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The Influence of Payment System Digitalization on Consumer Transaction Efficiency in Urban Areas Kalsum, Ummy
Nomico Vol. 2 No. 5 (2025): Nomico - June
Publisher : PT. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/2phk8t06

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This study investigates the impact of digital payment system adoption on transaction efficiency among urban consumers in Indonesia. As digital technology increasingly penetrates the financial sector, particularly through e-wallets, QR code systems, and mobile banking, there is a growing need to assess how such tools enhance the effectiveness and convenience of daily consumer transactions. The research employed a quantitative approach using a structured questionnaire distributed to 120 respondents residing in urban areas. Data analysis was conducted using SPSS, including validity and reliability tests, normality testing, and simple linear regression. The results reveal a strong and statistically significant positive relationship between digital payment adoption and transaction efficiency. Respondents reported that digital payment systems improved transaction speed, reduced the need for physical cash, and offered better tracking of financial activities. The study confirms the relevance of the Technology Acceptance Model (TAM) and provides insights for policymakers and fintech developers in promoting efficient, secure, and inclusive digital financial services.
MEMBEBASKAN INVESTOR DARI KESULITAN MEMAHAMI INFORMASI AKUNTANSI: PENDEKATAN NETNOGRAFI Sumail, La Ode; Kalsum, Ummy; Ismawati, Ismawati; Fatimah, Siti
Jurnal Akuntansi Multiparadigma Vol 16, No 1 (2025): Jurnal Akuntansi Multiparadigma (April 2025 - Agustus 2025)
Publisher : Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21776/ub.jamal.2025.16.1.07

Abstract

Abstrak - Membebaskan Investor dari Kesulitan Memahami Informasi Akuntansi: Pendekatan NetnografiTujuan Utama – Penelitian ini bertujuan menelaah perilaku investor dari praktik keputusan bias melalui penasehat keuangan karena gagal memahami informasi akuntansi.Metode – Penelitian ini menggunakan metode netnografi. Sampel penelitian ini adalah sejumlah postingan diskusi investor tentang penasehat keuangan di dua komunitas daring. Temuan Utama – Penelitian ini menemukan bahwa investor menolak dan abai dengan model akuntansi keuangan karena gagal menangkal perilaku bias. Penasehat akuntansi perilaku hadir untuk membebaskan investor dari keputusan bias. Keterlibatan mereka membantu proses memperdalam pemahaman terhadap informasi akuntansi.Implikasi Teori dan Kebijakan - Penolakan yang dilakukan oleh investor adalah wawasan baru dalam membebaskan keputusan bias melalui penasehat keuangan. Selain itu, penelitian ini menekankan kehadiran penasehat akuntansi dalam pengelolaan investasi.Kebaruan Penelitian - Penelitian ini menekankan peran penasehat keuangan supaya isnvestor tidak terjebak dalam keputusan bias.Abstract - Freeing Investors from the Difficulty of Understanding Accounting Information:  Netnographic ApproachMain Purpose – This study aims to examine investor behaviour in biased decision-making through financial advisors due to a failure to understand accounting information.Method – This study uses a netnographic method. The research sample consists of a few investor discussion posts about financial advisors in two online communities.Main Findings – This study found that investors reject and ignore financial accounting models because they fail to counteract biased behaviour. Financial/accounting advisors are present to free investors from biased decisions. Their involvement helps deepen the understanding of accounting information.Theory and Practical Implications – The rejection by investors offers a new perspective on how to eliminate biased decisions made by financial advisors. Additionally, this study emphasises the presence of financial/accounting advisors in investment management.Novelty – This study emphasizes the role of financial advisors in preventing investors from making biased decisions.
Detecting Hoax News with Web-Based SVM Classifier: A Machine Learning Approach to Combat Misinformation Using Support Vector Machine (SVM) Algorithm Auliana, Sigit; Kalsum, Ummy; Mudofar, Mudofar
JINAV: Journal of Information and Visualization Vol. 6 No. 1 (2025)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav4161

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The massive spread of hoax news in the digital era has caused various negative impacts, ranging from public misinformation to social unrest. This condition highlights the need for a technological solution capable of automatically and accurately detecting the truthfulness of information. This study aims to develop a web-based application for hoax news detection using the Support Vector Machine (SVM) algorithm. The method involves text preprocessing, feature extraction using Term Frequency-Inverse Document Frequency (TF-IDF), and classification with SVM. The system is designed with a simple and responsive web interface, allowing users to input news content and receive prediction results easily. Testing was conducted using both white-box and black-box methods to ensure that the system's logic functioned as expected. The results show that the system successfully classifies news into two categories—valid and hoax—with good accuracy. This application is expected to serve as a useful tool for the public in identifying the authenticity of news and preventing the spread of false information across digital platforms.
Implementasi Teknologi sebagai Mitra Edukasi Anak Usia Dini dan Usia Sekolah Dasar Ummy Kalsum; Meilinda Meilinda; Mega Wahyuni; Alfino Fathin Z
Nusantara: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 3 (2025): Agustus : NUSANTARA Jurnal Pengabdian Kepada Masyarakat
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/nusantara.v5i3.6425

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The use of technology in early childhood and elementary education is becoming increasingly important in the digital era. This study aims to evaluate the effectiveness of educational games as an interactive learning medium to increase the interest and motivation of elementary school students. This activity was carried out by the KKM group 95 team from Bina Bangsa University on 43 fourth-grade students at Bayak Public Elementary School. The research method used a descriptive quantitative approach through a pre-test and post-test using a Google Form questionnaire. The educational games were developed through the Educaplay platform, which provides various features such as interactive quizzes, crosswords, and picture-matching games. Prior to the intervention, observations were conducted on student learning behavior in the classroom. The results of the initial observations indicated that most students showed little interest in conventional, monotonous learning methods. Therefore, a more engaging approach involving active student participation was needed to rekindle their enthusiasm for learning. During the activity, students were very enthusiastic in participating in the educational games presented. The classroom atmosphere became more lively, and students were seen working together and showing a high curiosity about the material presented through the games. After using the educational games for several sessions, a post-test was conducted to measure changes in students' interest and motivation to learn. Preliminary data analysis results indicate an increase in student interest and motivation scores after participating in educational game-based learning. This indicates that interactive, technology-based approaches have strong potential to improve learning effectiveness at the elementary school level. This study recommends that teachers actively integrate interactive technology into the teaching and learning process. In addition to increasing student engagement, the use of media such as Educaplay can also adapt learning to the digital-native characteristics of today's generation of students.
Peran Mahasiswa KKM dalam Meningkatkan Perilaku Hidup Bersih dan Sehat di SD Negeri Bayak Ummy Kalsum; Agustina Dwiyanti; Siti Ulpah; Evi Nuraeni
Transformasi Masyarakat : Jurnal Inovasi Sosial dan Pengabdian Vol. 2 No. 3 (2025): Juli: Transformasi Masyarakat : Jurnal Inovasi Sosial dan Pengabdian
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/transformasi.v2i3.1928

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To improve public health, especially for elementary school-aged children, one of the most important prevention methods is Clean and Healthy Living Behavior (PHBS). The purpose of this study was to improve the understanding and utilization of PHBS among students at Bayak Public Elementary School in Siremen Village, Tanara District through counseling and live demonstrations. This activity was carried out by the KKM Group 95 team from Bina Bangsa University for 83 second- and fourth-grade students at Bayak Public Elementary School. The method used was a participatory educational approach, namely by providing counseling related to PHBS and continued with live demonstrations of handwashing, tooth brushing, and maintaining personal hygiene. The material was delivered interactively to make it easier for children to understand, including the use of visual media such as posters and pictures. The students were also given direct practice tools such as soap, toothbrushes, and toothpaste so they could directly practice proper hygiene practices. The results of the activity showed that students had a better understanding of PHBS and made positive changes in their daily lives at school. It appeared that students were better trained in maintaining personal and environmental hygiene. They also began to get used to washing their hands before eating, maintaining dental hygiene, and disposing of trash properly. Teachers and homeroom teachers also actively supported this initiative by participating in outreach activities and monitoring changes in student behavior. This initiative not only raised students' awareness of the importance of health but also encouraged active school participation in creating a healthy learning environment. It is hoped that this initiative will serve as a reference for schools in teaching students how to live a healthy and clean lifestyle in a sustainable manner.
Rancangan Aplikasi Game Pengenalan Anggota Tubuh Manusia Menggunakan Construct 2 di SDN Pandat 1 Berbasis Android Ummy Kalsum; Refi Mulyadi; Basuki Rakhim Setya Permana
Jurnal ilmiah Sistem Informasi dan Ilmu Komputer Vol. 5 No. 3 (2025): November: Jurnal ilmiah Sistem Informasi dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juisik.v5i3.1502

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Learning about human body parts at the elementary school level generally still relies on conventional methods, such as lectures and the use of textbooks. These methods often make students less interested and have difficulty understanding the material in depth. However, in the early childhood development stage, learning should be carried out with an approach that involves interaction, visualization, and fun activities. Therefore, innovative learning media are needed that can combine educational and entertainment elements (edutainment) to make the material easier to understand while increasing learning motivation. This study aims to design and develop an Android-based educational game application using Construct 2 aimed at helping students of SDN Pandat 1 learn human body parts interactively. The research method used is the Multimedia Development Life Cycle (MDLC) which consists of six stages: concept, design, material collection, creation, testing, and distribution. Research data were collected through direct observation in class, interviews with teachers, and documentation of learning activities. The resulting application contains material on human body parts presented in the form of text, images, animations, and is equipped with interactive quizzes to measure student understanding. Test results show that the application can run well on various Android devices with an attractive appearance and navigation that is easy for children to use. Student trials showed increased interest in learning and understanding of the material. Teacher responses were also positive, particularly regarding the app's ease of use and its alignment with the elementary school curriculum. These findings indicate that game-based learning media can be an effective alternative for improving the quality of learning, particularly in materials requiring visual and interactive conceptual understanding.
Transformasi Digital dan Kompetensi SDM dalam Sistem Perpajakan Daerah: Studi Kasus pada Implementasi Official Assessment System Sirait, Adjran; Kalsum, Ummy; Nur, Syamsir
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 3 (2025): Agustus - October
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i3.2868

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Penelitian ini bertujuan untuk menganalisis dinamika transformasi digital dan kesiapan kompetensi sumber daya manusia dalam implementasi Official Assessment System (OAS) pada sektor perpajakan daerah. Perubahan menuju digitalisasi pelayanan publik merupakan tuntutan reformasi birokrasi yang bertujuan meningkatkan transparansi, efisiensi, dan akuntabilitas. Namun, pada konteks lokal seperti di UPTB Samsat Kolaka Timur, digitalisasi menghadapi hambatan berupa ketimpangan kompetensi antargenerasi dan resistensi terhadap perubahan. Celah pengetahuan yang diidentifikasi adalah minimnya kajian yang menyoroti dimensi human capital dalam transformasi digital perpajakan daerah, khususnya terkait kesiapan psikologis, teknis, dan budaya kerja aparatur. Penelitian ini menggunakan pendekatan kualitatif dengan desain studi kasus, melalui wawancara mendalam terhadap pejabat Bapenda, kepala UPTB, staf pelaksana, dan wajib pajak sebagai informan kunci. Temuan penelitian menegaskan bahwa keberhasilan digitalisasi tidak hanya ditentukan oleh infrastruktur teknologi, tetapi juga oleh penguatan kapasitas SDM, pelatihan berjenjang, pendampingan internal, dan integrasi manajemen perubahan. Implikasi praktis dari penelitian ini adalah perlunya strategi pelatihan berbasis kompetensi, penguatan sistem pendampingan digital, serta perumusan kebijakan daerah yang adaptif terhadap tantangan transformasi digital sehingga dapat meningkatkan kepuasan layanan wajib pajak secara berkelanjutan.
Pengembangan Aplikasi Al-Qur’an Digital Berbasis Mobile Menggunakan Flutter Di Mushola Al-Bantani Zaman, Habib Nur; Setya, Basuki Rakhim; Kalsum, Ummy
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 2 (2025): Mei - Juli
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i2.1836

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Kemajuan teknologi digital mendorong inovasi dalam penyediaan media keagamaan, termasuk aplikasi Al-Qur’an berbasis mobile. Penelitian ini bertujuan mengembangkan aplikasi Al-Qur’an digital yang sederhana, ringan, dan mudah diakses oleh jamaah Mushola Al-Bantani. Aplikasi ini menyediakan fitur pembacaan Al-Qur’an 30 juz secara offline, jadwal salat otomatis berdasarkan lokasi, pengingat adzan, serta bookmark bacaan terakhir. Metode pengembangan yang digunakan adalah Research and Development (R&D) dengan model Waterfall, melalui lima tahapan: analisis, perancangan, implementasi, pengujian, dan pemeliharaan. Framework Flutter dipilih karena mendukung pengembangan antarmuka lintas platform yang responsif. Pengumpulan data dilakukan melalui observasi dan wawancara kepada jamaah mushola untuk menggali kebutuhan pengguna. Hasil pengujian dengan metode White Box dan Black Box menunjukkan seluruh fitur utama berjalan dengan baik, baik dalam kondisi online maupun offline. Aplikasi ini tidak bergantung pada basis data eksternal sehingga tetap dapat diakses tanpa koneksi internet. Dengan antarmuka yang ramah pengguna dan performa yang stabil, aplikasi ini dinilai mampu memenuhi kebutuhan jamaah dalam aktivitas ibadah harian secara digital. Penelitian ini menyarankan pengembangan lanjutan, seperti fitur pencarian ayat, mode malam, dan dukungan multiplatform untuk menjangkau pengguna yang lebih luas.
Implementasi Framework Flutter untuk Chatbot Informasi Sistem Berbasis Aplikasi Mobile Kalsum, Ummy; Rakhim, Basuki
Innovative: Journal Of Social Science Research Vol. 4 No. 2 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i2.9435

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Pada tahun 2020, pasar chatbot bernilai $17,17 miliar, diperkirakan pada tahun 2026 dapat mencapai $102,29 miliar. Pertumbuhan ini telah dicatat oleh compound annual growth rate (CAGR) sebesar 34,75% pada periode perkiraan 2021 – 2026. Chatbot merupakan salah satu bentuk pelayanan yang diberikan perusahaan dalam memaksimalkan good service kepada seluruh dunia. Seperti dilansir (Widya Wicara, 2021), tentang perusahaan indonesia yang memakai chatbot sebagai virtual assistant seperti Bank Indonesia dengan Lisa, Bank Mandiri dengan Mita, Telkomsel dengan Veronica dan Unilever dengan Jemma. Chatbot saat ini diakui sebagai salah satu solusi untuk meningkatkan efektivitas layanan bagi pengguna jasa atau produk, termasuk di sektor Pendidikan seperti perguruan tinggi. Perguruan tinggi perlu senantiasa memberikan layanan unggulan guna menjamin kepuasan calon mahasiswa. Layanan ini dapat berupa penyediaan informasi yang relevan mengenai pendaftaran, biaya kuliah, dan juga kebutuhan pelayanan serta informasi yang berkaitan dengan studi (Kurniawan dkk, 2022). Penelitian ini bertujuan untuk (1) Perancangan dan pengembangan teknologi chatbot, (2) Implementasi framework flutter.  Metode yang digunakan yaitu agile kanban. Hasil dari penelitian ini adalah (1) framework flutter berhasil mengimplementasikan aplikasi UNIBA CHATBOT yang interaktif, cepat, responsif dan realtime (2) Release aplikasi.   Kata kunci: chatbot, flutter, aplikasi mobile, android
PELATIHAN LITERASI KEUANGAN DAN AKSES KREDIT UNTUK UMKM DI KOTA KENDARI Kalsum, Ummy; Wahyuni, Wahyuni; Astriwati, Astriwati; Sahlan, Fahmi; Makkulau, Andi Runis
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 2 (2024): Volume 5 No. 2 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i2.26334

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Program Pengabdian Kepada Masyarakat (PKM) "Pelatihan Literasi Keuangan dan Akses Kredit untuk UMKM di Kota Kendari" bertujuan untuk meningkatkan kapasitas keuangan dari 45 Usaha Mikro, Kecil, dan Menengah (UMKM) yang telah beroperasi minimal selama dua tahun dan memiliki Nomor Induk Berusaha (NIB). Dengan mayoritas peserta (74%) adalah perempuan, program ini fokus pada peningkatan pemahaman dan keterampilan dalam literasi keuangan serta memfasilitasi akses terhadap kredit usaha. Mengingat kecenderungan UMKM dalam menggunakan pencatatan laporan keuangan secara manual, pelatihan ini dirancang untuk mengedukasi pelaku usaha tentang pentingnya pengelolaan keuangan yang efektif dan penggunaan teknologi dalam pencatatan keuangan. Program ini mengintegrasikan sesi interaktif, studi kasus, dan konsultasi individu, bertujuan untuk membekali peserta dengan pengetahuan dan alat yang diperlukan untuk mengoptimalkan pengelolaan keuangan usaha mereka dan memperluas akses mereka terhadap modal. Melalui pendekatan yang praktis dan berorientasi pada pemberdayaan, PKM ini berupaya untuk memperkuat fondasi usaha UMKM di Kendari, mendukung pertumbuhan ekonomi lokal, dan meningkatkan kontribusi UMKM terhadap pembangunan ekonomi yang inklusif dan berkelanjutan.
Co-Authors Abbas, Bakhtiar Abdul Hakim Abdul Razak Abdul Razak Adnin, Chaeriah Agustina Dwiyanti Alfino Fathin Z Andi Runis Makkulau Angelina Yenny Ringan Arifuddin Mas'ud Arifuddin Masud Arjang, Arjang Armansyah Armansyah Asraf, Asraf Astriwati, Astriwati Auliana, Sigit Badrudin , Rudy Bakhtiar Abbas Basuki Rakhim Setya Permana David Christian Engelbert Lisapaly Dedy Samsul Arifin Dedy Takdir Syaifuddin Elisabeth Suban Evi Nuraeni Eviyanti Eviyanti, Eviyanti Hardiati Haswindah Limpo Hery Widijanto Hiendrawati Hiendrawati Hiendrawati, Hiendrawati Ibnu Hajar Ibnu Hajar Ijong, Ijong Islami, Inggrid Claudia Ismawati Ismawati Jefri Jefri Judijanto, Loso Khuan, Hendri La Ode Hamida Laode Sahili Mahmud, Irwanto Mahmudin A. Sabilalo Mahmudin A. Sabilalo Makkulau, Andi Runis * Mas'ud, Arifuddin Masitha, Zainab Mas’ud, Arifuddin Mega Wahyuni Meilinda Meilinda Moh. Anwar Mudofar, Mudofar Muh Nur Muh. Nur Muh. Nur Muh. Nur Muhammad Nuzul Qadri Nirmayani Nirmayani Norna Ulfah Sayuti Nur Laila Taslim Nur, Muh. Nur, Syamsir Nurhumaerah, Nurhumaerah Paluala , Kusman Putera, Asrip Rahmatia Rahmatia Rakhim, Basuki RASYID, ERWIN Refi Mulyadi Rezky Woelandari Suryadi Ridwan Rince Tambunan Rizal R. Manullang Rosalia, Olyvia Sabilalo, Mahmudin A. Safarudin Safarudin, Safarudin Sahlan, Fahmi Salleh, Mad Ithnin bin Setya, Basuki Rakhim Shalihah, Mar'atun Sirait, Adjran Siti Fatimah Siti Ulpah Situmorang, Tumpal P. Sri Ayu Pracita Sumail, La Ode Supriaddin, Nofal Susanti, Dian Indah Tambunan, Rince Wahyudiyono, Wahyudiyono wahyuni wahyuni Yamin, Muhamamd Nurul Yuana, Indira YUSNITA YUSNITA Zaman, Habib Nur