Tugas Akhir dan Skripsi

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    Perilaku Fraud Mahasiswa dan Persepsinya Terhadap Aspek-Aspek Umum Etika Bisnis dan Tujuan Pendidikan Etika Profesi Akuntansi Ditinjau Dari Jenis Kelamin
    (Politeknik Negeri Batam, 2017-06-05) Asriati, Annisa; Hidayat, Hajan
    Students reached education ethics business with hope students will become an accountant without breaking ethics and work professionally. This study aims to see how perception students on the basis of gender to general aspects of business ethics, importance of the objectives of accounting ethics education and how do behavior students based on the types of fraud. The sample in this research is 499 students of the night class of accounting study program at an accredited university in Batam City. Testing the hypothesis in this study using a mann withney u test and descriptive statistics in SPSS 17.00. The results show that there are differences in perception between male students and female students of general aspects of business ethics and importance of the objectives of accounting ethics education. Most students considered it is important but most students has admitted that they have commits fraud based on the type of fraud internal. A student who work in the bank, student semester 1 and semester 3, Students who have received lecture business ethics and student man Dominated in the category of fraud. Limitations of this study is sample use only students of the night class of accounting study program in Batam alone. The provision of the science more in- depth about ethics business and also study of ethics are need to. Suggestions for further research is sample examined across extend, can add external factors that determines fraud behavior and for research on fraud that has happened.
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    Game edukasi 3D Mengumpulkan Sampah di Labirin Berbasis Desktop dengan Implementasi Fuzzy Logic
    (Politeknik Negeri Batam, 2014-05-25) Ali, Muhammad; riwinoto, riwinoto
    The game is a good learning tools to introduce someone to something. In the present game is much a demand by the public, in addition to the media could be used for learning, simulations of daily activities, as well as an educational tool. One of the games that are educational games developed is worthy of the trash. Therefore the author develops Educational Games Collecting Garbage in the maze. In this game the player will play in the maze, the player is required to collect waste as much as possible in the shortest time-there are 2 types of garbage to be found that an organic and organic waste. Player also have to always remember the way that never took place and find a way out of the maze. This educational game also uses artificial intelligence techniques in the form of fuzzy logic. Fuzzy Logic is a method of decision making by using rules that are unclear or floating. Implementation of fuzzy logic plus in this game makes the game more interesting, so player will compete to get the best results, while leaving no task as collecting garbage. Fuzzy logic is implemented in this game there are three stages, namely fuzzifikasi, Penalaran, and defuzzifikasi. There are also 2 variable input in the assessment of the value of the end of the game the score and time. From the second variable is a rule implemented in 9 rule scores and end the game. Fuzzy logic is applied in the sugeno method of this game on the calculation of defuzzifikasi. The results of testing this game player on the predictions produce a 78.5 degree of accuracy.
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    Spelling Game (Game Edukasi Bahasa Inggris Untuk Anak Kelas I SD)
    (Politeknik Negeri Batam, 2015-07-08) Simarmata, Desi Puji Sasmita; riwinoto, riwinoto
    Learning English for Elementary School isn’t basic course but, learning English can apply to kids although in Elementary School. In the last research, game’s success rate from education aspect reach was under 55% with the result that writer then used vocabulary English Book from 1 grade Elementary School in Spelling Game’s game with purpose to increase success rate in education aspect in this game over 75%. Spelling Game was developed with Adobe Flash Professional CS5.5 using programming language actionscript 3.0. In these game has 5 levels who has to solve by player. Using total vocabulary 100 vocabularries, with research’s result from 30 kids respondent who show this game can improve English’s skill as many as 78% than previously game.
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    Multimedia Interaktif Sebagai Media Pembelajaran Pengenalan Uang Menggunakan Model Tutorial
    (Politeknik Negeri Batam, 2017-01-24) Almurizal, Nurhidayat; Sitorus, Maya Armys Roma; Alfian, Alfian
    Based on the curriculum of 2006, there is money introduction subjects on social studies lesson for 3rd grade primary school. Money introduction subjects in schools are still using conventional learning such as books, blackboards, and lectures. In this research the delivery of learning medium was delivered using interactive multimedia with tutorial model. Interactive multimedia as money introduction learning medium using tutorial model is a learning application created using Adobe Flash software. This interactive multimedia application created using Luther Sutopo multimedia development methodology. This Interactive multimedia applications is used as a learning medium for 3rd grade primary school students which is equipped with introduction of money material in the form of texts, images, and animations that accompanied by a character. The testing of this interactive multimedia research consists of application feasibility testing and significance testing. Paired Sample T-Test is used for significance testing to see the results of comparison between the pre-test and post-test. Based on the results of application feasibility testing to 3rd grade primary school students, which is based on several aspects obtained that interactive multimedia as a learning medium introduction of money using tutorial models have an attractive appearance. While the results of significance testing on an experimental class that the use of interactive multimedia as money introduction learning medium can improve learning outcomes for money introduction subjects for 3rd grade primary school students.
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    Video Live Streaming Proses Pembelajaran
    (Politeknik Negeri Batam, 2012-03-02) Handara, Gusti; Dwiputri, Chindian; Brajawidagda, Uuf
    Now days, education system has been developed to be computer based education media, even to be online based with intranet and internet. However, the frequent use of online media is only to provide the teaching modules in summary documents, so the student who can’t come to the class can’t listen to the lecturer’s explanation of the subject. Otherwise, small number of lecturer causes a subject must teaches by different lecturer, so it made the different perception of the teaching modules. One of the online technologies to be developed is a video live streaming technology. This technology makes it possible to create an education system which lecturer and student don’t need to face directly. With the web based system that can be accessed from any browsers and can be opened by Local Area Network (LAN) and internet. It makes the students easy to follow the class as if he/she was in the classroom.
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    Video Live Streaming Proses Pembelajaran
    (Politeknik Negeri Batam, 2012-03-02) Handara, Gusti; Dwiputri, Chindian; Brajawidagda, Uuf
    Now days, education system has been developed to be computer based education media, even to be online based with intranet and internet. However, the frequent use of online media is only to provide the teaching modules in summary documents, so the student who can’t come to the class can’t listen to the lecturer’s explanation of the subject. Otherwise, small number of lecturer causes a subject must teaches by different lecturer, so it made the different perception of the teaching modules. One of the online technologies to be developed is a video live streaming technology. This technology makes it possible to create an education system which lecturer and student don’t need to face directly. With the web based system that can be accessed from any browsers and can be opened by Local Area Network (LAN) and internet. It makes the students easy to follow the class as if he/she was in the classroom.
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    One Day with Poppy (Game Edukasi Bahasa Inggris untuk Anak Kelas 3 SD)
    (Politeknik Negeri Batam, 2015-07-08) Purbaningrum, Rizky; riwinoto, riwinoto
    Learning English for Elementary School isn’t basic course but, learning English can apply to kids although in Elementary School. In the last research, game’s success rate from education aspect reach was under 55% with the result that writer then used vocabulary English Book from 3 grade Elementary School in One Day With Poppy’s game with purpose to increase success rate in education aspect in this game over 75%. One Day with Poppy was developed with Adobe Flash Professional CS5.5 using programming language actionscript 3.0. In these game has 8 missions who has to solve by player. Using total vocabulary 159 vocabularries, with research’s result from 30 kids respondent who show this game can improve English’s skill as many as 78% than previously game.
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    Sistem Informasi Geografis Instansi Pendidikan Pulau Batam
    (Politeknik Negeri Batam, 2014-03-11) Kusuma, Darmawan Indra Perdana; Kurniawan, Dwi Ely
    Education is important and can not be separated from life. Every nation and a generation has certain basic and educational purposes. Surely it's basic and objectives tailored to the ideals, desires, and needs. Seeing Batam Island which has some districts are among masisng their districts spread some educational institutions very much, thus making the community confusion to locate the existing educational institutions in the district area where they live. With the establishment of geographic information systems education institutions facilitate the public's Batam Island to find the location of existing educational institutions in Batam in several supporting features that strongly supports the provision of information needed by the public to know the location of educational institutions in the island of Batam.