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MEDIA KEWIRAUSAHAAN SEBAGAI UPAYA MENUMBUHKAN POTENSI ENTREPRENEURSHIP Heny Kusdiyanti; Karkono Karkono; Sopingi Sopingi; Indra Febrianto; Robby Wijaya
Manis: Jurnal Manajemen dan Bisnis Vol 5 No 1 (2021): MANIS : Jurnal Manajemen dan Bisnis
Publisher : Jurusan Manajemen Fakultas Ekonomi dan Bisnis Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/manis.5.1.15-24

Abstract

The needs of students in growing the potential of entrepreneurship must adjust these needs individualized students themselves. Current circumstances show that entrepreneurial education is only textbook in nature without providing experiential learning to students. The current solution has not been able to accommodate the needs of students, especially in the era of industrial revolution 4.0. Teachers only as facilitators that become business simulation mentors further aggravate the problems in entrepreneurial education today. So there needs to be a solution that can provide experimental learning and increase teacher participation in fostering the entrepreneurial spirit of students. This research aims to develop gamification-based edukit learning media that will be implemented in high school students to develop students' entrepreneurial potential. This type of research is development research using the ADDIE method (Analysis, Design, Development, Implementation, Evaluation) by using questionnaires to collect research data. Once implemented, this research succeeded in increasing students' interest in entrepreneurial education as a provision for the growth of entrepreneurship potential in shiva. This learning medium also succeeds in improving the activeness of teachers and students in the learning process that provides experimental learning to students. Collaboration between gamification models and edukit learning media in accordance with the needs of students' competencies in the current industrial revolution 4.0. Follow-up research is needed to be done that focuses on digitizing media developed without eliminating the activeness of teachers and students in learning.
Pendampingan Peningkatan Pelayanan Ketenagakerjaan Desa Muyoarjo Berbasis Platform Digital Wiwik Wahyuni; Indra Febrianto; Robby Wijaya
AMMA : Jurnal Pengabdian Masyarakat Vol. 2 No. 11 : Desember (2023): AMMA : Jurnal Pengabdian Masyarakat
Publisher : CV. Multi Kreasi Media

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

Abstract

This dedication aims to help address employment issues in Muyoarjo Village, Lawanf District, Malang Regency through a simulated implementation of the SIAPkerja Village model. This model is tailored to the characteristics and potential of the Natural Resources (SDA) and Human Resources (SDM) available in the village. Through the mapping process, it was revealed that the village has potential in the agricultural and tourism sectors that can be optimized. Additionally, the human resources in the village also have the potential to apply the SIAPkerja Village model as an alternative to enhance job opportunities among the local community. The SIAPkerja Village program is designed based on the needs and potentials present in the village. The program consists of four scenarios reflecting current employment conditions: 1) incompetent prospective workers with available job opportunities, 2) competent prospective workers with available job opportunities, 3) incompetent prospective workers with unavailable job opportunities, and 4) incompetent prospective workers with available job opportunities. The management of SIAPkerja Village falls under the responsibility of the village government in collaboration with relevant parties. The village government plays a role in supervising program implementation with support from the youth organization (karang taruna) and the village's POKDARWIS (Tourism Awareness and Environmental Care Group) as the implementers of the SIAPkerja Village program.
Alternatif Pembelajaran Aktif di Era Pandemi melalui Metode Pembelajaran Game Based Learning Kusuma, Muhammad Ari; Kusumajanto, Djoko Dwi; Handayani, Rima; Febrianto, Indra
Edcomtech Vol 7, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v7i12022p028

Abstract

Abstrak: Artikel ini mempunyai tujuan untuk melihat bagaimana pemanfaatan teknologi digital melalui metode pembelajaran berbasis game secara efektif di era pandemi COVID-19 dengan menggunakan pembelajaran yang menarik agar siswa yang melakukan pembelajaran tetap aktif. Jenis penelitian ini adalah penelitian literatur review dengan menggunakan studi Pustaka yang memanfaatkan literatur sebagai objek primer dalam penelitian. Dengan memanfaatkan teknologi dalam pembelajaran dengan menggunakan metode pembelajaran Game Based Learning dapat memberikan pembelajaran yang lebih aktif, menarik, efektif dan efisien selama pandemi COVID-19.Abstract: This article aims to see how the use of digital technology through game-based learning methods is effective in the COVID-19 pandemic era by using interesting learning so that students who are learning remain active. This type of research is literature review research using literature study that utilizes literature as the primary object in research. By utilizing technology in learning using game-based learning methods, it can provide more active, interesting, effective and efficient learning during the COVID-19 pandemic.
Diseminasi Teknologi Mesin Feed Grinder dan Pelatihan Pembuatan Silasi Berbahan Limbah pertanian untuk Menghasilkan Pakan Domba Bernutrisi Widiyanti; Didik Nurhadi; Wiwik Wahyuni; Robby Wijaya; Leny Suryani; Indra Febrianto; Umniyah Juman Rosyidah
Reslaj: Religion Education Social Laa Roiba Journal Vol. 6 No. 10 (2024): RESLAJ: Religion Education Social Laa Roiba Journal 
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/reslaj.v6i10.5187

Abstract

This community service activity aims to disseminate feed grinder machine technology and provide training on making silage from agricultural waste as an alternative, nutritious feed for sheep in collaboration with the Sumber Mendho Nusantara livestock group. The implementation method involves four stages: preparation, which focuses on identifying the partner's problems and needs; training, which includes socializing the use of agricultural waste and demonstrating the feed grinder machine; mentoring, which focuses on follow-up and monitoring previous activities; and reporting and sustainability to ensure that the program continues to be implemented by the partner. The outcomes of this community service are that the partners are able to understand and apply appropriate technology to process waste, such as cassava and corn cobs, into quality feed. This activity not only reduces the farmers' dependence on commercial feed but also increases operational efficiency and opens up new opportunities in agropreneurship. The results also indicate a positive change in the partners' mindset, skills, and ability to manage agricultural waste. Furthermore, the increased knowledge of operating and maintaining appropriate technology provides a strong foundation for the program's sustainability in the future. With the support of proper technology and training, the livestock group can improve the quality of animal feed and optimize local economic potential.
How Does the Future Economics Teacher Against Digital Economics? The Perspective of Economics Behaviour and Role of Social Support Putra, Hanif Ramadhan Fahmi; Kusuma, Muhammad Ari; Ansyori, Faizal; Febrianto, Indra; Hidayati, Umi
Dinamika Pendidikan Vol. 19 No. 2 (2024)
Publisher : Economics Education Department Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/dp.v19i2.17520

Abstract

The study aims to find a structural fit model related to students’ readiness to face the digital economy in the perspective of irrational behavioral economic theory. The study uses quantitative Explanatory research with a population of undergraduate students of Economics Education at the East Java PGRI College and uses a proportional random sampling with total of 351 students. Data were collected by questionnaires using linkert scale and were analysed by SEM-PLS data analysis . The findings show that digital economic skills don’t significantly mediate the relationship between herd behavior, loss aversion, and student readiness. However, the digital economy succeeded in mediating the influence of confirmation bias on student readiness because of helped reduce the impact of confirmation bias on student readiness by offering access to diverse information and developing critical thinking skills. This study contributes are become theoretical literature on the functional relationship between irrational behavior, digital economic skills, social support and student readiness studied in the context of behavioral economics. It can be a reference for developing educational models in digital era learning and reference for further researchers to develop appropriate policy recommendations by involving several related stakeholders.
Digital Wallets and Student Finances: Analyzing Behavioral Shifts in the Era of Cashless Payments Ahmad Hafidh Saiful Fikri, Aula; Sholeh, Maimun; Susilowati, Nenden; Roestam Afandi, Muhammad; Febrianto, Indra
Sinergi International Journal of Management and Business Vol. 3 No. 4 (2025): November 2025
Publisher : Yayasan Sinergi Kawula Muda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61194/ijmb.v3i4.898

Abstract

The development of financial technology (fintech) has brought significant changes to people's transaction patterns, particularly among university students, with the increasing use of digital wallets. This phenomenon is influenced by various factors, including digital literacy, financial attitude, herd behavior, and these factors impact on financial well-being. Therefore, this study aims to construct a structural model of digital wallet usage and how it impacts the financial well-being of students. This research uses a quantitative approach with the Structural Equation Modeling-Partial Least Squares (SEM-PLS) method to examine the relationships between variables. Data was collected through the distribution of questionnaires to students who actively use digital wallets. The results show that digital literacy has the largest total effect on financial well-being through two pathways: a direct influence and an indirect influence through the use of digital wallets. The total effect of digital literacy is high, making it the dominant predictor in the model. The research results show an R² value for the digital wallet usage variable of 0.508, which falls into the moderate category, while for the financial well-being variable it is 0.723, which falls into the high category. Digital literacy (LD) has established itself as the most fundamental determinant in the digital financial ecosystem. It serves not only as the primary driver of digital wallet (PDD) adoption by enhancing perceived usefulness and ease of use, consistent with the extended technology acceptance model, but also contributes directly and significantly to improving financial well-being (FWB) by facilitating access to financial information and products, aligning with the digital divide theory.
PENERAPAN MESIN PENGADUK PAKAN 100 KG DENGAN SISTEM SILANG UNTUK MENINGKATKAN EFISIENSI KERJA PETERNAK KAMBING Isnandar, Isnandar; Wahyuni, Wiwik; Muhammad, Dzul Fikri; Wijaya, Robby; Suryani, Leny; Febrianto, Indra
JMM (Jurnal Masyarakat Mandiri) Vol 9, No 5 (2025): Oktober
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v9i5.34481

Abstract

Abstrak: Pecampuran pakan yang masih manual dengan waktu yang lama dan hasil yang tidak homogen menjadi permasalahan dalam peternakan. Tujuan program ini adalah meningkatkan hard skill anggota peternak dalam mengoperasikan mesin pengaduk pakan berbasis ESP32 berkapasitas 100 kg sehingga dapat meningkatkan efektivitas pencampuran pakan dari kapasitas 20–30 kg manual menjadi 100 kg per siklus. Metode pelaksanaan menggunakan pendekatan participatory learning and action (PLA) dengan menggunakan 7 tahapan yaitu: (1) kajian dan analisis kebutuhan, (2) persiapan, (3) pembuatan teknologi, (4) sosialisasi dan edukasi, (5) pelatihan, (6) pendampingan dan evaluasi, dan (7) penutupan. Penerapan mesin ini dilakukan kepada 34 anggota kelompok ternak Sumber Mendho Nusantara di Desa Sumberpucung, Kabupaten Malang. Evaluasi menggunakan angket pre-test dan post-test dengan indikator adanya peningkatan hard skill mitra dalam mengoperasikan mesin. Hasil evaluasi menunjukkan peningkatan pemahaman secara keseluruhan sebesar dari 46,67% menjadi 88,08% dengan rincian sebagai berikut: aspek pengetahuan pakan meningkat 20,11%, aspek teknologi mesin dan produksi meningkat 54,57%, aspek pelatihan dan pendampingan meningkat 54,13%, serta aspek dampak dan keberlanjutan meningkat 36,68%. Pendekatan PLA terbukti efektif dalam meningkatkan hard skill mitra, khususnya dalam penguasaan teknologi.Abstract: Manual feed mixing, which takes a long time and results in non-homogeneous output, is a problem in animal husbandry. The program aimed to enhance the hard skills of farmer members in operating an ESP32-based feed mixer machine with a capacity of 100 kg, thereby improving feed mixing efficiency from a manual capacity of 20–30 kg to 100 kg per cycle. The implementation method uses the participatory learning and action (PLA) approach with 7 stages: (1) needs assessment and analysis, (2) preparation, (3) technology development, (4) socialization and education, (5) training, (6) mentoring and evaluation, and (7) closing. The machine was implemented among 34 members of the Sumber Mendho Nusantara livestock group in Sumberpucung Village, Malang Regency. Evaluation was conducted using pre-test and post-test questionnaires with the indicator of improved hard skills of partners in operating the machine. The evaluation results show an overall improvement in understanding from 46.67% to 88.08%, with the following breakdown: feed knowledge aspect increased by 20.11%, machine technology and production aspect increased by 54.57%, training and mentoring aspect increased by 54.13%, and impact and sustainability aspect increased by 36.68%. The PLA approach proved effective in improving partners' hard and soft skills, particularly in mastering technology, feed production management, and business sustainability awareness.
PENGEMBANGAN LEARNING MANAGEMENT SYSTEM (LMS) DENGAN METODE GAMIFIKASI UNTUK PENDIDIKAN EKONOMI NON-FORMAL Indra Febrianto
Dharma Pendidikan Vol 20 No 1 (2025): Dharma Pendidikan
Publisher : STKIP PGRI Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69866/dp.v20i1.561

Abstract

Background: Along with the evolving demands of the business world today, there are increasing challenges in non-formal economic education to address the need for fostering young entrepreneurs in Indonesia. To date, existing non-formal economic education processes have yet to adequately accommodate learners' needs for hands-on learning experiences (learning by doing). Objective: This study aims to develop a Learning Management System (LMS) by applying gamification methods to support non-formal economic education. The use of gamification is expected to enhance learners' motivation and engagement in the learning process, enabling them to achieve the desired competencies. Method: The development method used is ADDIE (Analysis, Design, Development, Implementation, Evaluation). The analysis phase identifies user needs and learning materials. In the design phase, gamification elements such as points, badges, leaderboards, and quests are structured to improve user interaction. The development phase produces an LMS prototype with gamification features using the Moodle framework. Implementation was conducted among micro-entrepreneurs, with excellent acceptance rates. Evaluation through questionnaires and learning tests demonstrated increased motivation and comprehension of economic concepts through gamified simulations within the LMS. Results: The findings prove that a gamified LMS is effective in supporting non-formal economic education. Conclusion: The study concludes that gamification in LMS can serve as an innovative solution to enhance engagement and learning outcomes in non-formal education, particularly in economics. Future research should explore adaptive learning features to personalize the learning experience.