This study aims to: Know how the marketing strategy at Bank Sampah in Pematangsiantar City Environmental Service. This research was conducted at Bank Sampah in Pematangsiantar City Environmental Service. Using qualitative descriptive methods, using interviews, documentation, and observation. The results of this study are obtained from the results of using a SWOT analysis (EFAS - IFAS): which shows that Bank Sampah in the Environmental Service can increase and develop the level of sales of household waste by offering various advantages and qualities made by the environmental service at the main Bank Sampah of Pematangsiantar city
: Penelitian ini bertujuan untuk: Mengetahui bagaimana strategi pemasaran pada Bank Sampah Dinas Lingkungan Hidup Kota Pematangsiantar. Penelitian ini dilakukan pada Bank Sampah Dinas Lingkungan Hidup Kota Pematangsiantar. Menggunakan metode deskriptif kualitatif, dengan menggunakan wawancara, dokumentasi, dan observasi. Hasil penelitian ini diperoleh dari hasil analisis SWOT (EFAS - IFAS): yang menunjukkan bahwa Bank Sampah pada Dinas Lingkungan Hidup dapat meningkatkan dan mengembangkan tingkat penjualan sampah rumah tangga dengan menawarkan berbagai keunggulan dan kualitas yang dibuat oleh masyarakat. pelayanan lingkungan di Bank Sampah Induk kota Pematangsiantar
Learning is activities of teaching, comprehensively refers to the effort of how to make an individual to learn, how to create the learning phenomenon within the individual. Teacher has substantial capabilities to gain success in learning proces, one of them by using proper model of learning with the intention to create effectively and efficiently learning process. Based on the things that abovementioned, research will make a learning modification for the purpose of rectifiying and enchancing the students' competence by using cooperative learning model Team Game Tournament (TGT) type. Concisely, in TGT, the student who has higher capability can cooperate to help another student with lower capability. The TGT model emphasizes on the academic game that aims to make the student happy and gainingthe correct results in learning process.Clasroom Action Research is the chosen methodology for this case, which aims to rectify the teachers' performance in enhancing the students' competencies. The result of validation of this research shows that in knowledge competence validation is 75,00% valid criteria,behavior competency is 75,00% valid criteria, and skill competency is 75,00% valid criteria. As the result, this can be the guidelines to rectify and enchancing the students learning results by using TGT model.
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