Perubahan perilaku konsumen terhadap perkembangan zaman, hal ini menyebabkan para pelaku usaha kecil rumahan berinovasi supaya bisnis yang dijalankan tetap bertahan. Salah satu cara inovasi dengan melakukan analisa penjualan untuk menghasilkan suatu targer yang diharapkan. Penelitian ini dilakukan pada usaha kerupuk rambak Rumahan di Bekasi. Penelitian ini dilaksanakan pada bulan maret 2020. Banyaknya usaha kerupuk rambak ini menyebabkan persaingan yang ketat. Untuk memenangkan persaingan usaha melakukan strategi pemasaran penetapan harga dan kualitas produk kerupuk rambak. Tujuan penelitian ini untuk mengetahui bagaimana pengaruh strategi pemasaran produk terhadap kerupuk rambak ini. Jenis penelitian dengan pengumpulan data penjualan berjumlah 120 data, data penjualan tersebut pada tahun 2019. Metode analisis data yang digunakan dalam penelitian ini menggunakan metode data mining yaitu Naïve Bayes. Proses pada metode ini yaitu proses analisa pola data penjualan yang telah ada sebelumnya berdasarkan atribut harga dan restock produk. Hasil dari analisa ini akan digunakan untuk kepentingan usaha rumahan kerupuk rambak dalam upaya strategi pemasaran. Pengetahuan ini juga dapat memberikan suatu informasi penting seperti hasil prediksi strategi pemasaran yang dapat digunakan untuk efektivitas dan efisiensi pemasaran dan peningkatan penjualan.
These stages in Terry's management function are known as Planning, Organizing, Actuating, and Controlling (POAC). To measure the success of the use of information and communication technology in the learning space, an evaluation of the management stages that are carried out is needed. Stufflebeam's Model or CIPP Model is an evaluation model that can be used to evaluate the extent to which an educational program can achieve its goals. Madrasah Aliyah (MA) Al-Musthofa is one of the madrasas that used information and communication technology in the learning room. The management stages become a reference for Madrasah aliyah Al-Musthofa in the use of information and communication technology in the learning room. This research with a descriptive qualitative approach provides an evaluation description that the management function has been carried out well by Madrasah Aliyah Al-Musthofa but there are still various shortcomings and weaknesses both in terms of human resources and other resources. These shortcomings and weaknesses have an impact on not achieving the objectives of the use of information and communication technology in the learning space at Madrasah aliyah al-Musthofa.
The Covid-19 pandemic has greatly impacted various aspects around the world, the education aspect has not escaped attention, forcing students and workers to do activities at home. And most students (especially Islamic schools) who when they enter school are memorizing the Al-Quran forget to return when they return to school. This is very unfortunate considering the virtue of memorizing the Qur'an is very great reward and also the goodness in it. Various methods are also widely used by parents and teachers, including through learning media in the form of games. Education Game "Ngaji Yuk" is based on the problem of memorizing the Al-Quran using a Game Development Life Cycle (GDLC) game development kit based with AppGameKit Classic programming language. This game is made so that players can memorize the Al-Quran in a very simple way, namely by choosing true or false statements in the questions that appear in front of the screen. It is hoped that this game can become an interactive game for everyone, especially children who are learning to memorize the Al-Quran. It is also hoped that this game can become a new learning medium that can help raise children's enthusiasm to memorize the Al-Quran with the main emphasis on always repeating memorization (Muroja'ah), with this learning being carried out properly, because this game has gone through the testing phase using Cyclomatic Complexity. From the results of the questionnaire that the author conducted with respondents aged 18 to 34 years who are still active with computers, it can be concluded that the game "Ngaji Yuk" has been developed according to user needs.
Computers have very multi-tasking functions. Computers can help complete various jobs, one of which is that they can be used in the teaching and learning process. With the sophistication of hardware and software on computers, teachers can present attractive, interesting, and fun learning methods and models. Unfortunately, not all teachers can make the most of computers as a solution in their teaching and learning process. One of them happened to teachers who were members of the Nahdlatul Ulama Teachers' Association (Pergunu) in Lampung Province. Therefore, the Regional Board of the Nahdlatul Ulama Teachers Association of Lampung Province has carried out computer training program activities for Gunu teachers. To determine the extent to which the success of this training can be felt by the participants, researchers conducted research on this computer training program using the Kirkpatrick model or what is known as the Kirkpatrick Four Levels Evaluation Model, namely evaluating the effectiveness of Kirkpatrick's training program by evaluating training programs based on four stages of evaluation, namely: 1) reaction, 2) learning, 3) behavior, and 4) results. This evaluation was carried out as an effort to improve computer training programs in the future so as to be able to increase the competency capacity of teachers in optimizing computers as a means of successful learning. The results of the research that has been carried out on this Computer Training Program, meanwhile, show that participants get the benefits to be applied in the learning process.
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