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Pengaruh Dimensi Livestreaming Terhadap Perilaku Gen Z Dalam Pembelian Online Secara Kompulsif dan Niatan Membeli Secara Online Baswara, Satsya Yoga; Widhiastuti, Ratieh; Amaliyah, Dhifah
Business and Accounting Education Journal Vol. 5 No. 1 (2024): Business and Accounting Education Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/baej.v5i1.4375

Abstract

In the current development of the digital world, a relatively new online marketing dimension has arisen called Livestreaming, although it is still quite new, as a marketing channel, livestreaming itself turns out to generate a lot of business opportunities in the world of e-commerce and social commerce. The existence of live streaming is also suspected to have a close relationship with the behavior patterns of the current generation z who spend a lot of time both at leisure and when working using various electronic media. This article aims to empirically investigate the extent to which the dimensions of livestreaming influence the Z gene, affecting the cognitive and emotional reactions of its users and whether it will ultimately affect the consumption behavior of these online users and what effect it has on purchase intentions. The research method is to use an online questionnaire. And the tools we were used is warp PLS. The result are, livestreaming dimensions have positive effect on two kind of behavior that we research in this paper, such as information task fit and visual effect. although using livestreaming as a media to promoting goods in online marketplace in indonesia case still a new things and could bring some harmful inheritance effect. Keywords: livestreaming dimensions, gen z, electronic social commerce
Development of Learning Media for Hydroponic Systems Based on the Internet of Things Arief, Ulfah Mediaty; Afdam, Delano Hafis; Sukamta, Sri; Dzulfikar, Andi Muhammad; Yarman, Indah Novi; Widiatningrum, Talitha; Baswara, Satsya Yoga; Prasetya, Johanes Adi
Edu Komputika Journal Vol. 11 No. 1 (2024): Edu Komputika Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukom.v11i1.10912

Abstract

Advances in information and communication technology have changed the paradigm in the agricultural sector, especially in the application of the Internet of Things (IoT). An IoT-based monitoring system is an innovative step as there is an increasing need for technology in the agricultural sector and the development of the world of education. SMK Negeri 3 Salatiga, majoring in agribusiness, has great potential in hydroponic agriculture of lettuce plants, but there is no use of IoT technology in it. Hydroponic learning activities at SMK Negeri 3 Salatiga still use manual hydroponic learning media, which results in the competence possessed by teachers and students not being competent in IoT technology, especially its application to hydroponics. Meanwhile, if adjusted to learning outcomes, students should be able to fertilize plants in a modern way. The purpose of this study is to develop and implement hydroponic monitoring learning media based on Internet of Things technology. The application of learning media aims to improve the understanding or competence of teachers and students at SMK Negeri 3 Salatiga. The research methods used are Research and Development with the ADDIE development model, as well as one group pre-test and post-test design research design with 31 samples as a competency improvement test. This study resulted in 26 participants out of 31 participants experiencing an increase in competency in the results of the post-exam exam. So, it can be concluded that there is an increase in the competence of using hydroponic IoT by 83% among teachers and students.
MAKSIMALISASI BANK SAMPAH: WUJUD PENGENDALIAN LINGKUNGAN DARI PEREMPUAN PEDULI Widhiastuti, Ratieh; Baswara, Satsya Yoga
Abdimas Galuh Vol 5, No 2 (2023): September 2023
Publisher : Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/ag.v5i2.12151

Abstract

Permasalahan utama yang disepakati untuk segera diselesaikan dengan mitra adalah mengaktifkan dan mengembangkan rintisan bank-bank sampah yang pernah dibentuk di Kelurahan Gunungpati. Solusi yang ditawarkan untuk mengatasi permasalahan tersebut adalah dengan model pengelolaan bank sampah berbasis partisipasi masyarakat dan potensi lokal, melalui pelatihan dan pendampingan yang melibatkan langsung pengelola bank sampah. Kegiatan dibagi dalam dua kelompok besar yaitu (1) pelatihan tentang bank sampah sesuai Peraturan Menteri Lingkungan Hidup dan Kehutanan RI Nomor 14 tahun 2021 tentang Pengelolaan Sampah pada Bank Sampah. Sedangkan yang ke (2) yaitu pelatihan pengelolaan keuangan bank sampah. Kegiatan pengabdian dilakukan dalam bentuk pelatihan dan praktik menyusun pembukuan sederhana untuk bank sampah. Hasil pengabdian menunjukkan bahwa peserta merasa termotivasi kembali untuk menghidupkan bank-bank sampah yang telah lama matisuri. Dan peserta merasa menerima pengetahuan baru terkait bagaimana menyusun laporan keuangan dan pencatatan administrasi yang baik untuk bank sampah.
Development of Android-Based Learning Media Using Articulate Storyline 3 in Service Company Financial Report Material Sejati, Adif Akbar; Nurkhin, Ahmad; Santoso, Jarot Tri Bowo; Baswara, Satsya Yoga
Proceedings International Conference on Education Innovation and Social Science 2024: Proceedings International Conference on Education Innovation and Social Science
Publisher : Universitas Muhammadiyah Surakarta

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

Abstract

The research carried out aims to develop Android-based learning media using Articulate Storyline 3 to improve student learning outcomes on service company financial report material. The type of research used is research and development (R&D) using the ADDIE development model (Analyze, Design, Development, Implementation, and Evaluation). The object of this research is students in class X AKL 2 of SMK Negeri 4 Klaten for the 2023–2024 academic year. Data collection was carried out through observation, interviews, tests, and validation questionnaires. Data analysis uses quantitative descriptive to describe the suitability of learning media, while the effectiveness of learning media uses paired sample t tests and N-tests. The results of the data analysis show that the Android-based learning media with articulate storyline 3 obtained a material feasibility score of 75%, a media feasibility score of 57%, a practitioner-teacher feasibility score of 96%, small-scale test student response questionnaires of 88%, and in a large-scale test, students obtained a score of 87%, so theoretically, they were declared suitable for use in learning. The results of the effectiveness of learning media obtained a significance value of 0.00 < 0.05 and an N-test value of 0.47 in the medium category. Based on the results of the data analysis, it can be concluded that Android-based learning media with articulate storyline 3 in service company financial report material is declared suitable for application in accounting learning and effective in improving student learning outcomes.