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Analisis Behavioral Intention Dan Use Behavior Terhadap Pengguna Fintech Dana Menggunakan Metode Utaut 2 Komang Putri Damayanti; Sephy Lavianto; I Gst Agung Pramesti Dwi Putri
JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) Vol 5, No 3 (2022): JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi)
Publisher : Institut Bakti Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jtksi.v5i3.1226

Abstract

Fintech DANA is currently used for non-cash transactions due to the convenience and practicality of transactions offered by service providers. However, it is currently unknown to what extent the success of the electronic wallet that has been implemented and there are still problems such as loss of balance, failure to top up balances and the features of the DANA application that are still poorly understood. One of the determining factors for the success of a system that is implemented is from the side of user acceptance, namely behavioral intention (user interest) and use behavior (user behavior). The purpose of this study was to find out what factors could influence the Behavioral Intention and Use Behavior of DANA Fintech Users towards private workers in the city of Denpasar. This research was conducted using a quantitative approach, distributing online questionnaires, and analyzing data processing using SPSS version 25 and SmartPLS 3.0 software. the results of the 12 (twelve) hypotheses proposed, 7 (seven) hypotheses were declared insignificant and rejected because the T-statistical value of the hypothesis was less than 1.96, while 5 (five) hypotheses were declared significant and accepted because the T-statistical value of the hypothesis is more than 1.96. The results of this study are expected to be one of the considerations in making decisions for electronic wallet service providers to be implemented more optimally.
Pelatihan Pengelolaan Kelas Daring Berbasis Aplikasi Google Classroom dan Edpuzzle di SMP PGRI 5 Denpasar Bali Eka Grana Aristyana Dewi; I Gusti Agung Pramesti Dwi Putri
Jurnal Pengabdian UNDIKMA Vol. 2 No. 2 (2021): November
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v2i2.4244

Abstract

The purpose of this service activity is to improve the ability of teachers at SMP PGRI 5 Denpasar in managing online classes by providing online class management training based on the Google Classroom and Edpuzzle applications. The method of implementing this activity is lecture, practice, and discussion. Lectures were conducted to deliver material on the stages of classroom management using Google Classroom and using videos on Edpuzzle. The participants of this activity were all teachers of SMP PGRI 5 Denpasar totaling 40 people. For online class management, participants were given training in class management and grades, using forums, and making materials and quizzes. For the use of videos as learning materials, participants were training in choosing videos, editing videos, inserting messages and questions as well as multiple choices. The results of this service activity are as many as 72,5% of participants have been able to manage online classes and integrate with Edpuzzle. Partners have also agreed to use Google Classroom and Edpuzzle for learning for the 2021/2022 academic year.
Meningkatkan Daya Saing Era Digital dengan Pelatihan Desain User Interface di SMK Negeri 2 Sukawati A. A. Istri Ita Paramitha; I Gusti Agung Pramesti Dwi Putri
BERNAS: Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 3 (2026)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jb.v7i3.18369

Abstract

Perkembangan teknologi digital menuntut generasi muda untuk memiliki keterampilan yang relevan dengan kebutuhan industri, khususnya di bidang desain User Interface (UI) yang menjadi elemen penting dalam pengembangan aplikasi maupun website. UI tidak hanya menekankan aspek estetika, tetapi juga fungsionalitas dan kenyamanan pengguna dalam berinteraksi dengan produk digital. Untuk itu, siswa jurusan Desain Komunikasi Visual (DKV) di SMK Negeri 2 Sukawati perlu mendapatkan pembekalan tambahan agar mampu bersaing di era digital. Kegiatan pelatihan ini dirancang bagi siswa kelas 12 dengan tujuan meningkatkan kompetensi teknis sekaligus soft skills melalui metode learning by doing. Rangkaian kegiatan meliputi persiapan dan perencanaan, pembukaan serta pengenalan materi, sesi praktik desain menggunakan aplikasi Figma, kompetisi desain, hingga evaluasi dan dokumentasi. Dalam praktik, siswa belajar membuat wireframe, mengolah elemen visual, dan menyusun prototipe interaktif dengan pendampingan langsung dari tim dosen dan mahasiswa Primakara University. Kompetisi desain menjadi sarana untuk menumbuhkan kreativitas, membangun semangat bersaing sehat, serta melatih kemampuan komunikasi visual melalui presentasi karya. Selain keterampilan teknis, siswa juga diperkenalkan pada prospek karier di bidang UI/UX, termasuk peluang kerja di industri kreatif maupun startup digital. Di akhir kegiatan, siswa memperoleh sertifikat sebagai pengakuan kompetensi sekaligus nilai tambah dalam portofolio akademik maupun persiapan dunia kerja. Program ini diharapkan mampu meningkatkan daya saing lulusan SMKN 2 Sukawati, memperkuat citra sekolah sebagai lembaga vokasi yang adaptif terhadap kebutuhan industri, serta memberi kontribusi nyata dalam mencetak generasi muda yang kreatif, inovatif, dan siap menghadapi tantangan era digital.