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PENGARUH BUSINESS PLAN DAN DIGITAL MARKETING TERHADAP KETAHANAN UMKM PASCA PANDEMI DI JAKARTA TIMUR Fitrianingsih, Yuli; Sebayang, Karuniana Dianta Arfiando; Mukhtar, Saparuddin
Jurnal Ekonomi Kreatif dan Manajemen Bisnis Digital Vol 1 No 2 (2022): NOVEMBER
Publisher : Transpublika Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (295.445 KB) | DOI: 10.55047/jekombital.v1i2.302

Abstract

The objective of this study is to investigate the impact that having a business plan and engaging in digital marketing have had on the resiliency of micro, small, and medium-sized enterprises (MSMEs) in East Jakarta following the pandemic. The population that is the focus of this study is comprised of East Jakarta's 240,512 small and medium-sized businesses. Purposive sampling was used to collect data from these 140 participants to create the sample for this investigation. Processing of data utilizing the SEM (Structural Equation Model) approach with the Smart PLS (Partial Least Squares) tool version 4, which includes the Estimation Test, Evaluation Test, and Mediation Test of the SEM-PLS Model. In light of the results of the hypothesis test, one can reach the following conclusion: the Business Plan variable representing MSME resilience has an influence that is both positive and significant. The influence of digital marketing on the resilience of micro, small, and medium-sized enterprises is positive but insignificant. Meanwhile, the impact of the business strategy on the resiliency of MSMEs is positive but not statistically significant when the intervening variable is digital marketing.
Pengembangan Media Pembelajaran Komik Matematika Bagi Peserta Didik Kelas VII SMP/MTS Berbasis Budaya Fitrianingsih, Yuli; Suhendri, Huri; Astriani, Maya Masitha
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 5 No. 2 (2019): Volume 5 No 2 Tahun 2019
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Abstract — Artikel ini bertujuan untuk mengembangkan media pembelajaran komik matematika berbasis budaya dengan menggunakan metode research and development atau R&D dengan model ASSURE. Penelitian pengembangan ini dilakukan di tiga sekolah SMP dalam satu kecamatan yaitu kecamatan Pasar Minggu, Jakarta Selatan. Penelitian ini telah diujikan ke berbagai ahli, yaitu: dua ahli materi dengan kategori sangat baik dan presentase sebesar 86%, 72% dari satu orang ahli bahasa dengan kategori baik, 96% dari satu orang ahli pengembangan dengan kategori sangat baik, dan mendapat presentase 3,4 dengan kategori baik dari satu orang ahli desain grafis. Sedangkan dari hasil evaluasi uji one to one mendapat rata-rata sebesar 84% yang masuk dalam kategori baik, uji kelompok kecil dengan presentase 85% dengan kategori sangat baik, dan uji kelompok besar dengan menggunakan uji-t didapatkan hasil thitung > ttabel. Berdasarkan hasil evaluasi dari beberapa ahli, media pembelajaran berupa komik matematika dianggap layak dan dapat meningkatkan minat dan hasil belajar peserta didik. Kata Kunci — Media Pembelajaran, Model Pembelajaran, Komik, Budaya. Abstract — This study aims to develop a culture-based mathematics comic learning media using research and development or R & D methods with the ASSURE model. This development research was conducted in three Junior High Schools (JHS) in one sub-district, Pasar Minggu sub-district, South Jakarta. This research has been tested to various experts, namely: two material experts with very good categories and a percentage of 86%, 72% from one linguist with a good category, 96% from one development expert with a very good category, and get a percentage 3,4 with a good category from one graphic design expert. While the results of one to one test evaluations get an average of 84% which falls into the good category, small group test with a percentage of 85% with a very good category, and a large group test using the t-test results obtained tcount > ttable. Based on the evaluation results from several experts, using learning media in the form of mathematical comics is considered feasible and can increase students' interest and learning outcomes. Keyword — Instructional Media, Learning Model, Comic, Culture.