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Articles 95 Documents
Studi Deskriptif Mengenai Psychological Well-Being pada Remaja SOS Desa Taruna Kinderdorf Bandung Savitri, Jane; Kiswantomo, Heliany; -, Ratnawati
Zenit Vol 1, No 1 (2012)
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This research is to find out Psychological Well-Being (PWB) of  38  teenagers at SOS Desa Taruna Kinderdorf Bandung. The method uses descriptive method by using survey technique. Purposive sampling technique is used for selecting samples. The measuring tool used is the tool developed by Ryff (1989) and modified by the researcher. The tool consists of 84 items. The data is statistically analyzed in the form of perecentage using SPSS 17.0 and the result was 64 items with validity number between 0.308 to 0.657 and reliability of 0.82. Based on the data  analysis, the result shows that the  teenagers at SOS Desa Taruna Kinderdorf Bandung have equal percentage PWB degree, namely 50% of high PWB and 50% of low PWB. The PWB has six dimensions. They are influenced by some factors, among others related with age, sex, education level, and “Big Five Personality” types. The researcher suggests a further research on the contribution of some factors that  influence PWB towards the degree of PWB and its dimensions.  Furthermore, a further research is needed to be done for teenagers at Kinderdorf Bandung before and after living in the dormitory to know exactly if there is a different degree of PWB and its dimensions. The director of SOS Desa Taruna Kinderdorf Bandung is able to re-examine a caring system to teenagers who live outside Lembang and design a caring system that is more suitable for them in order to improve their PWB dimensions. Besides, psychologists at SOS Desa Taruna Kinderdorf Bandung are able to take a significant role in councelling, face to face or group councelling, improving low PWB and its dimensions of teenagers of SOS Desa Taruna Kinderdorf Bandung.  Keywords: psychological well-being, teenagers, SOS Desa Taruna Kinderdorf Bandung. 
Simulasi Pencarian Rute Terpendek Bagi Pengguna Transportasi Bus Trans Jakarta Indonesia Pasaribu, Novie Theresia Br.; -, Ratnadewi
Zenit Vol 1, No 1 (2012)
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Traffic jams occur in the capital city of Jakarta. The price increase of  fuel, daily tasks/activities demand that everyone have fast journey with economical cost, and save energy. The Jakarta‟s residents then make use of Trans Jakarta Bus Indonesia (Bus Way) facility as one solution to get  faster transportation, comfortable seats, and economical cost. This research proposes  the design and simulation realization of searching the shortest route for the Trans Jakarta Bus Indonesia by using a combination of Iterative Deepening (ID) and Djikstra Algorithm. It is expected that the busway commuters can choose  the right route to reach their destination with cost-effective travels. ID Algorithm is a searching algorithm  which expands all possible routes from the initial to the final state. Djikstra Algorithm is a searching algorithm of the solution value that considers distance depending on the smallest cost (the shortest path). The shortest route searching simulation using the combination of ID and Djikstra Algorithm has successfully been recognized. By using 12 testing samples of the various traveling cases, the researchens notice the average processing  time of this application, namely 0.733 second. The simulation program gives the information of the shortest route, most efficient cost, and best public facilities for the bus way commuters.  Keywords: Simulation, the shortest route, Iterative Deepening Algorithm, Djikstra Algorithm.
Analisis Pengaruh Bermain Games (Ms.Windows) pada Saat Jam Istirahat Siang terhadap Kinerja dengan Menggunakan Rantai Markov dan Uchida Kraepelin Test ., Andrijanto; Yuliana, Evelyn
Zenit Vol 1, No 1 (2012)
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Employees might experience boredom while facing the same  situation and job while working  with the computer. Playing a computer game can be an alternative to recover from that condition, but playing a game during the office hours is prohibited. That activity is assumed have a bad effect on their performance. To play a game in the office, some employees do it at lunch time, but they do not have many game options. In the office computer, there are only Microsoft Windows games, built in Windows program package. This research is done to find out the effect of playing Microsoft games at lunch time on the employee performance. This research will make a behavior analysis as well  as performance  analysis.  Behaviour analysis is done to find  out  the  probability of people selecting one game then moving/changing to another game. This analysis will give a segmentation on Microsoft games to find out, which game is the most favorite. Markov Chain is used to analyze the behaviour. Performance analysis is done to find out the effect of game resulted from behaviour analysis to the performance. The performace is a cognitive ability of employees. Uchida Kraepelin  Test  (UKT) is used to measure a cognitive ability. Performance  criteria are the maximum total job and the total error of job. The job will be a simple additional task performed by UKT. Thirty employees with the same habit in playing Microsoft game during lunch time in the office are observed to study the behavior. Four male employees from Divisi Desain Grafis Perusahaan X, ages between 22 –  24 years old, have the same job and  same  working  place will be an object  for  performance  test. The result from the behaviour analysis will be tested for the four male employees. Besides, which game will give a good effect on the performance will be analyzed. The games include  Solitaire, Spider Solitaire, dan Minesweeper. The data from UKT measurement is tested by one way ANOVA, 2 way interaction ANOVA, Goodness of Fit test, T-test, dan Principal Components Analysis (PCA). One way ANOVA shows that after playing games the performance is not descending, 2 way interaction ANOVA shows that the variance on game effected on the  max total job can be done, it does not affect on the total errors of job. Besides, the duration of playing a game does not affect the max total job and the total errors of  job. T-test and PCA show that Minesweeper game gives a very good effect on the performance.Keywords: Markov Chain, Uchida Kraepelin Test, Ergonomy Cognitive, Performance
Penggunaan Istilah Binatang dalam Metafora Bahasa Indonesia dan Bahasa Mandarin Laurencia, Noviana
Zenit Vol 1, No 1 (2012)
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Metaphor is a common thing we encounter in everyday language  use, because the metaphor is also a way of human thinking. Humans often use animal metaphors to define the appearance, behavior, character, or morals of a person. Basically, humans have thought the same concep to judge about something. However, because of the historical background, culture, customs and different environments, the introduction of something can be different, this causes a difference in the use of metaphor. This research uses contrastive analysis to show the similarities and differences of animal metaphors usages and their cultural meanings in Indonesian and Chinese languages.
Psychological Approach to The Analysis of The Fall of Macbeth Angkasa, Peter
Zenit Vol 1, No 1 (2012)
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Artikel ini menganalisis unsur-unsur yang ada dalam "Macbeth". Protagonis dalam tragedi karya Shakespeare harus seseorang dari kalangan atas, yaitu raja, ratu, pangeran, putri, atau  bangsawan yang mempunyai kualitas yang sangat menonjol  tetapi tokoh ini juga mempunyai kelemahan atau kekurangan yang luar biasa yang menyebabkan kehancurannya. Pada awal cerita, Macbeth dipuji sebagai seorang jendral yang hebat dan gagah perkasa tetapi kemudian dibenci karena ambisinya yang jahat. Dalam tragedi karya Shakespeare, selalu ada kebetulan dan elemen supranatural yang membuat dramanya menjadi seru tetapi unsur-unsur tersebut bukan penyebab hancurnya sang tokoh. Ia harus mati karena perbuatannya sendiri. Karya sastra  ini juga dianalisis unsur-unsur psikologinya seperti ego, id, superego dan thanatos serta istilah-istilah kedokteran seperti somnambulisme dan prematur.Keywords: Shakespearean tragedy, patrician, extraordinary traits, tragic flaw, coincidences,  supernaturals
Sistem Pendukung Keputusan Pembelian, Penjualan, dan Pengelolaan Stok Barang Dengan Metode Fuzzy Suhindar, Christian; Christianti, Meliana
Zenit Vol 1, No 1 (2012)
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The application made is a decision support system to determine the best suppliers based on delivery time and payment terms as well as determining the recommended items to increase the stock. The application is web-based with the PHP programming language and Fuzzy methods Tahani model. The results of the implementation of  this  application  consists of six main modules, namely Purchases, Sales, Stock, User, Supplier and Decision Support Systems. In the purchase module, there are three  parts: purchasing, goods receipt, and billing. Purchasing module is a log from transaction of goods order that has been made to suppliers, whereas the goods receipt describes the goods  received  from  suppliers based on the previous reservation, and billing is the recording data of payment based on the goods that have been received. Sales module is the management of sales data. Stock is the master data items management. The users and suppliers module contains the data management user application and Mustika Sport supplier. Decision support system module is divided into two parts, namely the addition of stock recommendations based on the amount of goods bought and sold, and the determination of the best suppliers based on payment terms and delivery time.  Keywords:  best supplier, decision support systems, fuzzy, recommended products.
Model Pengajaran Bahasa dengan Pendidikan yang Memanusiakan Manurung, Rosida Tiurma
Zenit Vol 1, No 1 (2012)
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Modern, digitalized, high tech, global era characterized by the development of sciences has transformed human beings into  heartless machines with no sense of humanity and no concerns  of  their environment. Therefore, education should be packed with the perspective of humanism. Education should not be interpreted as a mere class teaching-learning activity; however, it should refer to the various processes and activities that  should be productive; creative; include skills development, personality, integration, and excellence; as well as moral and spiritual reinforcement. Education should be managed and directed with clear objectives in order to develop positive values in learners. Education should be able to create figures with solid and proven character and personality both in the field of science and humanity. Humanizing education is the capablity of producing humans with sense of "humanity", characterized by helpfullness; empathy; honesty; sharing with others; loyalty;  the willingness to take valuable lessons; being persistent and tenacious,; having high-respect of pluralism; tolerance; respect to others; patience; replied good for evil; always putting the good rather than evil, having continuous efforts to improve the quality of charity and kindness; humility; and sincerity. Therefore, the teaching materials must also be interpreted, filled, and imbued with the messages of humanity. These  entire  facts  mean  that  teaching materials are not mere “soulless and empty” materials since if it is, then the materials will be like an empty casket with no benefits to humanity. An approach of  humanism in modern era education is considered the most  appropriate solution since it does not work like a machines. This means the students, teachers, and teaching materials should also be “humanized” in order to achieve educational goals  optimally and in accordance with the vision and mission of education. This research discusses model of language teaching with humanistic perspective. Through language teaching with humanism approach, it is expected that, students and teachers may rediscover the "human side" that might have been lost and undetected.  Keywords: models of language teaching, humanism, teachers, students, the modern era.
Tinjauan Desain dan Pengaruh Warna Tempat Sampah secara Psikologis serta Dampak yang Ditimbulkan terhadap Kehidupan Sosial Masyarakat dalam Konteks Lingkungan Hidup (Studi Kasus di Kota Bandung) Aryani, Dewi Isma
Zenit Vol 1, No 1 (2012)
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Garbage problem is one of important issues in our country. In this modern era, garbage comes from industries and homes. Garbage can be recycled to produce biodegradable or ecofriendly fuel, fertilizer, alternative technology, even art and craft products. There are lots of ways to process garbage to be into converted precious products to meet human necessities. Referring to healthy environment, science and design have their contribution to solve and reduce the harmful effects coming from garbage. In this article, many kinds of garbage bins will be presented according to  their uniqueness, material, technology, function, colours or shapes as a design phenomenon.Keywords: garbage, design, environment, colour, concept
Peranan Pengobatan dengan Akupuntur pada Diabetes Mellitus dalam Era Globalisasi Dewi, Kartika
Zenit Vol 1, No 2 (2012)
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In the globalization era, acupuncture can be used as a  treatment for several medication when purposeswestern medicine is not effective enough or contraindicated. Recently acupuncture has been used world wide, including in Indonesia. Diabetes Mellitus is a chronic disturbance of carbohydrate metabolism due to less production or  utilization of insulin, with  symptoms like hyperglycemia, glucosuria, polyphagia, polydipsia and polyuria. In Traditional Chinese Medicine, Diabetes Mellitus is known as Xiao Ke. It is a condition when San Jiao  is attacked by inner heat and the result is body fuid imbalance. Acute complication is ketoacidosis,  while chronic complications are usually nephropathy, retinopathy, polyneuropathy and cardiovascular diseases. Oral hypoglycemic agents or insulin are usually given for the treatment, while diet and exercise must also be done properly. Acupuncture can  also be chosen as an alternative/complementary treatment and the result is effective and without side effects.Keywords: diabetes mellitus, acupuncture  
Peran Orang Tua dalam Pengembangan Kepribadian Anak pada Era Globalisasi Victoriana, Evany
Zenit Vol 1, No 2 (2012)
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This paper examines theoretically the influence of parental roles to the child personality development in the globalization era. Nowdays, competitive personality with high skills, achievement motivation, good social competence, and skills to control and coping with stress are needed. To develop  children  with  those attributes, parents can develop authoritative parenting styles  with  two  dimensions:  (1)  moderate control; parents give reasonable roles and encourages mature behavior  their children; (2) high emotionality (warm and responsiveness); parents give love and care for children’s.  Keywords:  parental  roles,  child  personality  development,  globalization,  authoritative,  parenting styles.

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