Tantangan Literasi dan Inklusi Dana Pensiun serta Dampaknya terhadap Ekonomi Nasional dan Generasi Tua di Indonesia
(Syarifudin Yunus, Farid Nabil Elsyarif)
DOI : 10.61132/maeswara.v3i3.1782
- Volume: 3,
Issue: 3,
Sitasi : 0 22-May-2025
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| Last.06-Aug-2025
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A study on the challenges of pension fund literacy and inclusion in Indonesia concluded that the average level of pension fund literacy in the period 2013 - 2025 only reached 18.08%, while the average level of inclusion in that period only reached 4.23%. The level of pension fund literacy and inclusion in Indonesia is low. In SNLIK 2025, the pension fund literacy rate was 27.79%, while the pension fund inclusion rate was 5.37%. Compared to the 2022 pension literacy rate of 30.46% and the 2022 inclusion rate of 5.40%, this means that pension literacy and inclusion rates are declining. It can be said that out of 10 Indonesians, only 2.7 people “understand” pension funds and only 0.5 (half) people “have” pension funds. This means that for every 10 Indonesians, less than 1 person has a pension fund. Low pension literacy and inclusion has a direct impact in the form of 1) an older generation at risk of poverty or financial dependence on children/family, 2) a continuing sandwich generation cycle, 3) stagnant growth of the pension fund industry, 4) low public trust, and 5) the emergence of public skepticism towards pension funds in the future.
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2025 |
DETEKSI DINI DAN EDUKASI BRAIN GYM SEBAGAI PENCEGAHAN DEMENSIA MELALUI PROGRAM PENGABDIAN DI POSYANDU WINONG
(Anna Sarifah, Azka Arsyada Hafizha, Helmi Nugraheni, Soraya Ismi Nur Azizah, Tegar Pamungkas, Cahyo Setiawan, Alinda Nur Ramadhani)
DOI : 10.69714/te2n0v22
- Volume: 2,
Issue: 2,
Sitasi : 0 22-May-2025
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| Last.30-Jul-2025
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Dementia is a disorder of cognitive function that results in disruption of daily activities and the quality of life of sufferers. In Boyolali Regency, the phenomenon of dementia is increasing along with the increase in the number of the elderly. However, public understanding of the symptoms and early treatment of dementia is still low. This Community Service Program aims to increase public knowledge and awareness of dementia through education, brain gym training, and early detection of dementia through the Clock Drawing Test (CDT). The activity was carried out at Posyandu Winong, Karangduwet Village with interactive lectures, joint discussions, and demonstrations. The results of the evaluation showed that there was an increase in participants' understanding of dementia from 24% in the pre-test to 80% in the post-test. Through this program, it shows that the participants gain important insights on the importance of maintaining cognition from an early age and doing physical activities such as Brain Gym regularly.
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2025 |
DESAIN DIDAKTIS REALISTIC MATHEMATICS EDUCATIONS BERBASIS KEMAMPUAN KONEKSI MATEMATIS SISWA
(Abdul Rojak Rojak, Arif Abdul Haqq, Nurma Izzati)
DOI : 10.24246/j.js.2025.v15.i2.p134-147
- Volume: 15,
Issue: 2,
Sitasi : 0 22-May-2025
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| Last.17-Jul-2025
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Kemampuan membuat koneksi matematika merupakan salah satu tujuan dari hasil belajar matematika dalam kurikulum merdeka, rendahnya kemampuan koneksi matematika siswa menunjukkan bahwa ada kendala pembelajaran yang terjadi. Penataan ulang desain didaktik perlu dilakukan untuk mengungkap kendala pembelajaran yang dialami oleh siswa, sehingga penelitian ini bertujuan untuk mengetahui kendala pembelajaran yang terjadi terkait masalah koneksi matematika dan meminimalisir kendala pembelajaran yang diindikasikan dengan mengembangkan desain didaktik pendidikan matematika realistis pada materi fungsi kuadrat. Metode penelitian ini menggunakan metode kualitatif penelitian desain didakdik. Teknik pengumpulan data berupa: tes diagnostik, wawancara, observasi dan dokumentasi. Penelitian ini dilakukan di SMA Negeri 1 Gegesik pada tahun ajaran 2023/2024 dengan peserta kelas XI-D dan kelas X-GV. Desain didaktik dikembangkan melalui tiga tahap, yaitu analisis prospektif, analisis metapedadik dan analis restoratif. Dengan hasil sebagai berikut: 1). Hasil indikasi awal kendala pembelajaran menunjukkan bahwa terdapat kendala autogenik, epistemologis, dan didaktik yang dialami oleh mahasiswa. 2). Desain diaktik berdasarkan perolehan hasil indikatif hambatan pembelajaran, repersonalisasi dan rekontekstualisasi dengan mengacu pada teori situasi didaktik.
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2025 |
Peran Pendidikan dan Lingkungan dalam Mempersiapkan Kemandirian Karir Remaja
(Susidah Ernawati, Hardiyawansyah Hardiyawansyah, Mgs Hasrul Haris, Sani Safitri, Syarifuddin Syarifuddin)
DOI : 10.61132/semantik.v3i2.1722
- Volume: 3,
Issue: 2,
Sitasi : 0 21-May-2025
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Adolescent career independence is a crucial aspect in facing the increasingly competitive world of work. This article discusses the role of education and environment in shaping adolescent career independence. Education, both formal and non-formal, provides the foundation of skills and knowledge needed to enter the world of work. On the other hand, the environment, including family, peers, and social communities, plays a role in shaping adolescents' mindsets, values, and motivations in planning their future. This study uses a qualitative approach with a literature study to explore the factors that influence adolescent career independence. The results show that quality education, effective career guidance, and positive environmental support contribute greatly to increasing adolescent readiness to make career decisions independently. In conclusion, collaboration between education, family, and society is key to building a young generation that is independent and ready to face the challenges of the world of work.
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2025 |
Aplikasi Pengolahan Citra Mendeteksi Kualitas Tomat Berdasarkan Tingkat Kematangan Meggunakan Transformasi Warna YcbCr
(Salsabila Arifa Hasibuan, Zahara Vonna, Silfia Rahmadani Sitorus, Putri Kurni Wati, Siti Fadiyah Nabila)
DOI : 10.55606/jupikom.v4i2.4117
- Volume: 4,
Issue: 2,
Sitasi : 0 21-May-2025
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| Last.13-Aug-2025
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This study develops an image processing application to automatically detect the ripeness level of tomatoes using the YCbCr color space transformation. This method is effective because it is able to separate the luminance and chrominance components, so it can identify color changes that indicate the ripeness level of tomatoes, namely unripe, semi-ripe, and ripe tomatoes. The application is designed with matlab and uses a GUI interface that makes it easy for users to upload and process images. Based on trials on image samples, the system is able to classify tomato ripeness with 100% accuracy on a limited test dataset. The classification process is based on three main parameters: the red area ratio, the average value of the Cr channel, and the average value of the Cb channel. The results of the study indicate that this approach can be used as a digital solution in the automatic and efficient tomato sorting process
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2025 |
KNN-Based Handwritten Digit Classification with Accuracy Analysis and Visualization
(Muhammad Rizky Maulana, Adiv Prasetyo Nugroho, Ferdyan Candra Adinata, Nova Briyan Haidar, Arif Setiawan)
DOI : 10.51903/776j7727
- Volume: 4,
Issue: 2,
Sitasi : 0 21-May-2025
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| Last.23-Jul-2025
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The rapid advancement of information technology has had a significant impact in various fields, particularly in pattern recognition and image processing. One of the ongoing challenges is accurately recognizing handwritten digits, which plays a crucial role in document digitization, automated form reading, and other intelligent systems. This study aims to implement and evaluate the K-Nearest Neighbors (KNN) algorithm, a simple yet effective classification technique, in recognizing handwritten digit images. The data used comes from the public dataset load_digits from Scikit-learn, which contains 1,797 grayscale images of handwritten digits sized 8x8 pixels. Each image is represented as a 64-dimensional feature vector. The dataset is split into training and testing data with an 80:20 ratio, and the model is trained using KNN with k=3. The experimental results show a classification accuracy of 96.94%, with minimal prediction errors that typically occur in digits with similar visual shapes, such as 5 and 9. This study demonstrates that KNN, despite its simplicity, can provide high accuracy in handwritten digit recognition when supported by proper preprocessing and parameter selection. The implications of this research highlight the potential for developing intelligent applications in education, data entry automation, and identity verification.
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2025 |
KASIRKU Application Design with Mobile on Management Transaction, Stock and Sales Report
(Arif Rifan Rudiyanto, Abdulloh Fattah, Mustagfirin Mustagfirin)
DOI : 10.51903/dsd2w714
- Volume: 4,
Issue: 2,
Sitasi : 0 21-May-2025
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| Last.23-Jul-2025
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The development of technology in the retail world drives the need to create more efficient solutions in transaction management and stock of goods. Kasirku is a web-based cashier application designed for small and medium-sized stores. This application provides three main features, namely Transactions, Stock Items, and Sales Reports, with additional additional transaction features, discounts, taxes, add items, and QR scanners to simplify store operations. The Transaction feature assists users in recording sales efficiently, complete with options for adding items, applying discounts, and automatic tax calculation. The Stock Item feature allows store owners to monitor stock items in real-time, reducing the risk of out-of-stocks or recording errors. Sales Reports available in various formats, such as PDF or Excel, help store owners conduct more in-depth sales analysis. The development of the Kasirku application was conducted using the waterfall approach, which includes several steps: requirements analysis, design, implementation, and testing. The results of the testing process show that this application can increase efficiency in recording transactions, minimize errors in stock management, and produce precise reports. The QR Scan feature is proven to speed up the item input process when the store is busy, providing additional flexibility to users. This app has successfully become a reliable solution for store owners to manage their stores more easily and quickly.
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2025 |
Sistem Pengelolaan Zakat dalam Perspektif Hadis Riwayat Bukhari dan Muslim dan Pasal 1, 2, dan 5 UU No. 23 Tahun 2011
(Dea Meisy Wulandari, Tajul Arifin)
DOI : 10.61132/hidayah.v2i2.884
- Volume: 2,
Issue: 2,
Sitasi : 0 21-May-2025
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Zakat is one of the pillars of Islam that must be carried out by Muslims who have met certain requirements. Zakat management is very important so that its distribution is right on target and can realize social justice. In the authentic hadith narrated by Imam Bukhari and Muslim, zakat is managed by amil who is responsible for distributing it to eight groups of recipients. In Indonesia, zakat management is also regulated in Law No. 23 of 2011. Articles 1, 2, and 5 of the law explain the definition of zakat, management principles, and authorized institutions. This article examines the conformity between the principles of zakat management in the hadith and the law, and how the two can support each other for effective zakat management in accordance with sharia.
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2025 |
Thematic Analysis and Game-based Learning for the Development of Virtual Cultural Heritage Museums as Learning Agents
(Ahmad Zainul Fanani, Arry Maulana Syarif, Deddy Award Widya Laksana, Heribertus Himawan, Hanny Haryanto)
DOI : 10.62411/tc.v24i2.12723
- Volume: 24,
Issue: 2,
Sitasi : 0 20-May-2025
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| Last.31-Jul-2025
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This study aims to develop a virtual cultural heritage museum as a learning agent. Qualitative approach with thematic analysis method was applied to design a virtual museum based on the perspective of museum management as a provider of learning facilities. The opinions collected were in the form of challenges and obstacles in functioning the museum as a provider of learning facilities. Opinions were used to identify the theme of the virtual museum, and synthesized with six strategies in effective learning. The resulting synthesis was then used to develop a virtual museum model using a game-based learning approach. The Photogrammetry technique was used for 3D reconstruction of cultural heritage objects to achieve high precision results, both in terms of shape and texture. The evaluation conducted using the User Accaptence Test technique shows that the proposed model and method can actualize the characteristics of effective learning strategies.
Keywords - Thematic analysis, Game-based learning, Learning agent, Virtual museums, Photogrammetry
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2025 |
Evaluasi Pengaruh Persepsi Kemudahan Penggunaan dan Kegunaan terhadap Niat Perilaku: Studi pada Aplikasi Galeri Virtual GaYa
(Heribertus Himawan, Arry Maulana Syarif, Ika Novita Dewi, Lisa Mardiana)
DOI : 10.62411/tc.v24i2.12721
- Volume: 24,
Issue: 2,
Sitasi : 0 20-May-2025
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| Last.31-Jul-2025
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Penelitian ini menyelidiki faktor yang memengaruhi adopsi penggunaan aplikasi galeri virtual GaYa dengan menggunakan Technology Acceptance Model (TAM) sebagai kerangka teori untuk mengeksplorasi hubungan antara Perceived Ease of Use (PEU), Perceived Usefulness (PU), dan Behavioral Intention (BI) dalam konteks aplikasi GaYa. Data yang diperoleh dari 120 responden survei dianalisis menggunakan Generalized Structured Component Analysis (GSCA) untuk mengkaji hubungan antar variabel dalam studi ini. Melalui kalkulasi nilai Critical Ratio (CR), hasil penelitian menunjukkan bahwa PEU memiliki pengaruh signifikan terhadap PU dan BI. Selain itu, PU terbukti menjadi prediktor kuat terhadap BI sehingga menegaskan bahwa pentingnya kegunaan dan nilai fungsional dalam adopsi teknologi. Temuan ini memberikan wawasan berharga bagi praktisi dan pengembang yang ingin meningkatkan efektivitas platform galeri virtual. Hasil studi ini juga menyoroti pentingnya pengembangan desain yang intuitif dan berpusat pada pengguna serta mampu memberikan manfaat nyata bagi pengguna. Keterbatasan dari studi ini terletak pada desain penelitian yang bersifat cross-sectional dan penggunaan sampel yang terbatas secara lokal, yang mungkin membatasi generalisasi temuan ke konteks yang lebih luas. Untuk meningkatkan pemahaman mengenai penerimaan pengguna dalam platform seni digital, penelitian selanjutnya disarankan untuk menggunakan desain longitudinal, menyelidiki faktor tambahan seperti kepercayaan pengguna dan estetika, serta melibatkan partisipan yang lebih beragam.
Kata Kunci - Technology Acceptance Model (TAM), Perceived Ease of Use (PEU), Perceived, Usefulness (PU), Behavioral Intention (BI), Virtual Gallery
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