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Agility Analysis to Review Economic Resilience in Micro, Small and Medium Enterprises Indah Putri; Fadli Agus Triansyah; Aulia Rachma Dinantika; Ashari Gunawan
Asian Journal of Management, Entrepreneurship and Social Science Vol. 3 No. 01 (2023): Pebruary,Asian Journal of Management, Entrepreneurship and Social Science
Publisher : Cita Konsultindo Research Center

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Abstract

SME is one of the most influential factors to economic growth in Indonesia. This research is done because the number of SME are stagnant and almost close to bankruptcy. This will have an impact on economic resilience of SME. This study aims to investigate the effect of Knowledge Stikiness and Absorptive Capacity on SMEs Agility, and test the impact of SMEs agility on Economic Resilience. The data were collected through SME survey method throughout Medan, North Sumatera, Indonesia. With random sampling technique, researchers got 134 respondents. Furthermore, the data were analyzed by SEM-PLS. The results show that knowledge stickiness has a negative effect on SMEs agility. In addition, the Absorptive Capacity variable has a positive effect on SMEs agility. Furthermore, SME's agility has a positive effect on Economic Resilience. Finally, both the Absorptive Capacity and Stunt of SMEs have a significant and positive impact on Economic Resilience. This study recommends an increase in Absorptive Capacity of SMEs agility in Medan City. This increase will have a major impact on economic resilience and emphasize the economic progress of SMEs. In addition, stakeholders should take strategic action to improve the agility and economic resilience of SMEs.
Analisis Bibliometrik: Penelitian Game-Based Learning pada Sekolah Menengah 2005-2023 Ilham Muhammad; Fadli Agus Triansyah; Ardian Fahri; Ashari Gunawan
Jurnal Simki Pedagogia Vol 6 No 2 (2023): Volume 6 Nomor 2 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v6i2.301

Abstract

Game based learning is game-based learning that involves games in the educational process, aiming to increase learning activities. The purpose of this study is to capture research landscapes related to game-based learning in high school learning from 2005 to 2023. The method used is bibliometric analysis. The database used in collecting the necessary related information is from the Scopus database. Game based learning research publications in secondary schools from 2005 to 2023 have experienced an increase in recent years. The highest number of citations was in 2013. The United States of America is the most influential country in this field. The focus of research related to Game based learning in secondary schools is, 1) computational thinking and understanding; 2) science, technology and development; 3) experience and environment. New themes related to Game based learning research in secondary schools are self-efficacy, computational creativity, inquiry, ar technology and mathematical problems.