Gross Domestic Product (GDP) is a benchmark for economic production conditions of a country. Estimates of economic growth in the coming year in a country has important roles, among others as a benchmark in determining business plans for business entities, and the basis for devising government fiscal policy. Artificial Neural Network (ANN) has been increasingly recognized as a good forecasting tool in various fields. Its nature that can mimic the workings of the human brain makes it flexible for non-linear and nonparametric data. GDP growth forecasting techniques using ANN has been widely used in various countries, such as the United States, Canada, Germany, Austria, Iran, China, Japan and others. In Indonesia, forecasting of GDP is only done by government institutions, namely National Planning Board, using macroeconomic model. In this study, ANN is used as a tool for forecasting GDP growth in Indonesia, using some variables, such as GDP growth in the two previous periods, population growth rate, inflation, exchange rate and political stability and security conditions in Indonesia. Results from this study indicate that ANN forecasts GDP relatively better than the one issued by the government. Further study would be to use ANN to predict other economic indicators.
The learning process can be done by utilizing multiple media, such as sounds, images, and animation. In general, the available learning media only use one medium that is either images or texts. Combining some elements of these mediums will complement each other. In this research, an interactive learning media application for digestive system will be created. There are 3 topics in this application, i.e. illness, digestive system, and test. The simulation was made interactive, with interactivities such as hover, click and drag with the mouse, and type using keyboard. The test menu contains multiple choice and hangman. This application was created with Adobe Flash CS6 and ActionScript 3 as the programming language. This application is tested to several users using questionnaire. Based on the results of the survey, memory and subjective satisfaction has a 85% of score because of easyness of use and easy navigation. A hurried user often had difficulties in doing the test because they didn't read the instructions given.
Abstract-Human circulatory system is a topic that is very important to be learned. But in the process to learn it, it takes a high level of understanding because it is difficult to say with verbal language. Processes that occur in it are difficult to observe, happened so fast or even too slow. One way to understand it is through multimedia. This application will resemble the human circulatory system more interactive and interesting, in which players actively involved in the learning process. Starting from blood, blood vessels, heart, circulatory, until disease. There is also a test to measure the ability of a user. This application is created for Windows PC platform. From the questionnaire result and human computer interaction test, proved that the simulation strongly supports the process of understanding the material. Therefore, user's interest in learning is increased, coupled with the easiness of application usage and user friendly.
There are many family business in Indonesia that cannot survive after the third generation. One of the factors affecting the inability to survive after the third generation can be attributed to process of succession. Ther are several stages involved in the arrangement of a successor. The successor induction, followed by the phasing out of the predecessors' role, until the successor is ready to take a full leadership are factors which play an important role and they are also part of other important elements of ownership behavior. Ownership behavior is a factor to balance the privileges of ownership, such as wealth, power, joy, source of motivation, related to the task and ownership risks, including proper concern for the corporate wellbeing and accountability for corporate success. This study explores the factors regarding ownership behavior, which is professionalism, active governance, owner as a resource and basic duty. The sample of this research is 49 respondents of family business owners. The research uses factor analysis to prove that all indicators developed professionalism, active governance, owners as resources and basic duties, which at the end, proves that professionalism, active governance, owners as the resources and basic duties significantly develop the ownership behavior family business factor in Indonesia producing four new factors, namely professional governance, main duties, owner responsibility and professional activities.
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