdasarkan umpan balik dari pengguna, menyempurnakan prototipe, pembuatan aplikasi, dan ujicoba aplikasi. Ujicoba aplikasi dilakukan kepada 10 orang mahasiswa peserta mata kuliah Matematika di mana materi menggambar grafik fungsi ini disampaikan dengan cara meminta para responden mencoba aplikasi secara mandiri kemudian mengisi kuisioner umpan balik. Hasil ujicoba aplikasi menunjukkan bahwa minimal 70% responden setuju bahwa aplikasi membantu untuk lebih memahami materi dan berlatih secara mandiri. Fasilitas simulasi menggambar grafik fungsi yang disajikan langkah demi langkah membantu mengkoreksi pekerjaan responden sehingga menambah kepercayaan diri responden dalam mengerjakan soal-soal selanjutnya.
Gamification has been widely adopted in many areas, including in the educational context. The students need to be motivated in following the learning process because everyone feels happy to learn if there is no coercion. By presenting something fun and enjoyable, students are expected to be more involved in the learning process, which will achieve better learning outcomes. Gamification is very reliable in bringing fun and pleasure to the learning process for the students. We analyze three items from the previous study; the intention and what the goals are expected, how to design, and the result of gamification in the education context. We found the intentions of gamification adoption in an educational context. They are to increase students' motivation to learn and present an alternative learning method that is more fun and enjoyable. And for the success of this gamification program, a game application can be developed using existing sophisticated technology and by presenting a reward system mechanism. The presence of points, badges, and leader boards cannot be separated from the gamification because it is a very inherent gamification feature to motivate students to play the game. Getting students to use the games intensively is not the only result we expect, but it also makes students learn better to produce good learning outcomes.
Business courses and training institutions will continue to exist along with the continuous demand. These institutions can gain a competitive advantage through the application of technology based information systems. In its development, the developers of this system should be able to create a database design that is able to support the system that was developed to be implemented into a wide variety of courses and training institutes are there. To be able to generate a database design that is more general, the initial analysis is done by looking at the business processes of various types of institutions courses. From there it can be determined what data requirements contained in any business activity, then subsequently made the design of its database. The database design is made such that the design is divided into eight modules of tables design, and they are Employee tables, Event tables, Course tables, New Student Registration tables, Placement Test tables, Class Opening and Enrollment tables, Final Exam Implementation tables and Certification Exam tables. The design of the resulting database is able to accommodate all kinds of needs. Thus, this study will contribute to the developers of the system in determining the design of the database.
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