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Pengaruh dari suatu Inflasi dan Suku Bunga (BI Rate) terhadap Profitabilitas (ROA) pada Perbankan yang Terdaftar di BEI Tahun 2021-2023 Muhammad Sholikhan; Lukman Santoso
Perkivi Vol 1 No 01 (2024): Juni: Jurnal Perkivi
Publisher : PT Bisnis Digital Ekonomi

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Abstract

Permasalahan Utama: Terdapat perbedaan Pengaruh dari Inflasi dan Tingkat Suku Bunga Terhadap Profitabilitas (ROA) pada Perbankan yang Masuk Ke Kategori di BEI. Tujuan : 1. Menentukan apakah suku bunga dapat berpengaruh secara parsial terhadap profitabilitas (ROA). 2. Menentukan apakah inflasi dapat berpengaruh secara parsial terhadap profitabilitas (ROA). 3. Menentukan bagaimana tingkat inflasi dan suku bunga (Bi Rate) mempengaruhi profitabilitas (ROA) secara bersamaan. Originalitas: elitian Ini Pada Pengujian Dilakukan Untuk Mengetahui Pengaruh pada saat Inflasi dan Suku Bunga Terjadi dapat berpengaruh pada Profitabilitas (ROA) pada Perbankan. Metode: Pada penelitian ini peneliti menggunakan metode Penelitian Asosiatif. Sampel yang diambil pada penelitian yang dilakukan merupakan 4 Bank Terdaftar pada BEI. Hasil: 1. Pada suku bunga berpengaruh secara parsial pada profitabilitas (ROA). 2. Pada Inflasi juga berpengaruh secara parsial terhadap profitabilitas (ROA). 3.Pada Inflasi dan Suku Bunga bersamaan Memiliki pengaruh yaitu Secara Simultan pada Profitabilitas (ROA).
PENGARUH KEBIJAKAN TAX AMNESTY TERHADAP UMKM DI JAWA TENGAH Fujiama Diapoldo Silalahi; Muhammad Sholikhan
Perkivi Vol 1 No 01 (2024): Juni: Jurnal Perkivi
Publisher : PT Bisnis Digital Ekonomi

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Permasalahan utama: perbedaan hasil pengaruh kebijakan tax amnesty terhadap UMKM di Jawa Tengah. Tujuan : untuk melakukan pengkajian terhadap dampak atau pengaruh dari kebijakan tax amnesty terhadap UMKM di Jawa Tengah. Originalitas : pengaruh kebijakan tax amnesty terhadap UMKM di Jawa Tengah. Metode : Purposive sampling, juga dikenal sebagai judgmental sampling, adalah metode pengambilan sampel di mana peneliti memilih sampel berdasarkan penilaian subjektif. Hasil : pada penelitian ini, variabel tax amnesty jilid 1 tahun 2016 dan tax amnesty jilid 2 memiliki pengaruh yang positif dan signifikan terhadap UMKM di Jawa Tengah.
Pengaruh Knowledge Management terhadap Organizational Effectiveness dan Organizational Learning Fujiama Diapoldo Silalahi; Muhammad Sholikhan
Manajemen SDM Vol 1 No 01 (2024): Juni: Jurnal Manajemen Sumber Daya Manusia
Publisher : PT Bisnis Digital Ekonomi

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Abstract

Permasalahan Utama : Pengaruh Suatu Knowledge Management (KM) Terhadap Organizational Efectivenes (OE) Dan Organizational Learning (OL). Tujuan : Penelitian ini akan difokuskan tentang pengaruh yang ada dari Knowledge manajement terhadap Organizational Efectiveness dan Organizational Learning. Originalitas : Pengaruh dari Knowledge Management Terhadap Organizational Efectivenes Dan Organizational Learning. Metode : Analisis Jalur adalah metode analisis yang digunakan untuk menguji pada suatu hubungan yang kausal dimana diduga masuk akal antara 2 variabel dalam kondisi non-eksperimen. Hasil :  Penelitian ini menunjukkan dimana bahwasannya suatu manajemen pada pengetahuan memiliki efek positif terhadap suatu efisiensi sebuah organisasi, tetapi bahwa manajemen pengetahuan yang juga cukup dikatakan baik belum tentu mampu mencapai suatu tingkat  suatu keefektifan pada organisasi yang diharapkan secara langsung di PT. Telkom Indonesia Divre IV Jateng juga menemukan bahwa manajemen pengetahuan memengaruhi pembelajaran organisasi, yang pada gilirannya akan memengaruhi tingkat keberhasilan organisasi.
Pemanfaatan Fotografi Produk Berbasis Website Sebagai Media Promosi Pada UMKM Ovie Cake Semarang Lia Handayani; Ayyub Hamdanu Budi Nurmana MS; Muhammad Sholikhan
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 2 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v18i2.3147

Abstract

Digital technologies have been developed very fast, and as a result, we have seen a big change in the way companies are marketing their products, especially in the case of Micro, Small, and Medium Enterprises (MSMEs). Ovie Cake, a local MSME in Semarang, is experiencing difficulties in seeking market expansion because the product photos on its social media have been fluctuating; thus, the engagement has dropped. The objective of this research is to find out the most applicable product photography methods and put together a promotional medium based on the website. The study utilized various methods such as an observation method, social media analysis, a photography experiment, and catalog-based website development. For photography, they picked still life combined with the 45-degree angle and high-key lighting. Properly lit product photos attract consumers’ attention and show the professionalism of the brand. The website, attracting users without borders, became a successful digital promotion platform to open new markets.
EVALUASI REDESIGN WEBSITE BERBASIS FIGMA TERHADAP KEPUASAN PENGGUNA(STUDI KASUS PADA BBPMP JAWA TENGAH) Nadiva Andreabella Shazita; Irdha Yunianto; Muhammad Sholikhan
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 2 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v18i2.3191

Abstract

This study aims to evaluate the Figma-based redesign of the BBPMP Central Java website to enhance user satisfaction and visual consistency with national graphic standards. Using a qualitative descriptive approach and the Research and Development (R&D) method, the process included needs analysis, prototype design, expert validation, and user testing. Data were collected through observation, interviews, and Likert-scale questionnaires. The results show that a user-centered redesign significantly improves navigation, visual appeal, and user satisfaction with the website interface. Figma proved to be an effective collaborative tool for developing interactive and standardized design prototypes. These findings provide strategic insights for educational institutions to enhance the quality and attractiveness of digital platforms.
Perancangan Iklan Video Promosi Toploker.com Berbasis AI dengan Pendekatan MDLC Januar Tito Bagaskoro; Muhammad Sholikhan; Nuris Dwi Setiawan
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 2 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v18i2.3197

Abstract

Industri portal lowongan kerja daring mengalami persaingan ketat, menuntut platform seperti Toploker.com untuk membangun brand awareness yang kuat, di mana iklan video menjadi strategi promosi yang sangat efektif. Namun, produksi video konvensional menghadapi kendala biaya tinggi dan waktu pengerjaan yang lama. Kecerdasan Buatan (AI) menawarkan solusi dengan mengotomasi produksi konten, mulai dari penyusunan naskah hingga personalisasi audio-visual. Penelitian empiris menunjukkan bahwa iklan video berbasis AI dapat meningkatkan tingkat engagement hingga 6–9 persen poin lebih tinggi dibandingkan iklan baseline dan meningkatkan efektivitas persuasi hingga 12,5% lebih tinggi dalam hal ekspektasi pendapatan. Untuk memastikan proses pengembangan konten video promosi yang menarik, efisien, dan relevan bagi audiens digital Generasi Z, penelitian ini mengadopsi kerangka kerja Multimedia Development Life Cycle (MDLC), yang mencakup tahap Konsep, Perancangan, Pengumpulan Bahan, Produksi, Pengujian, dan Distribusi. Tujuannya adalah merancang panduan teknis yang terstruktur untuk mengintegrasikan alat AI modern (seperti CapCut, Suno AI, dan Freepik AI) demi mengoptimalkan kualitas dan efisiensi produksi konten.
Harnessing Artificial Intelligence for Inclusive Education: A Study of Trends, Technologies, and Challenges Sholikhan, Muhammad; Silalahi, Fujiama Diapoldo
Journal of Education and Teacher Development Vol. 1 No. 1 (2025): June: Journal of Education and Teacher Development
Publisher : CV. Simpati Cloud

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Abstract

This study investigates the utilization of Artificial Intelligence (AI) in fostering inclusive education for students with disabilities. Drawing on current literature and visualized trends from 2018 to 2024, this research outlines the rapid growth of AI-related publications addressing inclusive pedagogy. The study maps the key technological applications—ranging from assistive tools and adaptive learning systems to virtual tutoring platforms—and identifies their pedagogical functions in supporting diverse learner needs. It further examines the ethical, infrastructural, and pedagogical challenges encountered in implementation, such as algorithmic bias, limited teacher training, and digital inequality. The findings reveal that AI can significantly enhance accessibility and autonomy for students with disabilities when applied through empathetic, well-regulated, and collaborative frameworks. This paper recommends the development of inclusive and participatory AI design, investment in teacher capacity building, and stronger policy infrastructure to ensure equitable access to AI-powered learning environments. Future directions highlight the importance of ethical considerations and the active involvement of marginalized communities in shaping inclusive digital ecosystems.
Representation of the life of visual sensory disabilities in religious poetry: A semiotic study by Roland Barthes Irfai Fathurohman; Luthfa Nugraheni; Muhammad Sholikhan; Riyan Dwi Cahyaningsih; Isna Fatkhur Rohmah
LITE: Jurnal Bahasa, Sastra, dan Budaya Vol. 22 No. 1 (2026): March
Publisher : Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/lite.v22i1.11902

Abstract

This study examines the representation of the life experiences of individuals with visual sensory disabilities in religious poetry through Roland Barthes’ semiotic framework. The research aims to identify (1) denotative meanings, (2) connotative meanings, and (3) myths embedded in the poems. This study employs a qualitative descriptive method with a narrative approach. Data were collected through observation, interviews, and documentation at the Pendowo Social Service Center for Visual Sensory Disabilities (PPSDSN) in Kudus Regency. The data consist of words, symbols, and expressions found in religious poems written by individuals with visual sensory disabilities. Data analysis was conducted using heuristic and hermeneutic techniques. The findings reveal that denotative meanings reflect everyday experiences, emotional relationships, and expressions of gratitude. Connotative meanings uncover deeper symbolic interpretations related to faith, resilience, hope, and spiritual dependence. Meanwhile, the myths identified represent broader socio-cultural ideologies, including divine love as a source of strength, the acceptance of limitations, and spirituality as a means of overcoming loneliness and social marginalization. The novelty of this study lies in applying Barthes’ semiotic analysis to disability literature, particularly religious poetry, which remains underexplored. This research contributes to expanding literary studies on disability by highlighting poetry as a medium of spiritual expression and social representation.
PENGEMBANGAN DAN UJI KELAYAKAN BOARD GAME EDUKATIF “SAKPOLE” SEBAGAI MEDIA PEMBELAJARAN BUDAYA PADA MATA PELAJARAN IPAS KELAS IV SD KEMALA BHAYANGKARI 02 SEMARANG Prameswari, Shanti; Ayyub Hamdanu Budi Nurmana; Muhammad Sholikhan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.62304

Abstract

The sustainability of Indonesia's traditional games is increasingly challenged by the rapid expansion of digital entertainment among elementary-school-aged children, widening the gap in interactive learning media capable of recontextualizing local wisdom. This study develops and examines the feasibility of “Sakpole”, an educational board game as a cultural learning medium for the Natural and Social Sciences (IPAS) subject in Grade IV, with students of SD Kemala Bhayangkari 02 Semarang as subjects. Development followed the Multimedia Development Life Cycle (MDLC) of Luther–Sutopo. Feasibility was examined through alpha testing by a media expert and a subject-matter expert, followed by beta testing among students, using a five-point Likert-scale questionnaire; the visual elements were further interpreted through Peircean semiotics (icon, index, symbol) and Kress and van Leeuwen's visual grammar. The resulting product comprises a Nusantara-map game board, four endemic fauna characters dressed in regional traditional attire, three card categories, and a system of physically embedded traditional mini-games. Alpha testing produced feasibility scores of 88.5% (media expert) and 90.0% (subject-matter expert), while beta testing among students recorded 92.3%; all results fall within the “Very Feasible” category. These findings indicate that “Sakpole” is technically sound and well received as a game-based cultural learning medium within the Merdeka Curriculum; further experimental research using a pretest-posttest design, and exploration of Augmented Reality integration on the character cards, is recommended.
Evaluasi Literasi Teknologi Informasi Disabilitas Netra melalui Implementasi Konten Digital: Studi pada PPSDSN Pendowo Kudus Muhammad Sholikhan; Irfai Fathurohman; Nur Fajrie
Jurnal Informatika Dan Tekonologi Komputer (JITEK) Vol. 6 No. 1 (2026): Maret : Jurnal Informatika dan Tekonologi Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jitek.v6i1.10919

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This study aims to evaluate the improvement of information technology literacy among visually impaired individuals through the implementation of digital content at PPSDSN Pendowo Kudus. The research employed a quantitative approach using a one-group pretest and posttest pre-experimental design, supported by qualitative data. The participants consisted of 10 visually impaired individuals selected through total sampling. The intervention included theoretical instruction on content creation and guided practical sessions in digital content production using audio equipment and digital applications. Data were collected through an information technology literacy questionnaire administered before and after the intervention, as well as semi-structured interviews to obtain supporting qualitative insights. Descriptive analysis showed an increase in the average literacy score from 2.6 to 4.05. The Wilcoxon Signed Rank Test indicated that the difference was statistically significant (p < 0.05). Qualitative findings revealed that the improvement occurred not only in technical skills but also in procedural understanding and confidence in using digital technologies. The findings suggest that digital content implementation designed with attention to accessibility and user experience can serve as an effective strategy to enhance information technology literacy among visually impaired individuals.