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Journal : Proceeding ISETH (International Summit on Science, Technology, and Humanity)

Cashless Society Phenomenon in Jakarta City's use of The Digital Wallet "DANA" as A Payment Tool Jatmika, Surya; Purboningrum, Vivi; Harsono, H; Hidayat, Muhamad Taufik
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2023: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/iseth.4116

Abstract

Purpose: The change in society from cash payments to cashless payments in various aspects of life is called the cashless society phenomenon. Citizens are starting to use various cashless payment methods, starting from cards or digital wallets. One of the digital wallets in Indonesia that provides various payment services is DANA. The aims of this research were (1) to describe the cashless society phenomenon in South Jakarta City, (2) to describe the use of the DANA digital wallet as a post-pandemic payment tool in South Jakarta City, and (3) to identify obstacles to using the DANA digital wallet in South Jakarta City. Methodology: This research applied qualitative research with a phenomenological research design. The subjects of this research consisted of nine sources with the criteria involving three teenagers aged 16-18 years, three teenagers aged 18-25 years, and three young families whose members aged 20-35 years. The data collection techniques in this research involved interviews, observation, and documentation. This research employed interactive data analysis techniques. Results: The results of the research show that (1) the cashless society phenomenon in the citizens of South Jakarta City tends to be dominated by online shopping activities via e-commerce, (2) the reason the citizens of South Jakarta City use the DANA application compared to other applications is that the DANA application is easy to use. Apart from that, the use of the DANA digital wallet application by merchants who have collaborated with the application tends to be used for purchasing credit and internet data as well as money transfer transactions (3), and problems with using the DANA application occur for several application users, such as problems with errors in the application which cause transaction disruption occurs so that the transaction fails. Even so, this is no different from other digital wallets.
Exploring How Secondary School Principals Implement Multicultural Education in The Freedom of Learning Era Prasetyarini, Aryati; Anif, Sofyan; Harsono, H; Narimo, Sabar
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2021: Proceeding ISETH (International Summit on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (298.071 KB) | DOI: 10.23917/iseth.336

Abstract

Purpose: The program “Sekolah Penggerak” (School Activator) implemented in Indonesia in the recent years is conducted to encourage school principals in realizing an advanced Indonesia that is sovereign, independent, and has personality through the creation of Pancasila Students. One of the indicators of Pancasila Students is global diversity. This study aims to explore how two senior excellent high schools in Surakarta manage multicultural education especially on developing students’ character “global diversity” (kebhinekaan global). The schools are chosen as activators and motors of the country’s educational transformation program. Both are characterized by having students with various cultures (religion, ethnicity, gender, economic social background, and culture). Methodology: This is a qualitative study in which the researcher applied ethnography. To collect the data, the researcher interviewed the three schools’ principal, teachers, and students. In addition, the researcher observed the schools and collected documents. Results: The findings show that the schools principals plan the education character by involving teachers, staffs, and parents. To monitor the implementation, the principals assign the senior teachers to help them monitor the implementation. They also revitalize the school activities which encourage students with various background to communicate and collaborate. Evaluation and Reflection are conducted once a month.
The Perception of Geography Teacher Candidates on the Board Game as a Media to Increase Learning Interaction Quality Harsono, H; Wahyudi, Tri Nur; Wardana, Zaid Ali
Proceeding ISETH (International Summit on Science, Technology, and Humanity) 2016: Proceeding ISETH (International Conference on Science, Technology, and Humanity)
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/iseth.2387

Abstract

In the recent years, there has been a concern on how to make an innovative learning in the classroom in order to provide supportive learning environment. Such learning environment can be constructed in which it also highly relates to the learning media used by the teacher. Learning media are utilized to transfer lesson into easier way before it was delivered to the students. The main objective of this research was to describe the perception of teacher candidates who were still in the undergraduate degreeregarding with the use of board game as one of the learning media. This research was quantitative research and utilized questionnaire to collect the data. The objects of this research were 129 teacher candidates in the Department of Geography Education, Faculty of Teacher Training and Education at Universitas Muhammadiyah Surakarta. The questionnaires were distributed in two days by using simple random sampling by the method of accidental sampling in which it was given to the teacher candidates who came to the lecturer. Descriptive statistics was used to interpret the data. In general, the teacher candidates perceived the potential of the board game as a learning media in order to increase the interaction between teachers and students in the classroom. The teacher candidates also had sufficient understanding on the implementation of the board game.