This study investigated young learner preference for using games and songs to learn English in the EFL context. Many ways have been found to assist young learners in acquiring English as a Foreign Language. The students’ perceptions were taken from the questionnaire. The result showed that most students liked it better when the teachers used games and songs in teaching English in an EFL context. It is suggested that both games and songs can be utilized in teaching English to young learners in the EFL context.
This study investigated the teachers’ and students’ perceptions on language acquisition for young learners using Mobile App in EFL context. Many ways have been found to assist young learners in acquiring English as a Foreign Language. This study applied survey where the teachers’ perceptions were obtained from the observation, while the students’ perceptions were taken from the observation questionnaire. The respondent and participants were taken from six elementary schools in which there were twelve English teachers and 569 students of grade 4th in Indonesia. The result showed that teachers thought most students were anxious and didn’t have self-esteem and a good motivation while learning English. The teachers’ perceptions don’t always match the students’ ones or vice-versa in learning English in EFL context. It is expected that the mismatches of teachers’ and students’ perception are not greater than the match ones.
This research type is quantitative research with Cross Sectional Study approach. This study used secondary data of JKN participants who came both in outpatient and inpatient at Bantul Regency Hospital. Data analysis using paired t-test paired test and Analysis of variance (Anova). Research data were taken in 7 hospitals. The number of visits before and after the policy came into effect indicates a statistically significant difference. Satisfaction after the policy was enacted showed no statistically significant difference between 2015 and 2016. The number of post-policy visits enacted showed no statistically significant difference between the types of FKRT. The number of visits after the policy came into effect revealed a statistically significant difference between the FKRTL classes.Keywords: national health insurance, regionalization, polic
Program Kemitraan Masyarakat (PKM) ini dilakukan di wisata air D’Ganjaran di Desa Sambibulu Kecamatan Taman Kabupaten Sidoarjo. Desa Sambibulu memiliki obyek wisata yaitu wisata air D’Ganjaran dan agrowisata. Wisata air D’Ganjaran memiliki unit usaha: kolam perahu bebek, mobil aki, flying fox, café, kolam renang, mandi bola, panggung gembira dan UMKM batik jumput. Agrowisata di Desa Sambibulu adalah tanaman buah jambu. Kedua bisnis unit ini dikelola oleh BUMDes Sambi Madu. Wisata Air D’Ganjaran memiliki prospek yang bagus, hal ini ditunjukkan dengan banyaknya jumlah wisatawan. Namun belum ada perencanaan pengembangan yang dibuat oleh BUMDes Sambi Madu karena kapasitas sumber daya manusia yang dimiliki masih rendah. Permasalahan yang dihadapi adalah Tata Kelola BUMDes yang kurang baik, manajemen keuangan yang masih konvensional dan belum menggunakan strategi pemasaran yang modern. Kegiatan PKM ini ditujukan untuk: 1). Penguatan tata kelola BUMDes, 2). Penggunaan sistem pembukuan yang akuntable, 3). Penggunaan web, instagram untuk promosi pemasaran. Metode PKM yang dipakai adalah: pelatihan dan pendampingan yang diberikan kepada pengelola dan pengurus BUMDes. PKM dilakukan mulai bulan April 2022 sampai Agustus 2022. Hasil PKM yaitu terbentuknya struktur organisasi kelembagaan dan tata kelola BUMDes yang profesional, manajemen keuangan sesuai prinsip akuntasi dan strategi pemasaran modern. Hasil PKM ini diharapkan dapat mengembangkan wisata air D’Ganjaran lebih baik dengan pesat dan BUMDes Sambi Madu dapat membuat rencana pengembangan wisata air D’Ganjaran dengan memanfaatkan dana hibah yang didapat dari Kementerian Desa, Pembangunan Daerah Tertinggal, dan Transmigrasi untuk pembangunan kolam renang orang dewasa dan anak-anak.
This study aims to build and design an online presence system based on Android using the Unified Modeling Language (UML) Iconix Process. This modeling is designed using: domain models, use case diagrams, robustness diagrams, sequence diagrams, and graphical user interface (GUI) storyboards. To implement this modeling, software requirements specification (SRS) is needed, so that the modeling design is in accordance with user needs. this is the modeling of the performance of human resources in universities using UML software -Iconix Process, which produces software requirements specifications. With this SRS, it can reduce the time and cost of building an online android presence application.
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