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Afifah, Haya; Afifah, Haya; Jasmien, Laila; Qisthi, Miizan; Ihsan, Raka +1 more

EBISNIS : JURNAL ILMIAH EKONOMI DAN BISNIS 2023 LPPM Universitas Sains dan Teknologi Komputer

This study aims to analyze the effect of digital marketing and the ease of use of the Shopee marketplace platform on the buying interest of digital business students. In an increasingly advanced digital era, digital marketing and the use of marketplace platforms have become important factors in influencing consumer behavior, including students. This research involved digital business student respondents who actively use the Shopee marketplace platform. The data collection method was carried out through an online survey using a structured questionnaire. Digital marketing variables and platform ease of use are measured using a Likert scale. The collected data were then analyzed using regression analysis techniques. The findings of this study indicate that digital marketing significantly and profitably influences the purchase intention of students studying digital business. Student buying interest can be increased using efficient digital marketing techniques including social media, online advertising and related content. In addition, research findings show that student buying interest is positively and significantly influenced by the ease of use of the Shopee marketplace platform. Students are more likely to be interested and interested in transacting through platforms that are easy to use, have intuitive navigation and easy payment procedures. In conclusion, digital marketing and the ease of use of the Shopee marketplace platform have had a major impact on the buying interest of students studying digital business. The results of this study provide a better understanding of the factors that influence student buying behavior in the context of digital business. These findings can serve as guidelines for companies or online sellers in designing effective marketing strategies and improving the user experience on the marketplace platform. Keywords: digital marketing, ease of use, purchase intention.   

Becdivanto Trianjas Hutomo Aji; Reni Yendrawati

Jurnal Akuntan Publik 2023 International Forum of Researchers and Lecturers

Society demands public sector organizations to be able to manage public services and provide them in an accountable, participative and transparent manner. SAKTI or Institutional Level Financial Application System is an application that is used as a means of work units in supporting the implementation of SPAN to carry out financial management which includes the planning stages to budget accountability. The purpose of this research is to observe how SAKTI works and to analyze the system, with the implications of whether it provides convenience in the performance of work units of government agencies. This type of research is descriptive qualitative and the method for collecting data used is direct observation with field research and library research, and the information will be filtered through descriptive analysis methods. The research results that have been achieved are that SAKTI is a new effectiveness. The advantage of using SAKTI is that it has an open platform, so it can be accessed anywhere and anytime, and provides efficient integration. Weaknesses in the use of SAKTI is the user's understanding in technical operations, so it requires sufficient training and another deficiency is the internal control of the organization. The conclusion of this research is that in the era of technology that pressures society for optimal and in-depth digital understanding. Suggestions by the author are to integrate a digital concept in the work system of the work unit, more understanding is needed so that it does not become an obstacle.

Agus Mawarni Harefa

Sinar Kasih: Jurnal Pendidikan Agama dan Filsafat 2023 Sekolah Tinggi Teologi Injili Arastamar (SETIA) Ngabang

The development of human life today has been significantly influenced by the rapid advancement of technology. Behind the convenience and advancement of technology, it is not uncommon to have an unfavorable impact on its users. Nowadays, not a few children and teenagers are trapped in gadget abuse, for example; visiting pornographic sites and forgetting time to study because of addiction to online games. These events often result in the degradation of the child's character and spirituality. In addition, other factors that make children less controlled in using gadgets are due to the presence of some parents who do not provide guidance to children regarding the use of gadgets properly and regularly. The purpose of this writing is to explain the existence of Sunday school teachers in providing guidance and direction to increase Sunday school children's understanding of the use of gadgets by providing parenting guidance, teaching slowly the benefits of gadgets, utilizing the parental control features available on gadgets and determining sanctions for children if they violate the boundaries that have been given. The method used in writing this article is a qualitative method and a literature research approach. The results received in this study are that the more existence of Sunday school teachers in increasing the digital quotient for children, the more responsible Sunday school children will be for the gadgets they have.

Rekno Sulandjari; Retno Djohar Juliani; Agustien Zulaidah; Fitri Darayani

Jurnal MIMBAR ADMINISTRASI 2023 Universitas 17 Agustus 1945

The era of media convergence makes life easier with the adoption of knowledge through online media. In addition to obtaining various information, online media also has a significant contribution in changing the behavior of its users in responding to a phenomenon in everyday life. Especially women whose roles in this era of media convergence are increasingly complex. He not only acts as the head of the household, but sometimes his role is also as the head of the family to make a basic living or just as a breadwinner to support household life. In addition, responding to the phenomenon of domestic violence that is often found in the news, makes women try to also contribute to maintaining the integrity of their household by minimizing this phenomenon in their family. Various efforts have been made, one of which is to increase understanding of domestic violence itself. Through digital literacy, it is hoped that apart from having their own understanding of domestic violence, they can also share this information with their own environment and family. So you can anticipate it if it hasn't happened yet, and minimize it if it does happen without realizing it.The phenomenon of women in the category of always doing digital literacy in using online media is 66.93%. This is almost entirely dominated by women empowerment activists in RW XIII Pucang Gading Housing. Where besides having activities outside the home as an employee, educator, NGO member, businessman, doctor and so on, they are also very responsive to the importance of gender equality in running a household life. While the results of research to adopt knowledge and understanding of digital literacy regarding steps that can be anticipated to minimize the phenomenon of domestic violence obtained results of 61.66%. One of them is that women must also be economically independent and have positive activities in order to increase welfare for the family. Thus, respect arises from the partner to put more effort into efforts to achieve in activities to seek economic sufficiency for the needs of the family which is increasing from time to time. In this study, the final results showed that there was a positive relationship between online digital media literacy and the phenomenon of domestic violence by 58.12% of respondents who had high digital literacy in online media also had a household life that was quite harmonious, far from the various categories that caused the phenomenon of domestic violence.    

Ruth Ardianti; Ely Andra Widharta

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

This is a descriptive study that examines the Indonesian people's comprehension of NFT and the popularity of NFT (Non-Fungible Token) using qualitative and quantitative data analysis. Since the explosion of Ghozali Everyday's NFT works in Indonesia in 2021, it has been an attraction for the Indonesian people to learn "What is NFT" and "How does NFT work?". The objectives of this study are as follows: (1) to establish the features of popular NFT goods among users; and (2) to assess Indonesian people's aesthetic opinion of the popularity of NFT products. The findings revealed that; first, the aesthetic analysis of The most popular works in the NFT Opensea marketplace have various features, including (a) character selection, (b) picture object capture, (c) style selection, and (d) usage value. It is believed that this research would aid in understanding the situation of the Indonesian people about societal phenomena, particularly NFT (non-fungible tokens), so that they may be utilized as references for the academic community, users, or art watchers with an interest in NFT products.

Dewi Indrayani Hamin; Yayu Isyana Pongoliu

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2022 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

.Islam allows decorating, but using cosmetics must be in accordance with Islamic law, starting from the raw materials to the manufacturing process, not excessive, and not endangering the user. Along with global trends, the use of these cosmetic products is increasingly widespread in various parts of the world. Because of the high consumer demand for cosmetics. Cosmetics are a must-have item regardless of age and gender. This is a great opportunity for business people. Meanwhile, millennial consumers are a consumer segment that lives at a time when technological developments are running very rapidly, they are used to using technology and the internet to connect with a very large number of other people on a regular basis, at the same time. This generation has significantly more social network connections than any other generation, they have lots of online friends, and are able to improve their psychological aspects when they can engage with their friends. On the other hand, cosmetics sticking to the face and other parts of the body affect the requirements for the validity of prayer, namely being clean from uncleanness. every Muslim should pay attention and ensure that there is no more impurity on the body. The service activity was carried out in the City of Gorontalo Dulalowo Timur for young female students of MAN 1 Gorontalo. The activity methods used in this service are material, practice, and questions and answers. From this activity it resulted that the understanding and practice of young women regarding halal cosmetic literacy and business opportunities in the digital era in the good category 65% and 35% were quite good categories.  

Vicky Indarto Setyono; M. Yogi Saputra; Isna Ayu Safitri Kusuma Dewi

Karunia: Jurnal Hasil Pengabdian Masyarakat Indonesia 2022 Fakultas Teknik Universitas Maritim AMNI Semarang

Today's technology continues to grow and the benefits of using the internet are felt for the users. Some people feel dependent on the internet, including the activities of Micro, Small and Medium Enterprises (MSMEs) in utilizing information technology to run their business, especially in the era of the ASEAN Economic Community (AEC). The purpose of this study is to generally describe the impact of digital marketing on sales volume for MSMEs in Sidorejo village. This research is of a qualitative type, using a triangulation model, which combines structured interview methods, in-depth interviews and observations of MSME actors who are actively registered at the Office of Market Community Empowerment – Cooperatives and City Small and Medium Enterprises. From the research results it is known that digital marketing makes it easier for MSME actors to provide information and interact directly with consumers, expand market share, increase awareness and increase sales for MSME players in Sidorejo village. This program emphasizes the importance of understanding digitization from an early age for Micro, Small and Medium Enterprises (MSMEs) to market products in today's modern business style, and is expected to increase the value branding of these products or increase sales turnover.

Prihatmoko, Setiyo; Prihatmoko, Setiyo; Sumaryanto, Sumaryanto; Herlansyah, Langga Jaya

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

This research is motivated by the problem of lack of motivation and attention of students in following the teaching and learning process in the classroom because teaching and learning activities still use conventional methods. This makes students have difficulty in understanding the material being studied so that basic competencies and KKM are not achieved. This study uses the Research and Development (RnD) product development method, using 6 out of 10 research stages, namely potential and problems, data collection, product design, design validation, design improvement and product testing. In this study, researchers used multimedia with the Mind Map method as an interesting learning medium by using a computer that can display text, images, video, and audio so that the learning process is more enjoyable for students. The results of this study are multimedia-based learning media using the Mind Map method. The validity value of media experts is 3.6 which is declared feasible, while the validity value of material experts is 3.8 which is declared feasible, and increases students' understanding and interest as users from 61% initially to increase to 86.11%.

Sekreningsih Nita; Fatim Nugrahanti; Firman Primawan

Jurnal Suara Pengabdian 45 2022 LPPM Universitas 17 Agustus 1945 Semarang

The rapid development of information technology requires people tobe familiar with the internet. Utilization of marketing and sales applications is not only carried out by large companies, but can also be used by Micro, Small and Medium Enterprises (MSMEs). The community service team conducted observations and interviews with Brem Duta Rasa SMEs in Sumberejo, Kaliabu, Mejayan, Madiun Regency. The team found problems with promotion and sales, therefore it was necessary to provide asolution, namely by using awebsite-based marketing and sales application for MSME products. The activity method of the service team is to provide practical training using applications. The final result of the evaluation shows that 90% of the 10 users of MSME members have theoretical understanding, 95% of application introductions, 80% of practice running applications. In conclusion, all MSME members running the application quite well. Applications can be implemented continuously to increase revenue from Brem Duta Rasa MSME products

Daniel Rudjiono; Setyo Adi Nugroho; Kharolina Arifianti

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

Mathematics is an applicable science and very close to human life, so mathematics is very important to learn from elementary school. However, the mathematics competence of elementary school students in Indonesia is relatively low. One of them is SD IT Cahaya Ummat which is located in Karangjati, Kecamatan Bergas, Kabupaten Semarang, the grade 6 students' average mathematics score is lower than other subjects. So far, learning is still conventional in nature with learning resources in the form of printed books, thus it is necessary to have learning innovations to increase students' interest in learning mathematics.The design of interactive media as a learning aid can be a solution to attract students' attention to be more focused when the teacher explains math material in class. When students feel interested and focused on learning, learning will be more effective so that students' understanding of the material presented by the teacher will also increase.Interactive learning media made with Adobe Flash CS5.5 to combine text, images, sound, and animation will make the application more attractive, so that students are more interested in learning mathematics with statistics material. The results of the validation score obtained from media experts are 34, material experts 39, and users 35, so this learning media product is classified as a very good category, so it is valid to be used.  

Andik Prakasa Hadi; Fandy Achmad Faizal

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Smartphone retail sales in Indonesia are currently growing very rapidly. Point of Sales Material (POSM) is used to provide information about products to consumers, using displays to stimulate impulsive buying behavior. This study designed a 3D planogram visual media, which can visualize real-time with text, images, and videos. Media that has been developed by researchers is in the very good category with a percentage of 78% for the promoter segment that is more than 1 year and 77% for the new promoter segment who has worked at Samsung retail for less than 1 year. From the results of experalidation and user validation, for the aspect of video visualization and the 3D planogram module that has been developed, the category average AB score is 81-85. The display arrangement process can be done more quickly and precisely because the understanding of the planogram increases.

Erria Dilasetiara

JURNAL ILMIAH KOMPUTER GRAFIS 2019 UNIVERSITAS STEKOM

Based on observations, the learning method used at SD N JatisariSemarang in the form of lectures, discussions, questions and answers with the book media. Learning methodswhich so far has not been implemented enough to have an impact on the level of student understanding ofmaterial taught. The method used was less successful so students felt boredand saturated. Efforts to overcome the problems of the learning process need a solutionwith new methods that can be developed. This research uses the concept of mediainteractive Talking Stick method by adding interaction and bringing interesting featuresas well as a system for better and more varied enjoyment through prominent figureshas a good character and at the same time has a history of using puppet media.From the results of the analysis, the concept of the media chosen as interactive media is character recognitionPandawa puppets in the form of a cartoon Manga (Japanese style cartoon) so it becomesmore attractive without reducing the value of local kerifan contained therein. The strength of the mediathis is modifying wayang recognition products through digital services on a system-based basiscomputers that respond to user actions, besides that the product has other advantages, namely the teachercan change or replace evaluation questions. The results are from student questionnaire data beforeusing learning media that is in the average category 41% - 60% includedin a fairly low category, while from the data the value of students after using the mediain the category 81% - 100% included in the very high category.

Rifky Hadi Ihsan; Efendi Efendi

JURNAL ILMIAH KOMPUTER GRAFIS 2018 UNIVERSITAS STEKOM

Multimedia-based learning media is a method of learning that can interact with its users besides having animated explanations of material. The problem at SMK Wisudha Karya Kudus about learning mechanical engineering drawings using AutoCAD is the difficulty of understanding the tools in the AutoCAD application, it becomes unattractive and difficult to understand the material in the teaching and learning process. The purpose of this research is to create an interactive learning media for machine engineering drawings using AutoCAD semesters I and II as media to assist student learning processes, providing alternative learning media to help teachers choose the right learning model for students. This type of research method uses the R&D method, the methods used include descriptive, evaluative and experimental methods. Descriptive method is used to collect data about existing conditions, evaluative methods are used to evaluate the trial process of developing a product and the experimental method is used to test the efficacy of the product produced. The results of this study are application programs, applications that have been designed can be used as an alternative to solving problems in SMK Wisudha Karya Kudus. By using electronic media in learning media, the benefits of creating alternative solutions from existing problems, namely in the form of Machine Engineering Image Learning Application, are able to provide complete video tutorials according to the basic competencies that the authors take from the source of mechanical engineering drawing books.

Adi Riyadi

JURNAL ILMIAH KOMPUTER GRAFIS 2017 UNIVERSITAS STEKOM

In order to increase student interest in learning, increase grades and facilitate the understanding of biology subjects on the material of the human excretion system class XI Science. From a number of smarphone users in Indonesia, it turns out that most of the people are only intended for telephone, short message service (SMS), playing songs / videos, accessing social networks (facebook, twiter, BBM, Line, WhatsApp) and many playing games including students in high school. Negeri 2 Mranggen. The author uses data collection research methods including observation, interviews, questionnaires, R&D product development methods, prototype methods and object-oriented approaches. The equipment used in designing this system uses UML modeling. Use Case Diagrams include, Activity Diagrams, Class Diagrams, and Sequence Diagrams and the software used by the author is Android Development Tools (ADT) and MySQL as a database. Mobile learning media application is expected to help facilitate the needs of students to learn the material of the human excretion system online at any time without any place and time restrictions.

Yuli Fitrianto; Toni Samkhaji

JURNAL ILMIAH KOMPUTER GRAFIS 2016 UNIVERSITAS STEKOM

Sector The development of information and communication technology is very fast resulting in changes in various aspects. 3D technology is now widely used in various ways, for example in making films, games, educational media and also promotional media. This type of 3D media promotion is very necessary to promote tourist attractions of historic buildings such as Lawang Sewu in Semarang which has beautiful architectural buildings. In addition to offline promotions using 2D media, 3D media are also considered quite effective if used as promotional media to eliminate the mystical and horror impressions of the people at Lawang Sewu. The solution offered in this study is the use of 3D Virtual Reality as a promotional tool that displays a virtual feel, where 3D promotions will be more interesting and look more real so that people will get a pleasant impression in visiting these tourist attractions. This research uses Research product development methods and Development (RnD), using 6 out of 10 stages of research namely potential and problems, data collection, product design, design validation, design improvement and product trials. The results of this study are to produce promotional aids by utilizing 3D VR technology. The validity value of media experts is 3.4 which is declared feasible, while the validity value of material experts is 3.2 which is declared feasible, and increases the audience's understanding and interest as a user from 33% up to 67%.

Much Rifqi Maulana

JURNAL ILMIAH KOMPUTER GRAFIS 2016 UNIVERSITAS STEKOM

Freshwater fish farming extension activity is one of the activities at UPT Karanganyar Fish Seed Center (BBI). In freshwater fish farming extension activities at the exposure session at UPT Balai Balai Ikan Ikan (BBI), they still used the lecture model and did not use other extension media. This resulted in extension participants becoming less familiar with the exposure material they obtained. Participants had difficulty in describing counseling materials. This has become an obstacle for the extension team in delivering the counseling material. Utilization of Simulated Multimedia as a 3D Animation-Based Counseling Media, can facilitate the counseling team in providing material exposure explanation on how to cultivate freshwater fish. By utilizing 3D Animation-based Mutlimedia Simulation can help extension participants in understanding the depiction of extension material to be implemented at the practice stage of freshwater fish farming. This is evidenced by using a user test, 40% of 25 respondents who stated that by utilizing multimedia simulation based on 3D assimilation, it is feasible to be used as an extension media for freshwater fish farming.