Aulia Edliyanti
Universitas Raharja

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Penerapan Teknologi Blockchain Sebagai Media Pengamanan Proses Transaksi E-Commerce Untung Rahardja; Qurotul Aini; Muhamad Yusup; Aulia Edliyanti
CESS (Journal of Computer Engineering, System and Science) Vol 5, No 1 (2020): Januari 2020
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (574.873 KB) | DOI: 10.24114/cess.v5i1.14893

Abstract

The application of blockchain technology in an E-commerce service is a necessity in the transaction processing required by a security system to ensure data confidentiality.Through the SWOT method, blockchain technology can be applied as a security medium in the e-commerce transaction process. Unfortunately there are still very few e-commerce industries that use a blockchain-based platform, so there is still a lack of trust in the security of safe and decentralized business transactions.Specifically, there are 2 benefits of this research, the first is the security system for transaction processing through the implementation of the blockchain and the second is the payment system that is easier, more efficient and well documented. Please for students, lecturers and other parties in the transaction process. The use of Blockchain technology to streamline identity management, build approved systems and manage product authenticity, and is expected to synchronize data stored in the blockchain to all user networks. can make payment systems easier, more efficient and well-defined. Please for students, lecturers and other parties in the transaction process.
Peran Gamifikasi E-Commerce Untuk Mendukung Ekonomi Kreatif Qurotul Aini; Mukti Budiarto; Aulia Edliyanti
IJAcc Vol 2 No 1 (2021): Indonesian Journal Accounting (IJAcc)
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (432.776 KB) | DOI: 10.33050/IJAcc.v2no1p4

Abstract

In accordance with Presidential Decree Number 142 of 2018 on Economic Development Master Plan 2018-2025 National Creative that serve as the foundation in developing a creative economy that supports the national policy on "Making Indonesia 4.0", however, the current problem is the lack of contribution and the role of students in developing economic digitization. creative and marked by the lack of renewal of the Entrepreneurship course. Another problem is that there are still many agencies that have not been able to provide a website-based ecommerce container to accommodate student research results. With this problem, an ecommerce gamification-based student creative economy is utilized which aims to increase student interest in digitizing a creative economy and increase the number of quality scientific publications. Stages of research methods Gameplay e-commerce such as playing a game each user gets a level from the category of product purchased, of course, each level has its own features that make users interested in the privileges of each level.