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PENGARUH RETURN ON ASSET (ROA) DAN RETURN ON EQUITY (ROE) TERHADAP PERTUMBUHAN LABA PADA PT. KALBE FARMA TBK PERIODE 2009 – 2019.
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-02-23 DOI: 10.58217/joce-ip.v16i1.253
Eman Singgih
This study aims to determine the Effect of Return On Assets (ROA) and Return On Equity (ROE) on Profit Growth of PT Kalbe Farma Tbk for the period 2009-2019, either partially or simultaneously. This type of research is descriptive quantitative with secondary data type from the financial statements of Kalbe Farma Tbk. the period 2009-2019. The implementation of this research was carried out from November 2020 to August 2021 where the research was conducted on the Jakarta Stock Exchange. The results of the study partially show that Return on Assets (ROA) has a positive and significant effect on Profit Growth. Return On Equity (ROE) has a positive and significant effect on Profit Growth, and simultaneously Return On Assets (ROA) and Return On Equity (ROE) jointly have a significant effect on Profit Growth. It is proven by the R Square value of 0.276 which means that 27.60% of the Profit Growth variable can be explained by the independent variables, namely Return On Assets (ROA) and Return On Equity (ROE), while the remaining 72.40% is explained by other variables not included in this study. Given the limitations in the study, the authors suggest that in future research, if you want to conduct research with a similar theme, you should extend the research period so that the effect can be seen from a longer period of time and enhances the power of the test and also uses a wider research object. Keywords: Return On Assets (ROA), Return On Equity (ROE) and Profit Growth
本研究旨在确定2009-2019年期间PT Kalbe Farma Tbk的资产收益率(ROA)和股本收益率(ROE)对利润增长的影响,无论是部分还是同时。这种类型的研究是描述性的定量与二级数据类型从Kalbe Farma Tbk的财务报表。2009-2019年。本研究的实施于2020年11月至2021年8月在雅加达证券交易所进行。研究结果部分表明,资产收益率(ROA)对利润增长有显著的正向影响。净资产收益率(ROE)对利润增长有显著的正向影响,资产收益率(ROA)和净资产收益率(ROE)同时对利润增长有显著的影响。R平方值为0.276证明了这一点,这意味着27.60%的利润增长变量可以由自变量即资产收益率(ROA)和净资产收益率(ROE)来解释,而剩下的72.40%可以由本研究未包括的其他变量来解释。鉴于研究的局限性,作者建议在未来的研究中,如果你想进行类似主题的研究,你应该延长研究周期,这样可以从更长的时间看到效果,增强测试的力量,也可以使用更广泛的研究对象。关键词:资产收益率(ROA)、净资产收益率(ROE)和利润增长
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引用次数: 0
The role of ICT during COVID-19 pandemic in Nigeria 信息通信技术在尼日利亚COVID-19大流行期间的作用
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.33545/2707661x.2022.v3.i1a.43
Ogirima Sao, Arulogun Ot, Adigun Eb
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引用次数: 1
Digital marketing and its effect on consumer behaviour: A case study of the Nigerian telecoms 数字营销及其对消费者行为的影响:尼日利亚电信的案例研究
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.33545/2707661x.2022.v3.i1a.45
O. Lawal, GO Binuyo
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引用次数: 1
System efficiency on mobile learning system user satisfaction at Egerton University, in Kenya 肯尼亚Egerton大学移动学习系统用户满意度的系统效率
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.33545/2707661x.2022.v3.i1a.42
Mogaka Sarah Kemunto, C. Odoyo, Raphael Angulu
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引用次数: 0
The Lack of IT on Post-Conflict Regions 冲突后地区缺乏信息技术
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.4018/ijicte.315613
Halime Cocaj
Post conflict is a term for category of developing countries from civil war, recent conflict, or security crisis. From extreme damaged infrastructure, they require significant help to provide security and development. Post-conflict countries, other than developing ones, they have not received much attention on development in information technology (IT) and modern education. Lack of technology use has manifested in on lower productivity and innovation. Regions with major roles of IT face industrial revolution. Kosovo is a case study for this research investigation on post-conflict countries known also as new born countries (NBC). Research will investigate students in primary, secondary, and tertiary education. Literature cases draw concerns of poor performance.
后冲突是指发展中国家从内战,最近的冲突,或安全危机类别的术语。由于基础设施遭到严重破坏,他们需要大量帮助来提供安全和发展。除发展中国家外,冲突后国家在信息技术(IT)和现代教育的发展方面没有得到太多关注。缺乏技术的使用表现在生产力和创新能力的降低。信息技术发挥重要作用的地区面临产业革命。科索沃是对冲突后国家(又称新生国家)的研究调查的一个案例。研究将调查小学、中学和高等教育的学生。文献案例引起了对不良表现的担忧。
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引用次数: 1
The internet of things (IOT) is a game-changing strategy to future technological advancement: An assessment 物联网(IOT)是未来技术进步的一个改变游戏规则的战略:一项评估
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.33545/2707661x.2022.v3.i1a.46
Zaid Siddiqui
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引用次数: 0
Data mining 数据挖掘
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.33545/2707661x.2022.v3.i1a.44
M. Atif
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引用次数: 0
Influence of Educational Video Games for the Achievement of the Mathematics and Problem-Solving Abilities of Upper Primary School Students 教育性电子游戏对小学高年级学生数学和问题解决能力的影响
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.4018/ijicte.313955
Praveen Kumar G., Vasimalairaja M.
This study examined post-test performance and retention performance of students in mathematics when learned and problem-solving ability through educational video games and traditional lecture method. The study adopted a quasi-experimental design. The sample was drawn from Alagappa Model Higher Secondary School in Karaikudi at Sivagangai district in southern Tamilnadu. Respondents were 90 students (46 boys and 44 girls). The findings revealed that there was a significant difference in the post-test scores, retention test scores, gender, and localities of experimental and control groups. The study concluded that educational video game learning significantly improves students' achievement and retention capacity. Therefore, the study recommended that this advent of learning that combines both face-to-face and online delivery can effectively be utilized in learning mathematics and problem solving to enhance the performance and retention among upper primary school students.
本研究考察了通过教育电子游戏和传统课堂教学方法对学生数学学习后的表现、记忆表现和解题能力的影响。本研究采用准实验设计。样本来自泰米尔纳德邦南部锡瓦甘盖地区卡拉库迪的Alagappa模范高中。受访者为90名学生(46名男生,44名女生)。结果显示,实验组和对照组在测试后得分、记忆测试分数、性别和地区上存在显著差异。该研究得出结论,教育电子游戏学习显著提高了学生的成绩和记忆能力。因此,本研究建议,这种面对面与线上授课相结合的学习方式,可以有效地运用在小学高年级学生的数学学习与解题中,以提高成绩与记忆。
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引用次数: 0
Intelligent and Interactive Chatbot Based on the Recommendation Mechanism to Reach Personalized Learning 基于推荐机制的智能交互式聊天机器人实现个性化学习
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.4018/ijicte.315596
Ching-bang Yao, Yu-Ling Wu
With the impacts of Covid-19 epidemic, e-learning has become a popular research issue. Therefore, how to upgrade the interactivity of e-learning, and allow learners to quickly access personalized and popular learning information from huge digital materials, is very important. However, chatbots are mostly used in automation, as well as simple occasions of general standard question and answer. But to solve the different problems of e-learners in the learning process, chatbots are used to filter the blind spots of learners and to provide further relevant information, so that e-learning can improve in efficiency and interactivity. This study utilizes AI, two-stage Bayesian algorithm, and crawler technology to provide customized learning materials according to learner's current learning situation. The experimental results show that this research system can indeed correctly understand and judge the blind spots of digital learners, and effectively find the relevant e-learning and video information. The accuracy rate reaches nearly 90%.
随着新冠肺炎疫情的影响,网络学习成为一个热门的研究课题。因此,如何提升e-learning的互动性,让学习者能够从海量的数字素材中快速获取个性化、大众化的学习信息,显得尤为重要。然而,聊天机器人主要用于自动化,以及一般标准问答的简单场合。但是为了解决e-learning学习者在学习过程中遇到的不同问题,利用聊天机器人来过滤学习者的盲点,并提供进一步的相关信息,从而提高e-learning的效率和互动性。本研究利用人工智能、两阶段贝叶斯算法和爬虫技术,根据学习者的学习现状提供定制化的学习材料。实验结果表明,该研究系统确实能够正确理解和判断数字学习者的盲点,有效地找到相关的电子学习和视频信息。准确率达到近90%。
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引用次数: 1
Crowdfunding for Entrepreneurial Education 创业教育众筹
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-01-01 DOI: 10.4018/ijicte.315762
Carlos Denner dos Santos, Marina Moreira, A. Panis, Dyego Alves
This paper applies the concept of a crowdsourcing campaign in the context of entrepreneurial education, and reports the perception of participants in such application in a large business school. The classroom task is to prepare a crowdfunding campaign for their university in a freely available digital platform, having identified a relevant problem on campus. The problem identification is based on market research, where problems disrupting the school are found. To implement student's developed “solutions”, crowdsourcing campaigns are created to expose ideas to market validation, and nudge students to communicate with customers and suppliers. The ‘successful' perceptions of participants signal a large potential for this ‘exercise', as campaigns can be successful, leading to the creation of micro-organizations to run these projects and impact communities positively. Of course, future research should establish correlation between crowdsourcing campaigns and likelihood of starting businesses and social ventures.
本文将众包活动的概念应用于创业教育的背景下,并报告了一所大型商学院参与者对这种应用的看法。课堂任务是在一个免费的数字平台上为他们的大学准备一场众筹活动,并确定校园中的一个相关问题。问题识别是基于市场调查,在那里发现扰乱学校的问题。为了实施学生开发的“解决方案”,创建了众包活动,将想法暴露给市场验证,并推动学生与客户和供应商沟通。参与者对“成功”的感知表明这种“实践”有很大的潜力,因为活动可以成功,从而导致微观组织的创建,以运行这些项目并对社区产生积极影响。当然,未来的研究应该建立众包活动与创业和社会企业可能性之间的相关性。
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引用次数: 0
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International Journal of Information and Communication Technology Education
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