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PENGARUH USER GENERATED CONTENT DAN E-WOM PADA APLIKASI TIKTOK TERHADAP PURCHASE INTENTION PRODUK FASHION
THE INFLUENCE OF USER GENERATED CONTENT AND E-WOM ON THE TIKTOK APPLICATION ON THE PURCHASE INTENTION OF FASHION PRODUCTS
Penulis : DILA KHOIRIN ANISA - 18080324032 - Fak. Ekonomika dan Bisnis
PENERAPAN MODEL PEMBELAJARAN THINK PAIR SHARE TERHADAP SISWA SMK
APPLICATION OF THE THINK
PAIR SHARE LEARNING MODEL IN VOCATION SCHOOL STUDENTS
Penulis : FITRIA DAMAYANTI - 16050404084 - Fak. Teknik
Analisis Motivasi Latihan Atlet Futsal Putri Bara Katong Ponorogo Selama Pandemi Covid-19.
Analysis of the Motivation of the Women's Futsal Athlete Bara Katong Ponorogo's Training During the Covid-19 Pandemic
Penulis : BAGAS DWI PRAMUDYA - 18060474059 - Fak. Ilmu Keolahragaan dan Kesehatan
Pengembangan Permainan PUTRI (Puzzle Geometri) Berbasis Digital Untuk Menstimulasi Kecerdasan Spasial Anak Usia 4-5 Tahun
Development Of Digital Based Geometry Puzzle Game To Stimulate The Spatial Intelligence Of 4-5 Years Old Children
Penulis : FARIDAH UMMU IMARA - 17010684015 - Fak. Ilmu Pendidikan
Hubungan antara Komitmen Organisasi dengan Organizational Citizenship Behavior pada Guru Di SMK X
The Relationship between Organizational Commitment and Organizational Citizenship Behavior on Teachers at SMK X
Penulis : LESTARI ALAMSARI - 17010664118 - Fak. Ilmu Pendidikan
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ARTICULATE
STORYLINE 3 PADA MATERI PERHITUNGAN VOLUME PEKERJAAN
PONDASI DAN SLOOF KELAS XI DI SMK NEGERI 5 SURABAYA
DEVELOPMENT OF INTERACTIVE LEARNING MEDIA BASED ON ARTICULATE
STORYLINE 3 ON CALCULATION OF VOLUME OF FOUNDATION AND SLOOF WORK FOR
CLASS XI AT SMK NEGERI 5 SURABAYA
Penulis : ALFINA INDAH SAHARA - 19050534004 - Fak. Teknik
Peran Kepala Sekolah Dalam Meningkatkan Mutu Pendidikan Di Daerah Covid Decreasing Area
The Role Of The Head Of School In Improving The Quality Of Education In The Areas Of Decreasing Covid
Penulis : MELDYANA ANGGRAINI - 18010714011 - Fak. Ilmu Pendidikan
PERANCANGAN DESAIN KARAKTER SENJATA
TRADISIONAL UNTUK GAME VISUAL NOVEL BERBASIS
POWERPOINT
TRADITIONAL WEAPON CHARACTER DESIGN FOR POWERPOINT-BASED VISUAL NOVEL GAMES
Penulis : ELIANA WULANDARI - 17021264019 - Fak. Bahasa dan Seni
Analisis Perbandingan Makna Kesinoniman Gairaigo dan Kango pada Situs Berita NHK
Comparative Analysis of Definitive Meaning between Kango and Gairaigo in NHK News Site
Penulis : MUHAMMAD JALU AGAM - 15020104052 - Fak. Bahasa dan Seni
Pengaruh Event Marketing Video Call K-Pop Terhadap Brand Awareness Mecimapro Pada Masa Pandemi
The Influence Of K-Pop Video Call Marketing Events On Brand Awareness Of Mecimapro During The Pandemic
Penulis : DAFFA AMALIA YULFININDA - 18041184091 - Fak. Ilmu Sosial dan Ilmu Politik