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PENGARUH PENERAPAN TEACHING FACTORY, SELF-EFFICACY, DAN INTERNAL LOCUS OF CONTROL TERHADAP KESIAPAN KERJA SISWA BISNIS DIGITAL SMKN 1 JOMBANG Nur Haslinda; Septyan Budy Cahya
Jurnal Pendidikan Tata Niaga (JPTN) Vol. 14 No. 1 (2026)
Publisher : Program Studi Pendidikan Tata Niaga Fakultas Ekonomika dan Bisnis Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jptn.v14n1.p1-14

Abstract

This study aims to determine the effect of the implementation of a teaching factory, self-efficacy, and internal locus of control on the work readiness of students majoring in Digital Business at SMKN 1 Jombang. This study used a quantitative approach with a causal method. The population in this study was all students majoring in Digital Business at SMKN 1 Jombang who had participated in the teaching factory. A sample of 210 respondents was selected using a simple random sampling technique. Data collection was conducted through an online questionnaire via Gform. The results showed that the implementation of a teaching factory, self-efficacy, and internal locus of control had a partial and simultaneous effect on student work readiness.
PERAN FASILITAS PEMBELAJARAN DAN KREATIVITAS DALAM MENINGKATKAN HASIL BELAJAR SISWA BISNIS DIGITAL PADA MATERI DESAIN LOGO DI SMKS PGRI 13 SURABAYA Aulia Masyitha; Septyan Budy Cahya
Jurnal Pendidikan Tata Niaga (JPTN) Vol. 14 No. 1 (2026)
Publisher : Program Studi Pendidikan Tata Niaga Fakultas Ekonomika dan Bisnis Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jptn.v14n1.p15-28

Abstract

This research aims to describe the role of learning facilities and creativity in improving Digital Business student learning outcomes on logo design material at SMKS PGRI 13 Surabaya. This research was motivated by limited learning facilities and low student creativity which had an impact on less than optimal learning outcomes, especially in the Digital Branding subject. This research uses a qualitative approach with descriptive methods. Data collection techniques are carried out through interviews, observation and documentation. The research results show that learning facilities have not been utilized optimally due to limited access to computer laboratories, limited equipment, and students' use of personal devices with varying specifications. This condition has an impact on students' limited opportunities to practice and explore logo design. In addition, students' creativity shows variations, where some students still experience difficulties in developing ideas and tend to rely on templates, while students with higher creativity are able to develop ideas, modify designs, and are active in the revision process. Therefore, optimizing learning facilities and developing student creativity are important factors in improving learning outcomes in logo design learning.
PENGARUH LIVE STREAMING, CONTENT MARKETING, DAN BRAND AMBASSADOR TERHADAP KEPUTUSAN PEMBELIAN PRODUK KAHF PADA PLATFROM TIKTOK Miftahul Huda; Septyan Budy Cahya
Jurnal Pendidikan Tata Niaga (JPTN) Vol. 14 No. 2 (2026): (In Press)
Publisher : Program Studi Pendidikan Tata Niaga Fakultas Ekonomika dan Bisnis Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jptn.v14n2.p124-135

Abstract

This study aims to examine the extent to which Live Streaming, Content Marketing, and Brand Ambassadors can influence consumer decisions in purchasing Kahf products through the TikTok platform. The background of this research is based on the increasing role of social media as a digital marketing tool, as well as the intense competition that occurs in the male grooming industry. These conditions encourage business actors to optimize various digital-based marketing strategies to attract consumer interest. Quantitative research is the approach implemented by this study. The analysis findings demonstrate that purchasing decisions receive a significant positive influence from three variables, namely Live Streaming, Content Marketing, and Brand Ambassadors, both individually (partially) and together (simultaneously). These findings indicate that consumer trust and confidence in Kahf products can be effectively increased by delivering interesting product information through live broadcasts, presenting quality and relevant content, and using Brand Ambassadors with a high level of credibility, thus encouraging purchasing decisions. In this regard, consumer purchasing decisions on the TikTok platform can be improved by the important role of optimizing Live Streaming, Content Marketing, and Brand Ambassador strategies.
Learning Effectiveness of Semi Practice Course in Online Learning Tri Sudarwanto; Eka Hendi Andriansyah; Raya Sulistyowati; Septyan Budy Cahya; Veni Rafida
AT-TA'LIM Vol 30, No 1 (2023)
Publisher : Institut Agama Islam Negeri Imam Bonjol Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15548/jt.v30i1.783

Abstract

The COVID-19 pandemic has resulted learning activities in universities and schools temporarily stopping face-to-face learning, especially in Indonesia. Instead, learning is conducted remotely online. The application of online learning requires the readiness of several parties, from the provision of infrastructure to the students' side. The problem of cost, the readiness of educators and students in using technology is still the reason online learning can be carried out after the Covid19 pandemic in an effort to integrate technology in the world of education. How do we optimize the quality of Education through online learning. The research is aimed at knowing the effectiveness of online learning in learning media courses in the midst of a pandemic. It also includes planning, implementing, evaluating, as well as obstacles and how to overcome them. This research was conducted with a qualitative descriptive method. This study will describe the problems and solutions that occur in online learning so that the effectiveness of its implementation can be determined and recommendations for the feasibility of online learning can be determined in the future. Data collection techniques were carried out by documentary studies, observations, and interviews. The results showed that learning from semi-practical courses was running effectively. Various problems that become the issue of the weakness of online learning are solved by government policies, campus facilities and services that are able to support the achievement of learning objectives even in semi-practical courses.
PENGARUH EVENT MARKETING, INFLUENCER, DAN FINANCIAL LITERACY TERHADAP KEPUTUSAN PEMBELIAN PRODUK DIAMOND MOBILE LEGENDS: BANG BANG Diva Yulia Ananda; Septyan Budy Cahya
Jurnal Pendidikan Tata Niaga (JPTN) Vol. 13 No. 2 (2025)
Publisher : Program Studi Pendidikan Tata Niaga Fakultas Ekonomika dan Bisnis Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jptn.v13n2.p18-26

Abstract

This study aims to analyze the influence of event marketing, influencers, and financial literacy on Diamond purchasing decisions in the Mobile Legends game: Bang Bang in Surabaya. The method used is quantitative with survey techniques on 97 active player respondents who have purchased Diamonds. The regression analysis results show that the three variables have a significant effect, both partially and simultaneously, on purchasing decisions. Event marketing creates attraction through the event experience, influencers influence through proximity to the audience, while financial literacy helps players make wiser decisions. These findings are important for digital marketing strategies in the gaming industry.
Pelatihan Guru Sebagai Agen Perubahan Melalui Pembelajaran Berbasis Proyek Yang Terintegrasi Dengan Kurikulum Merdeka Era Society 5.0 Angga Martha Mahendra; Raya Sulistyowati; Veni Rafida; Septyan Budy Cahya; Danis Maulia; Khoirotul Amaliyah
Jurnal Hilirisasi Technology kepada Masyarakat (SITECHMAS) Vol. 6 No. 2 (2025): Vol. 6 No. 2 Oktober 2025
Publisher : Politeknik Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32497/sitechmas.v6i2.6106

Abstract

Pembelajaran yang efektif memerlukan pemahaman mendalam tentang tantangan yang dihadapi oleh guru. Identifikasi permasalahan ini penting untuk mengembangkan strategi dan solusi yang dapat meningkatkan kondisi pembelajaran. Situasi geografis dan kondisi mitra (SIKL) dapat mempengaruhi pengalaman guru dalam menghadapi tantangan tersebut, termasuk keterbatasan sumber daya finansial dan fisik, seperti buku teks, perlengkapan laboratorium, dan fasilitas olahraga.Pelatihan guru sebagai agen perubahan melalui pembelajaran berbasis proyek yang terintegrasi dengan Kurikulum Merdeka dalam era Society 5.0 merupakan langkah strategis untuk meningkatkan kualitas pendidikan. Seminar yang difokuskan pada konsep pembelajaran berbasis proyek dapat memperkenalkan metode inovatif yang membantu siswa menghadapi tuntutan masyarakat modern dan mengembangkan keterampilan abad ke-21, seperti kreativitas, kolaborasi, dan pemecahan masalah. Program pengabdian masyarakat yang diinisiasi oleh Prodi Pendidikan Bisnis FEB Universitas Negeri Surabaya bertujuan untuk memperkenalkan dan mengimplementasikan pembelajaran berbasis proyek di Indonesia. Metode ini memungkinkan siswa terlibat aktif dalam proses belajar dan meningkatkan keterampilan mereka. Pelatihan dan pengembangan profesional bagi guru melalui workshop, seminar, dan mentoring dapat memperkaya pengalaman mereka, berbagi strategi terbaik, dan memperoleh wawasan baru yang dapat diterapkan dalam kelas. Dukungan dari institusi pendidikan dan penyedia sumber daya juga sangat penting dalam meningkatkan kompetensi guru.
PENGARUH KEMUDAHAN PENGGUNAAN QRIS DAN GAYA HIDUP TERHADAP PERILAKU KONSUMTIF GENERASI Z DI JAWA TIMUR DENGAN KONTROL DIRI SEBAGAI VARIABEL MODERASI Nanda Dwi Ningtyas; Septyan Budy Cahya
Jurnal Pendidikan Tata Niaga (JPTN) Vol. 14 No. 2 (2026): (In Press)
Publisher : Program Studi Pendidikan Tata Niaga Fakultas Ekonomika dan Bisnis Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jptn.v14n2.p189-202

Abstract

The study aims to examine the influence of QRIS ease of use and lifestyle on the consumptive behavior on Generation Z in East Java, as well as to investigate the role of self-control as a moderating variable. This research employed a quantitative approach with a casual associative method. Data were collected through an online questionnaire distributed to Generation Z individuals residing in East Java who use QRIS. The sample consisted of 430 respondents. Data were analyzed using Structural Equation Modeling-Partial Least Squares (PLS-SEM) with assistance of SmartPLS 4 software. The result indicate that QRIS ease of use has a negative effect on consumptive behavior, while lifestyle and self-control have positive effects on consumptive behavior. Futhermore, self-control was found to moderate the relationship between lifestyle and consumptive behavior among Generation Z in East Java. The R-square value of 0.620 indicates that the variables included in this study explain 62% of the variance in consumptive behavior, while the remaining 38% is influenced by other factors outside the scope of this study.