Claim Missing Document
Check
Articles

Found 3 Documents
Search

PERILAKU KONSUMSI GAME ONLINE PADA PELAJAR (STUDI FENOMENOLOGI TENTANG PERILAKU KONSUMSI GAME ONLINE PADA PELAJAR DI KELURAHAN GEMOLONG, KABUPATEN SRAGEN TAHUN 2013) Pitaloka, Ardanareswari Ayu
ISSN.2252-8407
Publisher : SOSIALITAS; Jurnal Ilmiah Pend. Sos Ant

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (185.152 KB)

Abstract

Abstrak: Permainan game online menjadi salah satu jenis permainan yang tidak memandang usia dan waktu. Semua orang punya kesempatan luas untuk memainkan permainan ini. Sejauh ini game online paling banyak dimainkan oleh pelajar laki-laki dalam rentang usia wajib belajar dan sisanya adalah masyarakat umum dari semua kalangan usia maupun profesi. Alasan para pelajar yang menyukai game online cukup beragam. Diantaranya adalah game online merupakan sarana hiburan bagi mereka setelah seharian harus berjibaku dengan buku-buku pelajaran. Selain itu ketertarikan terhadap teknologi juga menjadi alasan mereka memilih game online sebagai media bermain. Game online dimainkan oleh pelajar juga sebagai pengisi waktu luang, serta wadah berkumpul dengan teman- teman serta media untuk mendapatkan lebih banyak kenalan baru baik dari dunia maya melalui game online maupun dari warnet tempat bermain. Sebagai pelajar yang memiliki kewajiban utama untuk belajar untuk meraih prestasi akademik membuat banyak waktu bermain mereka tersita. Maka dari itu para pelajar mensiasati keterbatasan waktu tersebut dengan menyempatkan bermain usai jam sekolah dan pada akhir pekan. Memperoleh uang untuk bermain game online pelajar lakukan dengan menyisakan uang jajan mereka. Adapula yang sengaja mencari tambahan uang jajan, serta ada yang meminta jatah uang lagi dari orangtua. Game online yang dimainkan secara terus- menerus menimbulkan kesenangan yang selalu ingin diulang-ulang. Perilaku negatif dan positif mereka rasakan karena selalu bermain game online merupakan dampak dari konsumsi berlebihan. Dampak positif tersebut diantaranya adalah mereka mendapat kesenangan dan hiburan, mendapatkan banyak teman baru, mahir berbahasa inggris, kemampuan konsentrasi yang baik serta mengikuti perkembangan teknologi. Dampak negatifnya adalah mereka menjadi jarang/malas belajar, lupa waktu, boros dalam memanfaatkan uang jajan, suka berbicara kasar, agresif, pergaulan tidak terkontrol, mengganggu kesehatan fisik dan psikologis, serta membuat orangtua cemas.Kata kunci: Perilaku ; Game Online; Pelajar
INVESTIGATING THE ROLE OF AGRI-TECH STARTUP IN SUPPORTING INCLUSIVE FINANCE FOR FARMERS IN INDONESIA Aziz, Subkhi Abdul; Prihadyanti, Dian; Sari, Karlina; Pitaloka, Ardanareswari Ayu
Sosiohumaniora Vol 26, No 1 (2024): Sosiohumaniora: Jurnal Ilmu-Ilmu Sosial dan Humaniora, MARCH 2024
Publisher : Universitas Padjadjaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24198/sosiohumaniora.v26i1.34680

Abstract

Small-scale farmers are often financially excluded due to limited access to formal financial services. For decades, the Indonesian government has launched credit programs for farmers' financial inclusivity. However, it has yet to improve farmers' access to financial services significantly. The Indonesian government has encouraged financial technology providers to enhance credit financing for farmers. Besides fintech startups, agri-tech startup companies have helped provide digital financial services to the agricultural sector. This study aimed to analyze different types of agricultural startup businesses in supporting inclusive finance for farmers. This study uses a qualitative approach by conducting an online semi-structured interview as a data collection technique for four agri-tech startups and two experts. The data was analyzed by template analysis. The result showed that the presence of agri-tech startups could enhance farmers' opportunity to access new financial sources –either through crowdfunding or internal company financial resources - which is better than the existing financing schemes. However, several challenges arose regarding the existing culture that caused farmers to hesitate to join the agri-tech startups' program. Other challenges related to intermediaries' power in agricultural business that had strong ties with farmers' lives are the lack of infrastructure such as road and internet access and farmers' skill in using digital technology. Agri-tech startups have reduced those challenges by sending agriculture experts to the farmland, building intense communication with farmers, cooperating with intermediaries, and providing training for young farmers and farmer's children to optimize the use of smartphones in supplying agriculture knowledge and business.
The Impact of Job Automation On Workers In Indonesia’s Garment Companies Pitaloka, Ardanareswari Ayu; Ariyani, Luthfina; Indraprahasta, Galuh Syahbana
STI Policy and Management Journal Vol 9, No 1 (2024): STI Policy and Management
Publisher : National Research and Innovation Agency, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14203/STIPM.2024.385

Abstract

JJob automation through the adoption of more advanced technologies under the fourth industrial revolution (Industry 4.0) has significantly impacted many countries, including Indonesia. In particular, the abundance of Indonesia’s human resources, given the country’s demographic bonus, is challenged by the skills of workers. In this study, our departure is the potential conflict of the human-technology nexus in Indonesia’s garment industry, a labor-intensive line of industry. The objectives of this study are twofold. First, it aims to dissect the multi-level factors in the adoption of Industry 4.0 technology in Indonesia’s garment industry. Second, it aims to understand the impact of job automation on labor-intensive workers in Indonesia’s garment industry. Based on a number of semi-structured interviews supported by relevant secondary data, this study reveals that multi-level factors do affect the adoption of Industry 4.0 technology and its entailing shift in workers’ utilization in Indonesia’s garment industry. Instead of replacing workers, Indonesia’s garment companies tend to utilize technology as a complementary element. However, there is a need to shift the state of industrial workers, in terms of their mindset and skills    Keywords: Job Automation, Garment Industry, Labour Intensive, Indonesia