This study aims to analyze the effect of profitability, firm size, institutional ownership, audit committee, audit opinion, and company age on the timeliness of financial report submission. The sample used in this study consisted of 26 mining companies listed on the Indonesia Stock Exchange for the period 2015-2018. The sampling method in this study was using purposive sampling method, so 104 samples were selected for 4 years. Hypothesis testing is done using logistic regression. The results of this study indicate that profitability has a significant positive effect on the timeliness of submitting financial statements, while company size, institutional ownership, audit committee, audit opinion and company age have no significant effect on the timeliness of submitting financial reports to mining companies in Indonesia. The results of this study contribute to report users that profitability is an important factor in encouraging the timeliness of the submission of corporate financial reports. Keywords: Audit Committee; Audit Opinion; Institutional Ownership; Profitability; Timeliness.
This study aims to study: the differences between students who take part in spending with a project-based learning model and students who follow learning with conventional models of student learning motivation. This study was a quasi-experimental study with nonequivalent control group design. The population in this study were fifth grade students of Public Elementary School 167 Pekanbaru in 2018/2019. Data collection using tests to determine critical thinking skills and questionnaires to learn learning motivation. Data analysis using t-test and Manova with a significance level of 5%. The results of this study indicate that there are differences between students who take part in spending with a project-based learning model with students who take learning with the conventional model on student learning motivation with the results of data calculations also understand Thitung at 17.412 and P = 0.00.
The current teaching materials are still in the form of books, it makes less attractive to readers. This research makes teaching materials packaged in games that invite prospective teachers to carry out Experiencing, Interaction,communication and Reflection activities in plant taxonomy learning. The purpose of this research is to develop MIKiR teaching materials from the “Find Me Save Me” game containing Indonesian plan biodiversity. This research is a development research which is analyzed descriptively. Purposive Sampling Technique, the subject of this research is the prospective science teacher of State Islamic University of Sultan Syarif Kasim Riau, State Islamic Institute of Kudus and Pattimura University which was held in March-May. The <em>“Find Me Save Me”</em> game was developed using the 4D stages in R and D, namely Define, Design, Develop, and disseminate. The game is installed through the application and data retrieval using google forms. This game uses 50 types of rare Indonesian plants which are used as a source of material for the game Find Me Save Me. The results of the research Game find me save me get proper validation and can be used in learning, and effective in introducing rare Indonesian plants, especially for prospective science teachers who are not only experts in science and technology but also love and want to preserve Indonesian plants that are starting to become rare.
Penelitian ini bertujuan untuk mengetahui pengaruh antara siswa yang mengikuti pembelelajaran dengan strategi role playing dengan siswa yang mengikuti pembelajaran dengan strategi konvensional terhadap interaksi sosial siswa Sekolah Dasar Negeri 188 Pekanbaru. Penelitian ini merupakan penelitian kuasi ekperimen dengan desain nonequivalent control group design. Populasi dalam penelitian ini adalah adalah siswa kelas VI Sekolah Dasar Negeri 188 Pekanbaru. Teknik Pengumpulan data dengan menggunakan angket untuk mengetahui interaksi sosial siswa. Analisis data menggunakan Uji-t. Hasil penelitian adalah terdapat pengaruh antara siswa yang mengikuti pembelelajaran dengan model role playing dengan siswa yang mengikuti pembelajaran dengan model konvensional terhadap kemampuan berpikir kritis dengan output perhitungan data juga diketahui Thitung sebesar 5,435 dan nilai P= 0.00.Kata Kunci: role playing, interaksi sosial siswa.
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