Dapatkan potongan biaya Kuliah 20% selama pandemi corona.
(Untuk Pendaftaran di bulan Mei 2020)
Dibuka Pendaftaran mahasiswa Baru TA 2020/2021
- Program studi D1 Bahasa Inggris
- S1 Bahasa/Sastra Inggris.
Biaya murah dan berkualitas.
1) Potongan Rp. 2Jt jika:
~ nilai B Inggris tahun ini di ijazah 90; atau
~ nilai tes masuk 90;
2) Potongan Rp. 1Jt jika:
~ nilai B Inggris tahun ini di ijazah 80; atau
~ nilai tes masuk 80.
~ Potongan biaya Kuliah 20% selama pandemi korona.
~ Lingkungan kampus yang asri dan nyaman
~ Akses yang mudah dijangkau dan dekat dengan terminal kampung melayu.
Apa Keunggulan kuliah di STIBA IEC Jakarta?
Kuliah D1 bahasa Inggris (D1+) dan dan S1 Sastra Inggris (S1+) di tahun pertama, mahasiswa tidak hanya mahir dalam bahasa Inggris tapi juga mampu mengelola business online dengan Digital Marketing dan handal untuk menjadi blogger di era digital melalui mata kuliah internet Blogging.
Pastikan dan segera daftarkan sebelum Penerimaan pendaftaran ditutup karena daya tampung dibatasi supaya mahasiswa bisa fokus.
_____________
Kunjungi website kami di:
stibaiec-jakarta.ac.id
Bisa dapatkan info terlebih dahulu tentang Pendaftaran mhsw baru, klik >>:
bit.ly/STIBAIEC-JKT
Atau bisa daftar online langsung di >> bit.ly/Reg-Online
https://www.facebook.com/stibaiec.jkt/videos/2659362084285130/
Friday, May 1, 2020
Sunday, April 19, 2020
Beasiswa
BEASISWA STIBA-IEC JAKARTA
TAHUN AKADEMIK 2020/2021
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Beasiswa Awal Kuliah
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Persyaratan
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Potongan/Diskon Rp. 2.000.000 untuk biaya Semester 1
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a. Hasil test masuk
STIBA-IEC Jakarta min. 80 atau;
b. Nilai Ijazah min. 90
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Potongan/Diskon Rp. 1.000.000 untuk biaya semester 1
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a. Hasil test masuk
STIBA-IEC Jakarta min. 70 atau;
b. Nilai Ijazah min. 80
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Beasiswa Khusus
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Bantuan biaya kuliah
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1.
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Mahasiswa berprestasi
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2.
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Mahasiswa kurang mampu
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STIBA-IEC juga memberikan Beasiswa bagi mahasiswa yang mempunyai prestasi akademik yang menonjol dan yang kurang mampu dengan maksud meningkatkan gairah belajar dan meningkatkan prestasi mahasiswa.
WhatsApp INFO PENDAFTARAN
Visi, Misi & Tujuan
VISI, MISI DAN TUJUAN
STIBA-IEC JAKARTA
VISI
“Menjadi sekolah tinggi yang berkualitas dan unggul di bidang bahasa dan sastra asing pada tahun 2030 di wilayah DKI Jakarta yang berstandar nasional dan mampu berperan aktif dalam pembangunan bangsa melalui proses pendidikan, penelitian dan pengabdian masyarakat.”
MISI
- Menyelenggarakan kegiatan pendidikan dan pengajaran bahasa dan sastra asing (Bahasa dan Sastra Inggris) yang berkualitas.
- Melaksanakan kegiatan penelitian untuk pengembangan ilmu pengetahuan dan teknologi secara berkelanjutan.
- Menerapkan temuan-temuan penelitian yang bermanfaat bagi masyarakat dalam bentuk pengabdian kepada masyarakat.
- Melakukan sosialisasi tentang eksistensi dan program-program sekolah tinggi kepada masyarakat secara terencana dan terus menerus melalui kegiatan dan relasi publik.
- Memberikan pelayanan kepada masyarakat di bidang bahasa dan sastra asing (Bahasa dan Sastra Inggris) dan pengajarannya
TUJUAN
- Menghasilkan lulusan tingkat sarjana bahasa dan sastra asing (Bahasa dan Sastra Inggris) yang bermoral dan berkompeten dalam bidangnya dan memiliki daya analisis, berfikir sistematis dan logis, berwawasan luas, berdedikasi terhadap ilmu pengetahuan dan teknologi, memiliki integritas kepribadian, serta menjunjung tinggi nilai-nilai kemanusiaan.
- Mengembangkan ilmu pengetahuan di bidang bahasa dan sastra asing (Bahasa dan Sastra Inggris) melalui kegiatan penelitian.
- Mengimplementasikan keahlian dan pengetahuan di bidang bahasa dan sastra asing (Bahasa dan Sastra Inggris) kepada masyarakat.
- Menjalin kemitraan dalam upaya pemberdayaan dan peningkatan sumber daya manusia.
- Menyiapkan lulusan yang dapat menerapkan keahliannya dalam bidang bahasa dan sastra asing (Bahasa dan Sastra Inggris) serta dapat memenuhi kebutuhan masyarakat
Informasi Mahasiswa Baru
Informasi Mahasiswa Baru
Syarat
Pendaftaran
Calon mahasiswa STIBA-IEC Jakarta adalah lulusan
SMA/SMK/MA dari semua jurusan
Mengisi dan menyerahkan formulir pendaftaran
dengan melampirkan:
§ Satu (1) lembar fotocopy ijazah dan daftar NEM
SMU/SMK yang telah dilegalisasi.
§ Satu (1) lembar Fotocopy KTP dan KK.
§ Empat (4) lembar Pas foto berwarna ukuran
3×4 cm.
§ Mengikuti tes penerimaan Mahasiswa Baru
Waktu
Pendaftaran
Waktu Pendaftaran
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Tes Masuk
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Gel.I
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Nop. 2019 – April 2020
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25 April 2020
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Gel.II
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Mei 2020 – Juni 2020
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22 Juni 2020
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Gel.III
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Juli 2020 – Agustus
2020
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22 Agustus 2020
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Tes Masuk
meliputi:
1.
Tes Potensi akademik
(Numerik,Verbal,Analisis).
2.
Bahasa Inggris
Tes dilaksanakan pada hari sabtu
Pendaftaran
dibuka
§ Senin s.d Jum’at : 08:00 – 20:00 WIB
§ Sabtu : 08:00 – 17:00 WIB
Segera hubungi:
Telp.021-8518685
SMS/WA: 0856-9540-0674 (Ms.
Teeny)
WhatsApp INFO PENDAFTARAN
INFO STIBA IEC
“Ingin Kuliah dengan Biaya Murah dan Berkualitas?”
STIBA-IEC Jakarta hadir untuk mewujudkannya
Sudah dibuka pendaftararan Mahasiswa Baru dan Pindahan Tahun Akademik 2020/2021
Apa saja program yang ditawarkan?
- S1 Bahasa dan Sastra Inggris
- D1 bahasa Inggris
- Transfer D3 (dari pergurua tinggi lain) ke S1
- Pindahan dari perguruan tinggi ke STIBA-IEC.
Bagaimana system Perkuliahannya?
Perkuliahan di STIBA-IEC Jakarta sangat fleksibel khususnya bagi yang sudah bekerja/karyawan.
- Regular pagi : 08.00 – 12.00
- Regular malam : 18.10 – 21.00
- Weekend : 08.00 – 17.00
Bagi yang kerja kena shift dapat menyesuaikan dengan pekerjaannya.
Apakah ada sistem Beasiswa?
STIBA-IEC memberikan beasiswa dari pemerintah bagi mahasiswa yang berprestasi.
Bagaimana sistem pembayaran kuliahnya?
STIBA-IEC memberikan kemudahan dalam membayar biaya kuliah, bisa system bulanan atau semester. Kedua pembayaran biaya tersebut harus ditransfer melalui bank yang telah ditentukan.
Apakah mata kuliah unggulan di luar bahasa Inggris?
Ada beberapa mata kuliah unggulan yang sangat diminati yaitu diantaranya:
- Broadcasting
- Internet blogging
- Public speaking
- English for Tourism
- Entrepreneurship
- dan masih ada beberapa lagi yang lainnya.
Peluang kerja apa saja yang bisa diperoleh setelah LULUS dari STIBA-IEC?
Sudah banyak perusahaan, institusi pemerintah dan lembaga-lembaga lainnya yang sudah merasakan manfaatnya dari ilmu yang diperoleh oleh para alumni STIBA-IEC karena STIBA-IEC memberikan peluang kerja dan profesi yang cukup menjanjikan berdasarkan pengetahuan yang diperoleh dari masing-masing mata kuliah yang diantaranya yaitu menjadi:
- Pengajar bahasa Inggris;
- Penerjemah/Interpreter;
- Karyawan Perhotelan;
- Staf Kemenlu RI;
- Tour Guide;
- Penyiar/Reporter TV;
- Staf Bahasa di Kedutaan Asing;
- Editor Bahasa Inggris;
- Entrepreneur & Pengelola Kursus Bahasa Inggris;
- Karyawan BANK dan masih ada beberapa lagi profesi yang mendukung.
Sekiranya anda sudah mulai tertarik dan minat untuk mendaftar, silahkan boleh Tanya-tanya dulu bisa Chat melalui WA: 0856-9540-0674 (Ms. Teeny) atau telp: 021-8518685
Info lebih Lanjut Silahkan Segera hubungi:
Telp.021-8518685
SMS/WA: 0856-9540-0674 [MS. TEENY]
WhatsApp INFO PENDAFTARAN
Saturday, April 11, 2020
Archery
Archery is the practice or skill of using a bow to shoot arrows. The word comes from the Latin arcus meaning ‘bow’ or ‘arch’.
Historically, archery has been used for hunting and combat and was invented in the late Palaeolithic or early Mesolithic periods. The oldest signs of archery’s use in Europe date from around 10,000BC, while in Asia and the Middle East evidence suggests archery originated even earlier. In modern times, it is mainly a competitive sport and recreational activity.
A person who participates in archery is typically called an archer. Someone who is fond of or an expert at archery is called a toxophilite – ‘lover of the bow’, from Ancient Greek τόξον (tokson ‘bow’) and φίλος (philos ‘friend’).
As a sport, archery requires skills of precision, control, focus, repetition and determination. It is available to be practised by all, no matter age, gender or ability, and is a widespread pastime in both developed and developing countries.
Archery is often in the public eye, both as an important sport on the Olympic Programme, and thanks to popular culture.
Starting with the Lord of the Rings trilogy, archery was featured in a run of big-budget Hollywood blockbusters, including The Hunger Games, The Avengers and The Hobbit franchises, as well as in small screen productions like Arrow.
Archery is addictive. You have been warned!
(source: https://worldarchery.org/Archery)
Basketball
Basketball is a team sport in which two teams, most commonly of five players each, opposing one another on a rectangular court, compete with the primary objective of shooting a basketball (approximately 9.4 inches (24 cm) in diameter) through the defender's hoop (a basket 18 inches (46 cm) in diameter mounted 10 feet (3.048 m) high to a backboard at each end of the court) while preventing the opposing team from shooting through their own hoop. A field goal is worth two points, unless made from behind the three-point line, when it is worth three. After a foul, timed play stops and the player fouled or designated to shoot a technical foul is given one or more one-point free throws. The team with the most points at the end of the game wins, but if regulation play expires with the score tied, an additional period of play (overtime) is mandated.
Players advance the ball by bouncing it while walking or running (dribbling) or by passing it to a teammate, both of which require considerable skill. On offense, players may use a variety of shots—the lay-up, the jump shot, or a dunk; on defense, they may steal the ball from a dribbler, intercept passes, or block shots; either offense or defense may collect a rebound, that is, a missed shot that bounces from rim or backboard. It is a violation to lift or drag one's pivot foot without dribbling the ball, to carry it, or to hold the ball with both hands then resume dribbling.
The five players on each side fall into five playing positions the tallest player is usually the center, the tallest and strongest is the power forward, a slightly shorter but more agile player is the small forward, and the shortest players or the best ball handlers are the shooting guard and the point guard, who implements the coach's game plan by managing the execution of offensive and defensive plays (player positioning). Informally, players may play three-on-three, two-on-two, and one-on-one.
(source: https://en.wikipedia.org/wiki/Basketball)
Badminton
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(source: https://www.stocksy.com/1406085/badminton-rackets-on-pink-and-blue-background?vs=1) |
Badminton is a racquet sport played using racquets to hit a shuttlecock across a net. Although it may be played with larger teams, the most common forms of the game are "singles" (with one player per side) and "doubles" (with two players per side). Badminton is often played as a casual outdoor activity in a yard or on a beach; formal games are played on a rectangular indoor court. Points are scored by striking the shuttlecock with the racquet and landing it within the opposing side's half of the court.
Each side may only strike the shuttlecock once before it passes over the net. Play ends once the shuttlecock has struck the floor or if a fault has been called by the umpire, service judge, or (in their absence) the opposing side.
The shuttlecock is a feathered or (in informal matches) plastic projectile which flies differently from the balls used in many other sports. In particular, the feathers create much higher drag, causing the shuttlecock to decelerate more rapidly. Shuttlecocks also have a high top speed compared to the balls in other racquet sports. The flight of the shuttlecock gives the sport its distinctive nature.
The game developed in British India from the earlier game of battledore and shuttlecock. European play came to be dominated by Denmark but the game has become very popular in Asia, with recent competitions dominated by China. Since 1992, badminton has been a Summer Olympic sport with four events: men's singles, women's singles, men's doubles, and women's doubles, with mixed doubles added four years later. At high levels of play, the sport demands excellent fitness: players require aerobic stamina, agility, strength, speed, and precision. It is also a technical sport, requiring good motor coordination and the development of sophisticated racquet movements.
(source: https://en.wikipedia.org/wiki/Badminton)
Sport
Sport includes all forms of competitive physical activity or games which, through casual or organized participation, at least in part aim to use, maintain or improve physical ability and skills while providing enjoyment to participants, and in some cases, entertainment for spectators. Sports can bring positive results to one's physical health. Hundreds of sports exist, from those between single contestants, through to those with hundreds of simultaneous participants, either in teams or competing as individuals. In certain sports such as racing, many contestants may compete, simultaneously or consecutively, with one winner; in others, the contest (a match) is between two sides, each attempting to exceed the other. Some sports allow a "tie" or "draw", in which there is no single winner; others provide tie-breaking methods to ensure one winner and one loser. A number of contests may be arranged in a tournament producing a champion. Many sports leagues make an annual champion by arranging games in a regular sports season, followed in some cases by playoffs.
Sport is generally recognised as system of activities which are based in physical athleticism or physical dexterity, with the largest major competitions such as the Olympic Games admitting only sports meeting this definition, and other organisations such as the Council of Europe using definitions precluding activities without a physical element from classification as sports. However, a number of competitive, but non-physical, activities claim recognition as mind sports. The International Olympic Committee (through ARISF) recognises both chess and bridge as bona fide sports, and SportAccord, the international sports federation association, recognises five non-physical sports: bridge, chess, draughts (checkers), Go and xiangqi, and limits the number of mind games which can be admitted as sports.
Sport is usually governed by a set of rules or customs, which serve to ensure fair competition, and allow consistent adjudication of the winner. Winning can be determined by physical events such as scoring goals or crossing a line first. It can also be determined by judges who are scoring elements of the sporting performance, including objective or subjective measures such as technical performance or artistic impression.
Records of performance are often kept, and for popular sports, this information may be widely announced or reported in sport news. Sport is also a major source of entertainment for non-participants, with spectator sport drawing large crowds to sport venues, and reaching wider audiences through broadcasting. Sport betting is in some cases severely regulated, and in some cases is central to the sport. (source: https://en.wikipedia.org/wiki/Sport)
![]() |
(source: pinterest) |
Sport is generally recognised as system of activities which are based in physical athleticism or physical dexterity, with the largest major competitions such as the Olympic Games admitting only sports meeting this definition, and other organisations such as the Council of Europe using definitions precluding activities without a physical element from classification as sports. However, a number of competitive, but non-physical, activities claim recognition as mind sports. The International Olympic Committee (through ARISF) recognises both chess and bridge as bona fide sports, and SportAccord, the international sports federation association, recognises five non-physical sports: bridge, chess, draughts (checkers), Go and xiangqi, and limits the number of mind games which can be admitted as sports.
Sport is usually governed by a set of rules or customs, which serve to ensure fair competition, and allow consistent adjudication of the winner. Winning can be determined by physical events such as scoring goals or crossing a line first. It can also be determined by judges who are scoring elements of the sporting performance, including objective or subjective measures such as technical performance or artistic impression.
Records of performance are often kept, and for popular sports, this information may be widely announced or reported in sport news. Sport is also a major source of entertainment for non-participants, with spectator sport drawing large crowds to sport venues, and reaching wider audiences through broadcasting. Sport betting is in some cases severely regulated, and in some cases is central to the sport. (source: https://en.wikipedia.org/wiki/Sport)
Monday, March 16, 2020
Paper and pencil game
Paper-and-pencil games or paper-and-pen games (or some variation on those terms) are games that can be played solely with paper and pencils (or other writing implements), usually without erasing. Examples of paper-and-pencil games are Tic-tac-toe, Sprouts, and Dots and Boxes. Other examples include: Hangman, Connect 5, M.A.S.H., Battleships, Paper Soccer, and WedgoLogic.
Additionally, the term is used to distinguish role-playing games of the tabletop variety from role-playing video games, although those traditional role-playing games do not necessarily use either paper or pencils.
Additionally, the term is used to distinguish role-playing games of the tabletop variety from role-playing video games, although those traditional role-playing games do not necessarily use either paper or pencils.
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(source: google) |
In some board games, particularly abstract strategy games like Gomoku, a piece, once played, will not be moved or removed from the board. Such games can be played either as board games or as paper-and-pencil games, while many other paper-and-pencil games require the use of writing utensils.
Board game
Board games are traditionally a subset of tabletop games that involve counters or pieces moved or placed on a pre-marked surface or "board", according to a set of rules. In common parlance, however, a board game need not necessarily contain a physical board. Some games are based on pure strategy, but many contain an element of chance; and some are purely chance, with no element of skill.
Games usually have a goal that a player aims to achieve. Early board games represented a battle between two armies, and most modern board games are still based on defeating opponents in terms of counters, winning position, or accrual of points.
There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme, such as checkers, to having a specific theme and narrative, such as Cluedo. Rules can range from the very simple, such as in Snakes and Ladders; to deeply complex, as in Advanced Squad Leader.
Games usually have a goal that a player aims to achieve. Early board games represented a battle between two armies, and most modern board games are still based on defeating opponents in terms of counters, winning position, or accrual of points.
There are many varieties of board games. Their representation of real-life situations can range from having no inherent theme, such as checkers, to having a specific theme and narrative, such as Cluedo. Rules can range from the very simple, such as in Snakes and Ladders; to deeply complex, as in Advanced Squad Leader.
![]() |
(source: pinterest)
The time required to learn to play or master a game varies greatly from game to game, but is not necessarily correlated with the number or complexity of rules; games like chess or Go possess relatively simple rulesets, but have great strategic depth.
(source: https://en.wikipedia.org/wiki/Board_game) |
Video game
A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a two- or three-dimensional video display device such as a touchscreen, virtual reality headset or monitor/TV set. Since the 1980s, video games have become an increasingly important part of the entertainment industry, and whether they are also a form of art is a matter of dispute.
The electronic systems used to play video games are called platforms. Video games are developed and released for one or several platforms and may not be available on others. Specialized platforms such as arcade games, which present the game in a large, typically coin-operated chassis, were common in the 1980s in video arcades, but declined in popularity as other, more affordable platforms became available. These include dedicated devices such as video game consoles, as well as general-purpose computers like a laptop, desktop or handheld computing devices.
The input device used for games, the game controller, varies across platforms. Common controllers include gamepads, joysticks, mouse devices, keyboards, the touchscreens of mobile devices, or even a person's body, using a Kinect sensor. Players view the game on a display device such as a television or computer monitor or sometimes on virtual reality head-mounted display goggles. There are often game sound effects, music and voice actor lines which come from loudspeakers or headphones. Some games in the 2000s include haptic, vibration-creating effects, force feedback peripherals and virtual reality headsets.
![]() |
(source: google) |
The electronic systems used to play video games are called platforms. Video games are developed and released for one or several platforms and may not be available on others. Specialized platforms such as arcade games, which present the game in a large, typically coin-operated chassis, were common in the 1980s in video arcades, but declined in popularity as other, more affordable platforms became available. These include dedicated devices such as video game consoles, as well as general-purpose computers like a laptop, desktop or handheld computing devices.
![]() |
(source: pinterest) |
The input device used for games, the game controller, varies across platforms. Common controllers include gamepads, joysticks, mouse devices, keyboards, the touchscreens of mobile devices, or even a person's body, using a Kinect sensor. Players view the game on a display device such as a television or computer monitor or sometimes on virtual reality head-mounted display goggles. There are often game sound effects, music and voice actor lines which come from loudspeakers or headphones. Some games in the 2000s include haptic, vibration-creating effects, force feedback peripherals and virtual reality headsets.
(source: https://en.wikipedia.org/wiki/Video_game)
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