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LEGAL PROTECTION OF CREDITORS AGAINST THE EXECUTION OF COLLATERAL OBJECTS IN THE EVENT OF THE DEBTOR'S BREACH OF PROMISE AT BANK MANDIRI KC SURABAYA GENTENGKALI 在债务人违反银行mandiri kc surabaya genengkali承诺的情况下,债权人对抵押品执行的法律保护
Pub Date : 2023-09-20 DOI: 10.35457/jares.v8i2.2702
Reza Nugraha putra, None Waluyo
When the debtor neglects to make payments on his debt, an execution parate is made as a form of legal protection for creditors. The origin of the execution of mortgage rights can be traced back to this time. UUHT has provided a precise description of the execution that can be carried out in the event of a debtor's default, including holding an auction known as "execution parate". Empirical legal research does not only focus on the positive aspects of law but also its application or practice in the field. In addition, the methodology used in this research is qualitative. In addition, this study uses three types of legal materials, namely primary legal materials, secondary legal materials, and tertiary legal materials. This study shows that Article 6 UUHT contains requirements regarding legal protection for creditors. The form of a written agreement is another form of legal protection for creditors to be able to take back their rights from debtors with bad intentions to pay off their receivables, and banks can carry out parate executions if the debtor defaults.
当债务人疏忽支付其债务时,作为对债权人的一种法律保护形式,执行陪护被制定。抵押权执行的起源可以追溯到这一时期。uht提供了在债务人违约情况下可以进行的执行的精确描述,包括举行称为“执行部分”的拍卖。实证法学研究不仅关注法律的积极方面,而且关注法律在该领域的应用或实践。此外,本研究使用的方法是定性的。此外,本研究使用了三种法律资料,即一级法律资料、二级法律资料和三级法律资料。本研究表明,uht第6条包含了对债权人的法律保护要求。书面协议的形式是另一种法律保护形式,债权人可以从意图不良的债务人手中收回他们的权利,以偿还应收账款,如果债务人违约,银行可以进行单独执行。
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引用次数: 0
THE ROLE OF THE POLICE IN EFFORTS TO HANDLE CAROK IN THE TRADITION OF CONFLICT RESOLUTION IN BANGKALAN COMMUNITIES IN MADURA (CASE STUDY IN BANGKALAN POLRES, MADURA) 马都拉邦卡兰社区冲突解决传统中警察在处理犯罪中的作用(以马都拉邦卡兰社区为例)
Pub Date : 2023-09-20 DOI: 10.35457/jares.v8i2.2717
Deny Frimansyah, None Waluyo
Indonesia is a country that upholds the principle of the rule of law. State law is something that must be obeyed by everyone without exception. But in the existing reality, state law, especially criminal law, is not enforced on an indigenous community because society has made an existing tradition a law or regulation that is used as an effort to solve problems even though this tradition conflicts with Indonesian criminal law. The Criminal Code (KUHP) is a guide in resolving conflicts that exist in people's lives. In this case, the role of the police as law enforcement officers must be maximized and synergize with the community so that they can adapt to existing traditions in society which in the future are expected to be able to provide a middle way for a conflict between public law, namely criminal law and traditions still held by some circles of society.
印尼是一个坚持法治原则的国家。州法是每个人都必须毫无例外地遵守的。但在现有的现实中,国家法律,特别是刑法,并没有在土著社区执行,因为社会已经将现有的传统作为法律或法规,用于解决问题,尽管这一传统与印度尼西亚的刑法相冲突。《刑法》是解决人们生活中存在的冲突的指南。在这种情况下,警察作为执法人员的作用必须最大化,并与社会协同,使他们能够适应社会现有的传统,这些传统在未来有望为公法,即刑法与社会某些圈子仍然持有的传统之间的冲突提供一条中间道路。
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引用次数: 0
FACTOR ANALYSIS ON PET LOVERS INTENTION TO UTILIZE TELEMEDICINE APPLICATION FOR PETS THROUGH INTEGRATION MODEL UTAUT2 AND TPB 通过utaut2和TPB集成模型分析宠物爱好者利用宠物远程医疗应用意愿的因素分析
Pub Date : 2023-09-20 DOI: 10.35457/jares.v8i2.3050
Fredlina Margaret, Firdaus Alamsjah, Anak Agung Ngurah Perwira Redi Perwira Redi
The purpose of this study were to determine the factors that influence pet owners' intentions to use telemedicine applications for their pets. Based on the Unified Theory of Acceptance and Use of Technology (UTAUT2) and the Theory of Planned Behavior (TPB), in order to gather information, a survey of pet owners in Indonesia a random sampling method was used. Respondents filled out a total of 400 questionnaires, which were gathered. Using Smart Partial Least Squares (PLS) version 3.0, an analysis was done on the data that was collected. Positive factors included performance and effort expectations, attitude toward use, facilitating conditions, subjective norm, and intention to use. According to the findings, future development strategies should prioritize factors that positively influence pet owners' intentions to use telemedicine apps for pets.
本研究的目的是确定影响宠物主人使用远程医疗应用程序意图的因素。基于技术接受与使用统一理论(UTAUT2)和计划行为理论(TPB),采用随机抽样的方法对印度尼西亚的宠物主人进行调查,收集相关信息。调查对象共填写了400份问卷。使用智能偏最小二乘(PLS) 3.0版本,对收集的数据进行分析。积极因素包括表现和努力期望、使用态度、便利条件、主观规范和使用意图。根据研究结果,未来的发展战略应该优先考虑那些积极影响宠物主人使用宠物远程医疗应用程序意愿的因素。
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引用次数: 0
THE UTILIZATION OF DUOLINGO TO BOOST STUDENTS’ GRAMMAR MASTERY IN SENIOR HIGH SCHOOL 运用多邻国促进高中学生语法掌握
Pub Date : 2023-09-20 DOI: 10.35457/jares.v8i2.3034
None Dian Fadhilawati, None Moh Mansur, None Suyitno
This classroom action research utilized Duolingo to enhance the grammar mastery of 31 senior high school students in Reported Speech. The research procedures cover; planning, acting, observing, and reflecting. The researchers collected data through tests. The results demonstrated a significant improvement in students' grammar of Reported Speech mastery, with test average scores increasing from 56.77 to 85.16. Regarding the result, teachers are suggested to integrate technology-based learning tools like Duolingo to create engaging and interactive learning environments and enhance students‘ mastery. However, it is important to note that individual student progress varied, and some students showed more substantial improvements compared to others. Further analysis and consideration of factors such as individual learning styles, frequency of Duolingo usage, and additional instructional support may help understand the variations in student performance.
本课堂行动研究利用多邻国提高31名高中生间接引语的语法掌握。研究程序包括:计划、行动、观察和反思。研究人员通过测试收集数据。结果表明,学生在报告言语的语法掌握方面有了显著的提高,测试平均分数从56.77提高到85.16。针对结果,建议教师结合Duolingo等基于技术的学习工具,创造具有参与性和互动性的学习环境,提高学生的掌握程度。然而,重要的是要注意,个别学生的进步是不同的,有些学生比其他人表现出更实质性的进步。进一步分析和考虑个人学习风格、使用多邻国的频率以及额外的教学支持等因素,可能有助于理解学生表现的变化。
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引用次数: 0
A SOLUTION TO THE DIFFICULTY OF VOCABULARY MASTERY TROUGH MEMRISE 通过记忆来解决词汇掌握的困难
Pub Date : 2023-09-20 DOI: 10.35457/jares.v8i2.2658
Muh Felix Agung Cahyono, Hesty Puspita Sari, Yusniarsi Primasari
The purpose of conducting research on the effectiveness of the Memrise application is to improve students' English vocabulary skills. Research on the effectiveness of this application has been carried out at MAN 3 BLITAR which is located in Blitar Regency. The method used in this study is a quantitative method by providing pre-test and post-test Memrise applications. This application will compare students who use the application with those who do not. The results of research on the effectiveness of this application are shown from the results of the post-test. The results of the post test at Man 3 Blitar still show a low average value, the data shows the number 47.77. This value shows that it is still far from the KKM score, which is 75.00. after using the memrise application in learning there is a significant increase in value, namely 85.00. It can be seen that the memrise application plays a role in increasing teacher knowledge, especially in terms of increasing students' English vocabulary skills.
研究Memrise应用的有效性的目的是为了提高学生的英语词汇能力。在位于BLITAR Regency的MAN 3 BLITAR上对该应用的有效性进行了研究。本研究使用的方法是一种定量方法,通过提供测试前和测试后的Memrise应用程序。这个应用程序将比较使用该应用程序的学生和不使用该应用程序的学生。后验结果表明了该应用的有效性。Man 3 Blitar的后测结果仍然显示较低的平均值,数据显示为47.77。这一数值与KKM得分(75.00)相差甚远。在学习中使用memrise应用程序后,价值显著增加,即85.00。由此可见,记忆应用在增加教师知识方面起到了一定的作用,尤其是在提高学生英语词汇能力方面。
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引用次数: 0
DEVELOPMENT OF KUMAL (KUIS ANIMALIA) GAME EVALUATION TOOL FOR SMA/MA CLASS X sma / ma x类kumal (kuis animalia)游戏评估工具的开发
Pub Date : 2023-03-10 DOI: 10.35457/jares.v8i1.2736
Yanggi Lutfian Fathoni, Dian Puspita Anggraini, Devita Sulistiana
Biological evaluation tools are very important. The current reality is that biology evaluation tools are rarely used in learning because of limited tools, materials and time. One of the efforts made is to develop a computer/PC-based KUMAL (Kuis Animalia) game application. The aim is to determine the feasibility of the KUMAL game developed as a learning evaluation tool on animalia material. The research was conducted using Research and Development (R&D) research and development methods. The samples in this study were 3 material experts, 3 media experts and 3 IT experts.           The validation results from this study are 84% with a very feasible category from the material validator, 83% with a very feasible category from the media validator and 83% with a very feasible category from the IT validator. The conclusion of this study is that the KUMAL game is feasible to be used as an evaluation tool for biology learning in animalia material for class X SMA/MA.
生物评价工具非常重要。目前的现实是,由于工具、材料和时间的限制,生物评价工具在学习中很少使用。其中一个努力是开发一个基于计算机/ pc的KUMAL (Kuis Animalia)游戏应用程序。目的是确定开发KUMAL游戏作为动物材料学习评估工具的可行性。本研究采用研究与开发(R&D)研究与开发方法进行。本研究的样本为3名材料专家、3名媒体专家和3名IT专家。本研究的验证结果有84%来自材料验证者的非常可行类别,83%来自媒体验证者的非常可行类别,83%来自IT验证者的非常可行类别。本研究的结论是,KUMAL游戏可以作为X级SMA/MA动物材料生物学学习的评估工具。
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引用次数: 0
SUPPLY CHAIN PERFORMANCE MEASUREMENT OF DOWNSTREAM WOODWORKING INDUSTRY 下游木工行业供应链绩效评估
Pub Date : 2023-03-10 DOI: 10.35457/jares.v8i1.2734
N. Hartanto, Muhammad Asrol, Muhammad Noor Badruddin
People’s needs of wood toward increase. Along with the development of technology, the woodworking industry exists to balance the fulfilment of human needs of wood and to increase the value added of timber forest resources. The objective of this study is to identify the supply chain configuration and to measure the supply chain performance of the downstream woodworking industry. Metrics validation using the supply chain operation reference (SCOR) framework that is adjust to industry activities through discussions with stakeholders. Performance metrics are weighted using the Analytical Hierarchy Process (AHP). The result of the supply chain performance measurement of the downstream woodworking industry obtains a value 76.21 in the good category indicating that XYZ has achieved the target of 59%. 41% need to improve performance, namely 32% in the Average category, 5% in the Marginal category, and 4% in the Poor category.
人们对木材的需求趋于增加。随着技术的发展,木工行业的存在是为了平衡满足人类对木材的需求和提高木材森林资源的附加值。本研究的目的是确定供应链配置,并衡量下游木工行业的供应链绩效。使用供应链操作参考(SCOR)框架进行度量验证,该框架通过与涉众讨论调整以适应行业活动。使用层次分析法(AHP)对性能指标进行加权。下游木工行业的供应链绩效测量结果在良好类别中获得76.21的值,表明XYZ已经达到了59%的目标。41%需要提高性能,即32%在平均类别,5%在边缘类别,4%在贫穷类别。
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引用次数: 0
WAYANG FOR ASSISTING STUDENTS IN MASTERING SPEAKING SKILLS IN SENIOR HIGH SCHOOL: RESEARCH AND DEVELOPMENT 帮助高中生掌握口语技能的大阳:研发
Pub Date : 2023-03-10 DOI: 10.35457/jares.v8i1.2733
Armedia Wiratama, Dian Fadhilawati, Miza Rahmatika Aini
ABSTRACT This research is a Research and Development adapted Sugiyono’s procedures which ssssss Potential and problem detection as well solution proposed, product design and development, experts’ validation and revision, targeted users’ responses, evaluation and revision, and final product and publication, This research is intended to develop Wayang as a medium for mastering speaking skills especially for assisting X-grade students in practicing storytelling as well as knowing the feasibility of the developed product and  gaining targetetted users’ responses toward the developed product. The research subjects were 20 students and 5 English teachers from various senior high schools in Blitar Regency. The results of the study revealed that; (1) The developed storytelling model consists of 5 stories, 20 wayang characters, and 15 properties, equipped with 2 guidebooks for teachers and students. (2) The product (Wayang) which was developed as a learning medium is valid  (87%) to be applied in speaking instruction, especially storytelling and (3) Students and teachers also presented positive responses toward wayang as a learning medium in speaking especially storytelling in which sshowed from the results of the questionnaire got  83% ( very Positive) from the students and  92%  (Very positive) from the teachers. From the results above, it can be concluded that the developed storytelling with wayang is very valid and feasible to be applied as an alternative medium in learning to speak, especially storytelling in class X  of Senior high school.
本研究是采用杉义野的研究与开发流程,从提出潜力和问题发现、解决方案、产品设计与开发、专家验证与修订、目标用户反馈、评估与修订,到最终产品与发表。本研究旨在将Wayang发展成为掌握口语技巧的媒介,特别是帮助x年级学生练习讲故事,了解开发产品的可行性,并获得目标用户对开发产品的反应。研究对象是来自英国各高中的20名学生和5名英语教师。研究结果表明;(1)开发的讲故事模式由5个故事、20个大阳人物、15个属性组成,配有2本教师和学生指南。(2)作为学习媒介开发的产品(Wayang)在口语教学尤其是讲故事教学中的应用是有效的(87%);(3)学生和教师对Wayang作为口语尤其是讲故事的学习媒介也有积极的反应,从问卷调查的结果来看,学生得到83%(非常肯定),教师得到92%(非常肯定)。从以上结果可以看出,用wayang开发的讲故事作为学习说话的替代媒介是非常有效和可行的,特别是在高中X班的讲故事中。
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引用次数: 0
SCRAPBOOK LEARNING MEDIA IN CLASS X ECOSYSTEM MATERIALS x类生态材料中的剪贴簿学习媒体
Pub Date : 2023-03-10 DOI: 10.35457/jares.v8i1.2735
Eva Wulan Septiana, Marinda Sari Sofiyana, Devita Sulistiana
Based on pre data study obtained results that eye lesson biology on class X high school level in particular Theory ecosystem still impressed difficult for students who have accept learning it's on the spot observation researcher, with reason boring, no interesting, lots memorization, a lot sentence scientific / foreign words and lazy read. Still many student feel the media used the not yet efficient and not enough interesting in the learning process biology. This thing caused on non-maximal learning process teach. as a result student not enough concentration in learning the so that student feel bored and bored, finally the learning process not yet achieved with perfect. Study this aim for knowing appropriateness and quality as well as for knowing response student to learning media scrapbook on Theory ecosystem. Method research used in study this is RND with use developed design by Borg and Gall. Results from study Average score expert the is 91.36 % with criteria very worth. This thing show that quality of learning media scrapbook Theory developed ecosystem _ based on evaluation expert materials, media experts, and expert language very worthy used as a learning medium. Percentage evaluation by field teacher studies of 84.5 % criteria very worth. Whereas acquisition percentage test try scale limited of 95.2 % with criteria very worth. Results from test response student get percentage 90% with criteria very good. From result percentage the then the media can used with good in learning ecosystem class X high school.
根据前期资料研究得出的结果,高中X班的眼课生物特别是理论生态系统对于已经接受学习的学生来说仍然印象深刻,它是现场观察研究者,有理由枯燥,无趣,大量记忆,大量句子科学/外来词和懒惰阅读。还有很多学生觉得媒体在生物学的学习过程中使用的还不够有效和不够有趣。这件事造成了对非最大学习过程的教导。结果学生在学习上不够专心,使学生感到厌烦和无聊,最后学习过程还没有达到完美。研究这一目的是为了了解媒介剪贴簿理论生态系统的适宜性和质量,以及了解学生对学习媒介剪贴簿理论生态系统的反应。研究中使用的方法研究是由Borg和Gall开发设计的RND。研究结果平均得分专家为91.36%,与标准很有价值。这说明学习媒体质量剪贴簿理论发展的生态系统——基于专家材料、媒体专家和专家语言的评价,是非常值得作为学习媒体使用的。84.5%的评价指标由实地教师研究得出,非常有价值。而收购百分比测试试规模限制在95.2%的标准是非常值得的。测试反应的结果学生获得90%的百分比,标准很好。从结果百分比来看,媒体可以很好地用于X高中的学习生态系统。
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引用次数: 1
ANALYZE QUEUE PERFORMANCE USING ARENA 16.0 SOFTWARE (Z Cinema Case Study) 使用ARENA 16.0软件分析队列性能(以Z影院为例)
Pub Date : 2023-03-10 DOI: 10.35457/jares.v8i1.2737
Fredlina Margaret, Sofwan Ali Fakhrudin, Ariska Dithya Pratiwi, F. Gunawan
Queues are often found in everyday life, such as waiting for cinema counters, check-in queues at airports and self-service cashier queues. Service facilities for a long time cause queues because they cannot meet the needs or capacity, so facility users have to wait. As in the example of the case of Cinema Z in Solo City has a maximum queue time of 13.6 minutes with a maximum number of queues of 11 people until served.  This can cause customers to wait long enough to get movie tickets. This problem can be overcome by the need to manage the counter operator so that it can regulate when to open a new counter so that there is no queue. This research discusses the problem of queuing models at Cinema Z in Solo, Central Java Province. From the results of the analysis that can be known the performance values of the queuing system such as waiting time, number in, number out, dan number waiting.
排队在日常生活中随处可见,比如在电影院排队,在机场排队办理登机手续,在自助收银台排队。由于服务设施无法满足需求或容量,长期存在排队现象,设施用户不得不等待。在《Solo City》中的Cinema Z的例子中,最长排队时间为13.6分钟,最多排队11人。这可能会导致顾客等待足够长的时间才能买到电影票。这个问题可以通过管理计数器操作符来解决,这样它就可以调节何时打开一个新的计数器,这样就没有队列了。本研究讨论了中爪哇省梭罗电影院Z排队模型的问题。从分析结果可以得知排队系统的性能值,如等待时间、入号、出号、单号等。
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引用次数: 0
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JARES (Journal of Academic Research and Sciences)
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