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Pengaruh Minat Berwirausaha dan Kurikulum Pembelajaran Wirausaha terhadap Kompetensi Wirausaha Digital Mahasiswa Vokasi Tata Busana Novrita, Sri Zulfia; Yulastri, Asmar; Ganefri; Giatman; Effendi, Hansi; Muskhir, Mukhlidi
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3584

Abstract

Berkembangnya cara manusia mendapatkan informasi menyebabkan pola berbisnis manusia juga mengalami perubahan. Tujuan artikel ini adalah untuk memberikan bukti empiris tentang tingkat kompetensi kewirausahaan digital yang diperoleh mahasiswa program studi vokasi tata busana setelah mengikuti perkuliahan kewirausahaan. Penetapan sampel dengan metode purposive sampling dengan jumlah sampel sebanyak 171 orang. Analisis data menggunakan correlation product moment parsial untuk mencari hubungan antar variabel. Sedangkan untuk membuktikan pengaruh digunakan Uji F dengan tujuan untuk mencari angka regresi linier berganda. Hasil penelitian menunjukkan kompetensi wirausaha digital pada kategori rendah (58%). Minat berwirausaha kategori sangat tinggi (96%). Kurikulum pembelajaran kewirausahaan kategori sangat rendah (53%). Hasil uji signifikansi hubungan menunjukkan terdapat hubungan minat berwirausaha dengan kompetensi wirausaha digital mahasiswa, serta terdapat hubungan kurikulum pembelajaran kewirausahaan dengan kompetensi wirausaha digital mahasiswa. Hasil uji signifikansi pengaruh menunjukkan terdapat pengaruh minat berwirausaha dan kurikulum pembelajaran kewirausahaan terhadap kompetensi wirausaha digital mahasiswa Program Studi Vokasi Tata Busana Universitas Negeri Padang.
Komparasi Pendidikan Kewirausahaan Di Indonesia Dan China Melalui Kewirausahaan Teknologi Informasi Digital Oriza, Wike; Ganefri; Giatman; Yulastri, Asmar; Maksum, Hasan
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3620

Abstract

Tujuan dari penelitian ini untuk mengetahui faktor yang mempengaruhi minat berwirausaha di Indonesia dan China serta perbedaan yang dimiliki dan untuk mengetahui perbandingan atau komparasi pendidikan kewirausahaan antara Indonesia dan China. Metode yang digunakan dalam penelitian ini yaitu study literatur kemudian dianalisis dan ditarik kesmpulan. Hasil kajian literatur menunjukkan bahwa Pendekatan pendidikan kewirausahaan di kedua negara dapat disesuaikan dengan mempertimbangkan perbedaan yang ditemukan untuk memenuhi minat dan motivasi kewirausahaan mahasiswa masing-masing negara. Di China, fokus dapat diberikan pada membangun keyakinan mahasiswa untuk mengatasi rintangan, sementara di Indonesia, penekanan dapat diberikan pada memperkuat kepercayaan bahwa berwirausaha memberikan manfaat. Selain itu, penggunaan profil wirausaha sukses, terutama wirausaha muda, dapat menjadi motivator yang efektif di kedua negara. Indonesia maupun China telah mengambil langkah-langkah penting dalam mengembangkan pendidikan kewirausahaan. Meskipun keduanya menghadapi tantangan yang berbeda, baik Indonesia maupun China memiliki potensi besar untuk terus memajukan pendidikan kewirausahaan dan mendukung generasi muda dalam membangun bisnis yang inovatif dan berkelanjutan. Tumbuh dan berkembang pesatnya kewirausahaan di China dan diIndonesia tidak lepas dari peran teknologi informasi digital. Dunia digital menawarkan sumber daya baru yang sangat luas bagi wirausahawan untuk memanfaatkan peluang mempromosikan bisnis yang digelutinya. Mulai dari pengumpulan data terbuka, konten, kode dan layanan yang tumbuh secara eksponensial hingga kontribusi online penggunan dan komunitas di seluruh dunia. Keywords : Minat Berwirausaha di Indonesia dan China, Pendidikan Kewirausahaan di Indonesia dan China, Teknologi digital.
Self-Efficacy: Meningkatkan Jiwa Kewirausahaan Di Era Digital Marta, Rizkayeni; Ganefri; Yulastri, Asmar; Riyanda, Afif Rahman; Hasan, Hanapi; Yunus, Yuliawati
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3641

Abstract

In the digital era which is full of rapid changes and complex challenges, success in the world of entrepreneurship is not only determined by technical knowledge and skills, but also by psychological factors. The entrepreneurial spirit is very important economically and socially so that entrepreneurship is very important both economically and socially. One of the factors driving the entrepreneurial spirit in the digital era is self-efficacy. Self-efficacy is essential for the willingness to act entrepreneurially, to identify and seize opportunities. Self-efficacy plays an important role in building an entrepreneurial spirit. The method for writing this article adopts the literature review method, articles sourced from the Google Scholar, elsevier, tanfonline platforms. In an effort to improve the entrepreneurial spirit in the digital era, contributions from the world of education are needed, so that educational programs can influence individuals' self-efficacy and self-confidence, supporting them to try, learn, and persist in pursuing an entrepreneurial future. Thus, individuals who have high self-efficacy regarding entrepreneurship will have high self-confidence, thereby triggering enthusiasm to become someone who has an entrepreneurial spirit.
Kontribusi Kecerdasan Emosional dan Hasil Belajar Kewirausahaan terhadap Minat Entrepreneur Mahasiswa Arif, Ahmad; Ganefri; Yulastri, Asmar; Purwanto, Wawan; Wagino; Hidayat, Nuzul; Muslim
Jurnal Ilmiah Pendidikan dan Pembelajaran Vol. 6 No. 3 (2022): Oktober 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jipp.v6i3.54354

Abstract

Rendahnya minat entrepreneur mahasiswa yang disebabkan oleh kecerdasan emosional mahasiswa yang rendah dan hasil belajar kewirausahaan masih di bawah nilai ketuntasan terendah. Penelitian ini memiliki tujuan menganalisis kontribusi kecerdasan emosional dan hasil belajar kewirausahaan terhadap minat entrepreneur mahasiswa. Jenis penelitian adalah kuantitatif dengan metode korelasional dengan jumlah sampel 75 mahasiswa menggunakan proportional random sampling. Metode pengumpulan data dengan wawancara dan kuesioner. Teknik analisis data menggunakan analisis kuantitatif. Ketiga variable sudah dilakukan uji validitas dan reliabilitas. Data penelitian diuji melalui deskripsi dan uji inferensial. Uji deskripsi mengukur rata-rata, nilai terendah, nilai tertinggi, median dan standar deviasi yang sebelumnya dicari uji prasyarat (normalitas, homogenitas, dan multikolinearitas). Pengujian hipotesis dengan pengujian regresi. Hasil penelitian menyatakan bahwa kontribusi kecerdasan emosional terhadap minat entrepreneur mahasiswa adalah 48,9%, kontribusi hasil belajar kewirausahaan terhadap minat entrepreneur mahasiswa adalah 28,8% dan kontribusi kecerdasan emosional dan hasil belajar kewirausahaan terhadap minat entrepreneur mahasiswa adalah 52,7%. Kesimpulannya bahwa terdapat kontribusi kecerdasan emosional dan hasil belajar kewirausahaan terhadap minat entrepreneur mahasiswa. Implikasi penelitian ini diharapkan meningkatkan minat entrepreneur mahasiswa dengan memperhatikan kecerdasan emosipnal dan hasil belajar mahasiswa.
Analisis Bibliometrik Perkembangan Penelitian Kewirausahaan pada Era Teknologi Digital Lili Safitri Diati; Ganefri; Asmar Yulastri; Nizwardi Jalinus; Jonni Mardizal
The Indonesian Journal of Computer Science Vol. 13 No. 3 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i3.3948

Abstract

Entrepreneurship in the digital age has gone through a significant transformation, offering new opportunities for entrepreneurs to enter global markets efficiently and cost-effectively. Access to digital tools and online platforms lowers entry barriers, enabling individuals of diverse backgrounds to launch new ventures and develop innovations that are effective in meeting specific market needs. Amidst this evolution, digital entrepreneurship is becoming key for developing countries to integrate in the global economy, overcoming geographical and infrastructural barriers. Nonetheless, persistent challenges such as the digital divide require investments in infrastructure and technology education to utilize the digital economy inclusively. The dynamic digital marketplace requires entrepreneurs to continuously adapt to the latest technological developments to remain competitive. This research uses bibliometric analysis to map and understand trends in digital entrepreneurship research, identifying 218 relevant documents from 2019 to 2023. This analysis shows that there is significant research interest in this area, with 405 authors contributing to the growth of the literature. This approach reveals relationships between keywords that frequently co-occur, allowing researchers to track the development of research themes and project future directions. The main objective of this study is to present a comprehensive overview of entrepreneurship publications in the digital age and provide a reference for researchers to explore existing research gaps. The results of this bibliometric analysis provide insights into the evolution of educational technology, helping to identify and evaluate recent developments and future trends that are important for guiding future educational research and practice.
Pengaruh Pengetahuan Kewirausahaan dan Media Sosial Terhadap Motivasi Berwirausaha Mahasiswa Vivi Oktavia; Ganefri; Asmar Yulastri; Nizwardi Jalinus; Jonni Mardizal
The Indonesian Journal of Computer Science Vol. 13 No. 3 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i3.3969

Abstract

Kewirausahaan di Indonesia mendapat perhatian sebagai cara untuk merangsang pertumbuhan ekonomi dan menciptakan pekerjaan, khususnya di kalangan lulusan perguruan tinggi, dimana tingkat pengangguran masih tinggi. Terlepas dari upaya yang dilakukan, masih ada kesenjangan antara persiapan mahasiswa dan kesiapan berwirausaha yang sesungguhnya. Penelitian ini bertujuan untuk menganalisis pengaruh pengetahuan kewirausahaan, dan penggunaan media sosial, terhadap motivasi berwirausaha mahasiswa di Universitas Negeri Padang. Menggunakan metode survei dengan kuesioner yang disebar secara online kepada 40 mahasiswa, penelitian ini mengumpulkan data yang kemudian dianalisis dengan regresi linear berganda menggunakan SPSS 29. Hasil uji normalitas Kolmogorov-Smirnov menunjukkan data berdistribusi normal, memungkinkan analisis lebih lanjut. Hasil penelitian menunjukkan bahwa pengetahuan kewirausahaan dan penggunaan media sosial secara signifikan meningkatkan motivasi berwirausaha. Dengan pemahaman yang lebih baik tentang faktor-faktor ini, institusi pendidikan dapat merancang program yang lebih efektif untuk mendorong kewirausahaan di kalangan mahasiswa, mengoptimalkan peran media sosial sebagai alat pendorong kesiapan wirausaha.
Transformation of Students' Career Orientation in the Era of Artificial Intelligence: A Systematic Literature Review Yupelmi, Mimi; Ganefri; Giatman, Muhammad; Krismadinata; Syah, Nurhasan
The Indonesian Journal of Computer Science Vol. 13 No. 3 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i3.4078

Abstract

This research revolves around the challenges faced by students in aligning their career orientation with demands and changes, as many traditional jobs are threatened by AI technology. The aim of this study is to identify trends in the transformation of students' career orientation in the era of Artificial Intelligence (AI), map the career challenges for students in the AI era, analyze the skills and competencies required, and assess the role of educational institutions in supporting this career transformation. The research method applied in this study is a systematic literature review. The initial stages involve collecting literature sources from scholarly databases and proceeding with a screening process to select literature relevant to the research focus. Finally, in-depth analysis of selected literature is conducted to identify patterns, trends, and key points related to the research topic. The results of the study describe that the development of AI technology has a significant impact on students' career orientation in higher education. Furthermore, students also face career challenges such as competition with technology, uncertainty about future employment, and skills gaps. To address these challenges, students need to develop technical AI skills, ethical AI understanding, problem-solving abilities, and continuous learning skills to succeed in the AI job market. On the other hand, higher education institutions should play a proactive role in addressing these challenges by developing relevant curricula, organizing training sessions, collaborating with industries, and enhancing AI learning facilities. Further research is suggested to focus on the implementation of these strategies in the specific context of higher education institutions and evaluate their impact on student career preparedness in the evolving AI era.
Validity of Animated Video-Based Learning Media Development Using Adobe After Effect Application in Grade IV Elementary School Miranda; Taali; Irdamurni; Desky, Abdul Habib Arrasyidi; Ganefri
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.10424

Abstract

This study aimed to develop Indonesian language learning media based on animated videos created with Adobe After Effects for fourth-grade elementary school students. The research employed a Research and Development (R&D) approach using the 4D development model. The research subjects consisted of media experts, material experts, linguists, and Focus Group Discussion (FGD) participants. Data were collected through observation sheets, interview questionnaires, and validation instruments, and analyzed using qualitative and quantitative descriptive techniques. Validation results from experts indicated that the developed media was categorized as “very valid” in all aspects, including media (88.00), material (94.00), and language (90.00). The results of FGDs with teachers showed that the learning media was highly feasible for classroom use, with scores for content feasibility (91.60), language accuracy (92.00), presentation (85.60), and graphics (93.50), resulting in an overall average score of 90.69. The developed media meets key characteristics of effective learning media, as it is engaging, easy to operate, and supports meaningful learning processes. In conclusion, animated video-based learning media using Adobe After Effects is valid, feasible, and appropriate for use in Indonesian language learning at the elementary school level.
Developing Interactive Multimedia for Informatics Learning to Support Quality Education (SDG 4) Delianti, Vera Irma; Agustiarmi, Winda; Ganefri; Yulastri, Asmar; Elfizon
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.13807

Abstract

The rapid development of digital technology requires learning approaches that integrate interactive media to enhance student engagement and conceptual understanding. However, Informatics learning in many senior high schools is still dominated by teacher-centered instruction, which limits students’ opportunities to explore concepts actively. Therefore, innovative digital learning media are needed to support more interactive and student-centered learning environments. This study aims to develop and evaluate interactive multimedia for learning basic computer operations and software functions in Grade 10 Informatics. The research employed a Research and Development (R&D) approach using the Instructional Development Institute (IDI) model, which applies a systematic instructional design through three stages: define, develop, and evaluate. The study involved 30 tenth-grade students and two Informatics teachers at SMA Negeri 2 Bukittinggi, Indonesia. Data were collected through expert validation sheets, teacher and student response questionnaires, and learning outcome tests using a one-group pretest–posttest design. The results show that the multimedia achieved very high validity (4.62) and excellent practicality (90.6%). The effectiveness test produced an N-gain score of 0.60, indicating a moderate level of effectiveness. These findings suggest that the multimedia is valid, practical, and moderately effective for supporting digital learning aligned with Sustainable Development Goal 4 (Quality Education).
Development of a Basic Logic Gate Practicum Module to Support Quality Engineering Education in Digital Electronics Anori, Sartika; Annisa, Syerlie; Fikri, Ryan; Ganefri; Yulastri, Asmar; Efrizon
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.13849

Abstract

Meaningful learning in digital electronics requires hands-on practicum activities to support students’ understanding of abstract logic concepts. However, limited access to appropriate practicum media often hinders effective learning experiences. This study aims to develop and validate a physical Basic Logic Gate practicum module designed to support hands-on learning in digital electronics courses. The study employed a Research and Development approach using the 4D model, completing the Define, Design, and Develop stages up to expert validation and student practicality testing. The developed module consists of a hardware-based logic gate kit that enables students to assemble and test basic logic gate circuits directly during practicum sessions. Content and media validation were conducted by a material expert and a media expert using a Likert-scale instrument, while practicality testing involved 28 undergraduate students. The validation results indicated high validity, with scores of 96.19% from the material expert and 97.14% from the media expert. Practicality testing yielded an average score of 98.57%, indicating that the module is highly practical in terms of usability, functionality, and suitability for practicum implementation. These findings demonstrate that the developed Basic Logic Gate practicum module meets quality standards for instructional media and is feasible for use in digital electronics practicum learning.