Tujuan penelitian kali ini yaitu untuk memahami keterkaitan inovasi sebuah produk, desain sebuah produk dan kualitas sebuah produk. Pasalnya, kualitas produk yang melekat pada iPhone sangat mengesankan dibandingkan dengan merek pintar lainnya. Ketika seseorang menentukan pilihan untuk memilih sebuah handphone seperti iPhone tentunya ada salah satu alasan yang dimiliki seperti melihat kelebihan produk yang mempengaruhi kepuasan konsumen.Cara penulisan publikasi ilmiah adalah metode kualitatif dan penelitian kepustakaan (library research). Temuan dalam pustaka penelitian ini antara lain misalnya:
1) Kualitas produk berdampak pada kepuasan konsumen. 2) Desain produk berdampak pada kepuasan konsumen. 3) Harga produk berdampak pada kepuasan konsumen. 4) Kualitas produk, Desain produk dan Harga produk berdampak pada kepuasan konsumen pada saat menggunakan Brand Iphone.
Kata Kunci : Kualitas,Desain, Harga, Produk Apple Terhadap Kepuasan konsumen.
This study aims to examine the effect of the variables of independent commissioners, audit committees, corporate social responsibility, profitability, firm size, leverage, institutional ownership on tax avoidance. The object of research is manufacturing companies listed on the IDX from 2018 to 2020. The study uses a purposive sampling method in selecting the sample, consisting of 32 companies listed on the IDX from 2018 to 2020 and total of 96 research sample data. Multiple linear regression model was used as a method of data analysis. The results show that independent commissioners, audit committees, corporate social responsibility, firm size, leverage, and institutional ownership have no effect on tax avoidance, while profitability has an influence on tax avoidance. Companies do tax avoidance because the amount of tax borne is based on the amount of profit earned, making the company have the opportunity to do tax planning to reduce the amount of tax liability.
ABSTRAKAlat permainan edukatif merupakan salah satu media pembelajaran kreatif yang dapat dikembangkan oleh guru dalam menyajikan pembelajaran yang menyenangkan bagi anak usia dini. Tujuan kegiatan pengabdian kepada masyarakat ini yaitu untuk memberikan pelatihan dalam pemanfaatan alat permainan edukatif kotak angka dan huruf di RA Annisa 2 Palangka Raya. Metode yang digunakan dalam pengabdian ini adalah service learning meliputi paparan materi dan demonstrasi. Peserta kegiatan yaitu 3 guru RA Annisa 2 Palangka Raya. Hasil dari kegiatan ini adalah guru dapat membuat kotak angka dan huruf dengan baik, dapat mengkreasikan dan dapat menggunakan kotak angka dan huruf dalam pembelajaran anak usia dini. Kata kunci: Alat permainan edukatif, kotak angka dan huruf, anak usia dini
This paper aims to provide an overview of activities that seek to bring the process of art education directly to the public Community service that started from a discussion between lecturers and youth youth organizations at Perum Arjamukti Kencana in building a tourist village area around Singaparna, Tasikmalaya Regency, from this discussion arose a desire to create activities that involve residents and youth youth groups in arts-related activities. A participatory mural is a mural activity that involves the participation of citizens in its implementation, both before implementation, in its manufacture and after its creation. The method used in this research is descriptive method. The descriptive method used to increase the appreciation of fine arts through participatory murals at Perum Arjamukti Singaparna, Tasikmalaya Regency. The results obtained from research that have been carried out by residents' wishes in the mural participation process are varied, the forms of citizen participation are not only in the form of trying to scratch koas on walls to produce mural images, there are also those who participate in providing consumption, raw materials, documenting works through social media or simply just talking and taking selfies on existing murals.
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