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A Robust Authentication Method for Electronic Banking Transactions: Two-Way Challenge-Response Approach Achlison, Unang; Miftahurrohman, Miftahurrohman; Siswanto, Edy
Journal of Technology Informatics and Engineering Vol. 3 No. 2 (2024): Agustus : Journal of Technology Informatics and Engineering
Publisher : University of Science and Computer Technology

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jtie.v3i2.195

Abstract

The security of electronic banking transactions is becoming increasingly critical due to the rising threat of cyberattacks, which can result in financial and reputational damage to financial institutions. Despite the implementation of various authentication methods, vulnerabilities remain that can be exploited by attackers, particularly in the context of static passwords and tokens. This study aims to address these shortcomings by implementing the Two-Way Challenge-Response method, which offers a more robust and dynamic authentication approach. The method employed in this research involves the exchange of information between the client and server, where the challenges generated are unique to each authentication session. This process not only validates user identities but also ensures that the transmitted information cannot be predicted by third parties. The results of the study indicate that the application of this method significantly reduces the risk of attacks such as identity theft and replay attacks, while also enhancing the speed and efficiency of the authentication process. The implications of these findings suggest that the Two-Way Challenge-Response method can be an effective solution for enhancing the security of electronic banking transactions. By adopting this method, financial institutions can strengthen their security systems, increase user trust, and reduce the potential for losses due to cyberattacks. This research contributes significantly to the development of more secure authentication systems in the digital age
Authentic Leadership and Innovation: What is the Role of Psychological Capital? Novitasari, Dewiana; Siswanto, Edy; PURWANTO, AGUS; Fahmi, Khaerul
International Journal of Social and Management Studies Vol. 1 No. 1 (2020): International Journal of Social and Management Studies (IJOSMAS)
Publisher : IJOSMAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (518.736 KB) | DOI: 10.5555/ijosmas.v1i1.1

Abstract

This research aims to measure the effect of authentic leadership style and psychological capital on the innovative work behavior of a manufacturing company in Indonesia. Psychological capital also plays a role as a mediation between the relationship between authentic leadership and innovative work behavior. Data collection was carried out by simple random sampling to the 303 population. The returned and valid questionnaire results were 231 samples. Data processing was using the SEM method with SmartPLS 3.0 software. The results of this research are authentic leadership style and psychological capital have a positive and significant effect on innovative work behavior. Psychological capital as a mediator for the relationship between authentic leadership style and innovative work behavior. This novel research is proposing a model to enhance innovative work behavior among employees of a manufacturing company in Indonesia through authentic leadership practice and psychological capital. This research can pave the way to improve employee readiness in facing global business competition.
The Role of Job Satisfaction and Organizational Citizenship Behavior on Performance: Evidence from Indonesian Teachers Budi Santoso, Priyono; Asbari, Masduki; Siswanto, Edy; Fahmi, Khaerul
International Journal of Social and Management Studies Vol. 1 No. 1 (2020): International Journal of Social and Management Studies (IJOSMAS)
Publisher : IJOSMAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (262.295 KB) | DOI: 10.5555/ijosmas.v1i1.2

Abstract

This study aimed to measure the effect of job satisfaction and organizational citizenship behavior on the teacher performance of private school teachers in Tangerang. The data collection was done by simple random sampling via electronic to the private school teacher population in Tangerang. The returned and valid questionnaire results were 113 samples. Data processing was used SEM method with SmartPLS 3.0 software. The results of this study concluded that job satisfaction and organizational citizenship behavior have a positive and significant effect on teacher performance. Besides, job satisfaction has a positive and significant effect on organizational citizenship behavior. This new research proposed a model for building the teacher performance among the private school teachers in Tangerang through enhancing job satisfaction and organizational citizenship behavior. This research could pave the way to improve teacher readiness in facing the era of education 4.0.
Effect of Hard Skills, Soft Skills, Organizational Learning and Innovation Capability on Islamic University Lecturers’ Performance Purwanto, Agus; Santoso, Priyono Budi; Siswanto, Edy; Hartuti, Hartuti; Setiana, Yuni Nuraeni; Sudargini, Yuli; Fahmi, Khaerul
International Journal of Social and Management Studies Vol. 2 No. 1 (2021): International Journal of Social and Management Studies (IJOSMAS)
Publisher : IJOSMAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1196.25 KB) | DOI: 10.5555/ijosmas.v2i1.5

Abstract

The purpose of this research was to measure the effect of hard skills, soft skills, organizational learning, and innovation capability on the lectures performance of an Islamic University in Indonesia. Data collection was done by simple random sampling to 261 population an Islamic University in Indonesia. The returned and valid questionnaire results were 244 samples. SEM method with SmartPLS 3.0 software is used for data processing. The findings of the study reveal that hard skills, soft skills, organizational learning, and innovation capability have a direct positive and significant effect on the lecturer's performance. Besides, soft skills have the greatest influence on lecturer performance among other variables. This research proposed a model for building the lecture's performance among the lecturers of an Islamic University in Indonesia through enhancing hard skills, soft skills, organizational learning, and innovation capability. This research could pave the way to improve the lecturer readiness in facing the 4.0 education era.
The Role of Servant Leadership, Work Discipline, and Job Satisfaction on Teacher Performance in High Schools Siswanto, Edy
International Journal of Social and Management Studies Vol. 1 No. 1 (2020): International Journal of Social and Management Studies (IJOSMAS)
Publisher : IJOSMAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5555/ijosmas.v1i1.152

Abstract

This study was conducted with the aim of knowing the effect of servant leadership, work discipline, and job satisfaction on teacher performance in high school. This study uses a quantitative approach with the number of research subjects as many as 124 respondents. The data processing method used path analysis and descriptive statistical methods. From the research results, it can be concluded that (1) servant leadership has no effect on job satisfaction, (2) work discipline has a positive effect on job satisfaction, (3) servant leadership has a positive effect on teacher performance, (4) work discipline has a positive effect on teacher performance, and (5) job satisfaction has no effect on teacher performance.
Pengaruh Sosial Media Dan Penggunaan Teknologi Informasi Terhadap Pendapatan UMKM Bandarjo Kecamatan Ungaran Semarang Jawa Tengah Fitri, Intan Anissa; Siswanto, Edy
Jurnal Publikasi Ekonomi dan Akuntansi Vol. 6 No. 1 (2026): Januari: Jurnal Publikasi Ekonomi dan Akuntansi
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jupea.v6i1.5103

Abstract

This study aims to analyze the influence of social media and information technology usage on the revenue of Micro, Small, and Medium Enterprises (MSMEs) in Bandarjo. The research method used was quantitative, with a survey approach through the distribution of questionnaires to 50 respondents from MSME traders in Bandarjo. Data were analyzed using multiple linear regression with the aid of SPSS software.The results showed that social media and information technology usage each had a positive and significant effect on MSME revenue, both partially and simultaneously. The regression coefficient for social media was 0.318 and for information technology usage was 0.343, with a significance level of 0.021 (<0.05). An F-test indicated that both variables jointly had a significant effect on MSME revenue (F = 17.177; Sig. = 0.01). The coefficient of determination (Adjusted R²) of 0.388 indicates that 38.8% of the variability in MSME revenue can be explained by social media and information technology usage. This study concludes that increased use of social media and information technology can positively contribute to increasing the revenue of MSMEs in Bandarjo. Therefore, MSMEs are advised to further optimize digital platforms and financial applications to support their business activities.
PERANCANGAN MEDIA PEMBELAJARAN PRAKTIKUM KEWIRAUSAHAAN DENGAN METODE GAME BASED LEARNING Siswanto, Edy; Priosetiono, Isrok Heru
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 9, No 1 (2020): Smart Comp :Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v9i1.1812

Abstract

Media pembelajaran yang paling baik salahsatu diantaranya adalah pembelajaran dalam bentuk game interaktif atau permainan interaktif. Game yang dimaksud adalah game yang bias digunakan sebagai latihan yang bias disesuaikan dengan mata pelajaran kewirausahaan pada Sekolah Menengah Kejuruan atau biasa disebut dengan SMK. Game ini adalah game pembelajaran yang mempelajari tentang bagaimana berwirausaha yang dikemas dalam bentuk permainan interaktif dari model pembelajaran eksperiensial yang diharpkan mampu memberikan ilmu serta pengetahuan bagi pemain atau siswa sebagai wirausahawan yang memiliki cita-cita selalu ingin mengembangkan usahanya. game disusun dan disesuaikan berdasarkan kurikulum SMK pada mata pelajaran kewirausahaan. Metode yang digunakan adalah metode RD (Research and Development) dan metode pengembangan media pembelajarannya menggunakan metode GBL (Game Based Learning). Pengembangan game yang dilakukan meliputi (1) Menentukan bidang usaha yang akan dikembangkan (2) Menentukan investasi kebutuhan produk untuk membangun usaha (3) Menentukan darimana sumber modal (4) Menetukan berapa harga jual produk (5) Melakukan transaksi jual beli serta bagaimana mengelola semua kebutuhan dalam berwirausaha.Kata kunci : media pembelajaran, praktik kewirausahaan, game based learning