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Deasy Yunita Siregar; Nurul Fadhilah; Khairunnisa Khairunnisa; Lailatul Fitria; Putri Fadhila Batubara

Jurnal Bima : Pusat Publikasi Ilmu Pendidikan Bahasa dan Sastra 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The purpose of this study is to explore the challenges and strategies in dealing with curriculum change at the school level. We will analyze the various factors that can influence the acceptance and implementation of curriculum change. This research is motivated by the existence of curriculum change at the school level, which in its implementation is often faced with complex challenges. So it is necessary for schools to know, then analyze these challenges that are likely to arise. After that, it is necessary for schools and educators to create and carry out effective strategies to overcome these challenges. This research uses a literature study research method in which the data collected and analyzed are secondary data derived from research results such as books, articles, journals, internet sites, and others relevant to this research.  The conclusion in this study is that curriculum changes in schools bring many challenges for teachers and students. Challenges and strategies in dealing with curriculum changes in schools can be understood through the theoretical basis of change management and learning theory. Effective strategies are needed to overcome complex challenges in implementing curriculum change in schools.

Rahma Maulida Erizal; Annisa Safitra; Putri Fauzelly Mulia; Zul Azmi

Student Scientific Creativity Journal 2024 Pusat Riset dan Inovasi Nasional

Intelligence is a system that has been designed using technology to create a computer system that can imitate human intellectual abilities. And it will be possible to interact via text, this chat-gpt definitely has a function, it can translate a language, apart from that, chat-gpt can also provide recommendations, help in the education process, and can also increase productivity. Benefits that will be obtained from chat-gpt GPT in education is learning that is done personally, accessible and affordable, helps students with assignments and can solve problems. But of course, anything created by humans will never be 100% accurate and has no flaws, chat-gpt also has limitations, namely, such as limited understanding, the inability to replace people's creative work, answers that are not always accurate , has an inability to differentiate between a fact and an opinion and the need for a stable internet connection

Muhammad Iqbal; Aldi Bastian; Iftasya Ainul Hafsah Sabran; Syofiah Harahap

Jurnal Ekonomi dan Keuangan Islam 2024 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This article discusses the pivotal role of Good Corporate Governance (GCG) Sharia in governing the Islamic banking sector, emphasizing ethical principles and Sharia values. The research employs a comprehensive evaluation using secondary data collection methods, specifically library research and internet searches. Data were extracted from journals and articles focusing on GCG. The assessment reveals that Islamic banks have generally implemented GCG principles such as accountability, transparency, fairness, and compliance with Sharia law effectively. However, the study identifies areas for improvement, particularly in comprehensive application of Sharia principles and more effective risk management. Instances of personal involvement within Islamic banking institutions underscore the need for enhanced adherence to these principles to uphold ethics and sustainability. Therefore, this article underscores the significance of a profound understanding and effective implementation of GCG Sharia principles within the operational framework of Islamic banking in Indonesia.

Alinda Restu Fauji; Ageng Saepudin Kanda S

Jurnal Riset dan Inovasi Manajemen 2024 International Forum of Researchers and Lecturers

Andika Cell`s retail counter marketing strategy in attracting customers. Based on interviews conducted at the Andika Cell counter in December 2023, social media marketing and advertising programs were identified as the most important strategies. Social media marketing uses platforms such as Facebook and Instagram to reach a wide audience, while the discount program includes special offers such as free data exchange with the purchase of at least 3 data packages and additional gifts such as the purchase of free tamperglass accessories. Based on analysis, this strategy was successful in increasing sales and improving customer loyalty. To strengthen Andika Cell's position in the market, recommendations were made to optimize social media presence, maintain and improve advertising programs, and develop cross-selling and up-selling strategies.

Al’ya Triandini; Maulana Fathur; Septi Juarnita Mendrofa; Nurbaiti

Jurnal Riset dan Publikasi Ilmu Ekonomi 2024 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

E-commerce is a contact of trade transactions between the seller and the buyer by using internet media. The advantage gained by using transactions through E-commerce is to increase revenue by using online sales that are cheaper and also at the same time operational costs such as paper, catalog printing can be minimized Big online business companies in Indonesia, such as bukalapak.com olx.co.id, lazad com, and the like have started to reap profits. Online business becomes an exciting business, not just for its founders, but for users, as well as buyers. To increase sales turnover E-commerce company utilize brand community in social media in face of increasingly competitive competition, main factor in brand community is formation of communication. The communication relationship does not need to be active but at least its existence can be determined. This means that the communication that occurs can be through social media.  

Yaqin, Wildan Maulana Ainul

Dinamik 2024 Universitas Stikubank

Setiap pemilik rumah atau ruangan seringkali mengalami kelalaian ketika meninggalkan rumah atau ruangan. Salah satu kelalaian yang sering terjadi yaitu pintu yang belum terkunci. Penggunaan anak kunci untuk saat ini sangat mudah dirusak oleh pelaku kejahatan karena anak kunci yang digunakan masih kurang efektif dan mudah terjadi kehilangan saat pemakaian. Penelitian ini bertujuan untuk membantu pengguna dalam mengatasi kelalaian terhadap penguncian pintu apakah kondisi pintu sudah terkunci atau belum dari jarak dekat maupun jauh melalui smartphone. Prototipe ini dibangun dengan metode Prototyping dan diprogram agar dapat dikontrol menggunakan mikrokontroler ESP8266 berbasis Internet of Things (IoT) yang dilengkapi dengan komponen MC-38 Magnetic sensor, motor servo SG90, buzzer, RFID, dan kunci gerendel dengan terhubung pada penyimpanan Supabase dan Firebase yang nantinya akan ditampilkan pada aplikasi smartphone yang dibuat menggunakan Flutter. Prototipe ini dapat berfungsi dengan baik ketika melakukan penguncian dengan kunci gerendel pada pintu baik secara jarak jauh mapun dekat serta mendeteksi kondisi pintu yang terbuka atau tertutup dengan menyalakan buzzer dan mengirimkan data log juga notifikasi pada aplikasi smartphone. Hasil dari prototipe ini diharapkan dapat mengurangi pelaku kejahatan yang menyusup ke rumah atau ruangan melalui pintu masuk sebagai jalan utama memasuki rumah ataupun ruangan.

Adji Firmansyah; Septi Gumiandari

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The development of technology is currently increasingly rapidly providing convenience and benefits for humans, one example of technology that provides entertainment benefits is online games. However, online game addiction is one of several forms of addiction caused by technological developments, one of which is the internet or better known as internet addictive disorder. The objectives of this research are: 1) Analyzing online game addiction experienced by students IAIN Sheikh Nurjati Cirebon. 2) Analyze the learning achievements experienced by IAIN Syekh Nurjati Cirebon students. 3) Analyzing the influence of online games on the learning achievement of IAIN Syekh Nurjati Ciebon students. This research uses descriptive qualitative methods. The data collection technique applied in the research was interviewing 5 students and distributing questionnaires which were filled in by 15 students. The results of this study show 1) Most respondents (50%) had difficulty stopping playing online games, while 33.3% admitted that they had fairly good control but still felt interested in continuing to play. 2) Effective learning can help pupils and students to achieve learning goals. 3) It can be concluded that 37.5% stated that they do not like playing online games, because they have a very bad effect on learning. In the same percentage, 37.5% stated that they did not agree with online games, but did not provide clear reasons. It can be concluded that the research shows that the majority of respondents have difficulty stopping playing online games, while effective learning can help achieve learning goals, and around 37.5% of respondents stated that they do not like or disagree with online games because they have a bad effect on learning, although some of them they didn't give a clear reason.    

Adji Firmansyah; Septi Gumiandari

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

The development of technology is currently increasingly rapidly providing convenience and benefits for humans, one example of technology that provides entertainment benefits is online games. However, online game addiction is one of several forms of addiction caused by technological developments, one of which is the internet or better known as internet addictive disorder. The objectives of this research are: 1) Analyzing online game addiction experienced by students IAIN Sheikh Nurjati Cirebon. 2) Analyze the learning achievements experienced by IAIN Syekh Nurjati Cirebon students. 3) Analyzing the influence of online games on the learning achievement of IAIN Syekh Nurjati Ciebon students. This research uses descriptive qualitative methods. The data collection technique applied in the research was interviewing 5 students and distributing questionnaires which were filled in by 15 students. The results of this study show 1) Most respondents (50%) had difficulty stopping playing online games, while 33.3% admitted that they had fairly good control but still felt interested in continuing to play. 2) Effective learning can help pupils and students to achieve learning goals. 3) It can be concluded that 37.5% stated that they do not like playing online games, because they have a very bad effect on learning. In the same percentage, 37.5% stated that they did not agree with online games, but did not provide clear reasons. It can be concluded that the research shows that the majority of respondents have difficulty stopping playing online games, while effective learning can help achieve learning goals, and around 37.5% of respondents stated that they do not like or disagree with online games because they have a bad effect on learning, although some of them they didn't give a clear reason.    

Bayu Dian Asmoro Wibowo; Izzati Rohmaniyah; Naily Taufiqoh; Muhammad Taufiq Abadi

JURNAL EKONOMI BISNIS DAN MANAJEMEN (JISE) 2024 CV. ALIM'SPUBLISHING

The objectives of this study include: (1) To find out the transformation of macroeconomic consumption in the digitalization era. (2) To find out the opportunities for macroeconomic consumption in the digitalization era. (3) To find out the challenges of macroeconomic consumption in the digitalization era. This type of research uses field research. The method used in this research uses a qualitative approach. Data collection analysis uses interview analysis, literature study, and literature study. The results of interviews with Sharia Economics students of UIN K.H. Abdurrahman Wahid Pekalongan regarding the transformation of macroeconomic consumption in the digitalization era show a significant impact on economic growth, income distribution, and industrial structure. In addition to pointing out the great opportunities in the digital era, such as increased operational efficiency and market access, it also discusses the challenges faced, such as inequality of internet access and the possibility of job loss. Discussions also addressed positive impacts, such as innovation and economic growth, as well as negative impacts, such as the digital divide and income distribution. To ensure a fair and sustainable impact of digitization in the long run, the importance of balanced regulation, consumer protection, and data security was emphasized.