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ANALISIS PERANAN USAHA KECIL DAN MENENGAH TERHADAP PENYERAPAN TENAGA KERJA DI KABUPATEN KEBUMEN Prasetyo, Anton; Huda, Miftahul
Fokus Bisnis : Media Pengkajian Manajemen dan Akuntansi Vol 18 No 1 (2019): Fokus Bisnis
Publisher : P4M STIE Putra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (558.576 KB) | DOI: 10.32639/fokusbisnis.v18i1.309

Abstract

This research aims to analyze the factors that influence the role of Small and Medium Enterprises (SMEs) on employment, namely capital, sales volume, type of business, length of business, and wages. Empirical data is presented to prove that the role of small and medium enterprises on employment is influenced by capital, sales volume, type of business, length of business, and wages. Multiple regression analysis through the SPSS program was used as a research test tool. The research data was obtained from SMEs businesses, Central Bureau of Statistics and the SMEs Office to test scientifically whether capital, sales volume, type of business, duration of business, and wages affect employment. Research results show that the duration of the business influences the absorption of labor while capital, sales volume, type of business, and wages do not affect employment. Keywords: SMEs, capital, sales volume, type of business, length of business, wages
Training on making learning videos using OBS studio Rizana, Dani; Huda, Miftahul
Community Empowerment Vol 6 No 5 (2021)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (451.887 KB) | DOI: 10.31603/ce.4527

Abstract

The Covid-19 pandemic has changed many things. Likewise, the world of information technology is developing so rapidly. The lesson is, when these two conditions meet, it will have an impact on the acceleration of the process of adopting information technology in all lines of life, including the world of education. Like it or not, the teachers have to prepare materials and an online learning process. One of them is using the OBS Studio application. The implementation method of the service includes lectures, demonstrations, exercises / practices, mentoring, and questions and answers. The result of the training activity was an increase in participants' understanding of using OBS Studio to make communicative and easy videos so that they could support online lectures during the Covid-19 pandemic.
EVALUASI USER INTERFACE PADA SISTEM INFORMASI AKADEMIK DI STIE PUTRA BANGSA MENGGUNAKAN METODE USER CENTERED SYSTEMS DESIGN Huda, Miftahul .; Winarno, Wing Wahyu; Lutfi, Emha Taufiq
JURNAL EKONOMI DAN TEKNIK INFORMATIKA Vol 5 No 1 (2017): JURNAL EKONOMI DAN TEKNIK INFORMATIKA
Publisher : Politeknik Sawunggalih Aji

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (963.304 KB)

Abstract

This study aimed to evaluate the user interface of academic information system on ease of use (usability), provide recommendations based on the evaluation to enhance academic information systems and produce prototype user interfaceto enhance user acceptance levels of the academic information systems.The object of this study is academic information systems. This study uses a user centered design systems with some aspectsof the variables in the form of Visual Clarity, Consistency, Informative Feedback, Explicitness, Appropriate functionality,Flexibility and control. The sampling technique in this study using simple random sampling technique with a numberresponeden 30.Results from this study shown that the overall academic information system otherwise well. While the results show thatthe respondent's response assessment of academic information system on flexibility and control aspects of assessing4.44% for an answer "strongly disagree", 27.78% for an answer "do not agree", it shows that there are still many usersof information systems academic difficulty in using it.
EFEKTIVITAS PROMOSI MELALUI MEDIA SOSIAL PADA UMKM DI KABUPATEN KEBUMEN Miftahul Huda; Anton Prasetyo
JURNAL EKONOMI DAN TEKNIK INFORMATIKA Vol 8 No 1 (2020): JURNAL EKONOMI DAN TEKNIK INFORMATIKA VOL. 8 NO. 1 FEBRUARI 2020
Publisher : Politeknik Sawunggalih Aji

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (649.098 KB) | DOI: 10.37601/jneti.v8i1.126

Abstract

Micro small and Medium Enterprises (MSMEs) are a sector that is very influential on the development of the Indonesian economy. The development of information technology makes it easier for MSMEs to market their products, one of which is through social media. Promotion effectiveness is measured by the AIDA concept (Attention, Interest, Desire, Action). This study aims to: 1) determine the effectiveness of promotions by using the AIDA method on consumer buying interest. 2) find out the most dominant variable influencing the increase in consumer buying interest. The sample in this study were 100 account holders who were active and followed a minimum of 1 MSME account in Kebumen Regency. The method of data analysis uses multiple regression analysis. The results of the study concluded that the effectiveness of promotion through social media on MSMEs in the District was included in the good category. This is evidenced by interest, desire, action variables that have a significant effect on purchasing decisions, while attention factors have no significant effect on purchasing decisions. Interest is the most dominant factor in influencing promotion through social media.
ANALISIS USER EXPERIENCE PADA GAME MOBILE LEGEND VERSI 1.4.14.4454 DENGAN MENGGUNAKAN GAME-DESIGN FACTOR QUESTIONNAIRE Miftahul Huda
JURNAL EKONOMI DAN TEKNIK INFORMATIKA Vol 8 No 1 (2020): JURNAL EKONOMI DAN TEKNIK INFORMATIKA VOL. 8 NO. 1 FEBRUARI 2020
Publisher : Politeknik Sawunggalih Aji

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (311.971 KB) | DOI: 10.37601/jneti.v8i1.127

Abstract

This research tries to analyze user experience on legend mobile games. This study also supports providing an evaluation of the analysis of the game to improve the level of acceptance of online game users. The object of this research is the legend of online mobile games. This research was conducted in the application of quantitative methods in the application of quantitative descriptive. Legend mobile online games were analyzed using questionnaire game design factors with research variables namely Game Goals, Game Mechanisms, Interactions, Freedom, Fantasy Games, Narratives, Sensations, Game Values, Challenges, Social, Mysteries and Flow. Sampling in this study uses non-probability sampling technique that is sampling technique that does not provide equal opportunities for everyone or members who use a sample with 100 respondents. The results of this study indicate in general the legend of online mobile game applications is very evident from the results of the analysis of respondent responses. Of 76%, freedom with a percentage, 77%, and fantasy games with a percentage, 75%.
EVALUASI USABILITY WEBSITE STIE PUTRA BANGSA SEBAGAI MEDIA INFORMASI PERGURUAN TINGGI Miftahul Huda
JURNAL EKONOMI DAN TEKNIK INFORMATIKA Vol 6 No 2 (2018): Jurnal Ekonomi Dan Teknik Informatika
Publisher : Politeknik Sawunggalih Aji

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (478.562 KB)

Abstract

This study aims to evaluate the website interface on its usage convenince (usability). It also aims to providerecommendation based on the evaluation as an attempt to improve user acceptance level of the website. The object of this research is STIE Putra Bangsa website. The research is conducted in the application ofquantitative method in the approach of descriptive quantitative. Website is analized by the use of variables, namelydownload delay, navigation, interactivity, responsiveness, information, and user satisfaction. Simple random samplingis the sampling techique used in conducting this research with 94 respondents. The result of this research in the aspect of download delay it values the percentage of 75.80%. In the aspect ofnavigation it values the percentage of 72.94%. In the aspect of interactivity it values the percentage of 74.73%. In theaspect of responsiveness it values72.34%. In th aspect of information content it values 73.67%. In the aspect of usersatisfaction it values 72.96%. The above research results show that STIE Putra Bangsa is classified as good overall.
Perancangan Dan Implementasi Aplikasi Elearning Berbasis Web Dan Android Miftahul Huda
JURNAL EKONOMI DAN TEKNIK INFORMATIKA Vol 10 No 2 (2022): JURNAL EKONOMI DAN TEKNIK INFORMATIKA
Publisher : Politeknik Sawunggalih Aji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37601/jneti.v10i2.216

Abstract

One of the applications in the internet-based and website-based and android-based learning process is elearning. Problems that often arise in the learning process require an elearning media which is expected to help lecturers and students in providing information in the form of materials, assignments, discussions and exams that can be done anywhere quickly and efficiently. Therefore, it is necessary to plan and implement elearning in the learning process. The method in this research is the research and development method (Research and Development). The method is used to obtain information about user needs while development activities are carried out to produce learning tools. The result of this study is to produce web-based and android-based elearning applications. The elearning application was created using the Moodle LMS based on the analysis of the ongoing system as well as from the analysis of the system design. The elearning application is also tested with several browsers and the elearning application runs well. Elearning applications can be run using a Desktop PC or Android
ANALISIS KUALITAS WEBSITE UNIVERSITAS SEBAGAI MEDIA INFORMASI DENGAN METODE WEBQUAL 4.0 Miftahul Huda
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 4 No. 1 (2023): Jurnal Indonesia : Manajemen Informatika dan Komunikasi (JIMIK)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) AMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v4i1.166

Abstract

A university website is a website dedicated to providing information services to the academic community at large and to the general public. The importance of the university website as an information provider should be assessed and adjusted to ensure that the website offers many benefits. The evaluation process uses the WebQual 4.0 model with three dimensions as independent variables: website quality, usability, information quality, and service interaction quality, and user satisfaction as the dependent variable. The subject of this research is the Putra Bangsa University website. The sampling technique used a simple random sampling technique. This study used questionnaire-based primary data with 29 question items and 95 respondents. It received a 78.82% rating in user testing for usability. In terms of information quality, it received a rating of 79.36%. The quality of service interactions received a rating of 78.38%. It has a user satisfaction rating of 79.55%. This put the Putra Bangsa University website in the very user-friendly system category. The results of the hypothesis building analysis as a whole are accepted. The independent variables usability, information quality, and service interaction quality are correlated and closely related to user satisfaction as the dependent variable.
PERANCANGAN SISTEM INFORMASI KEPEGAWAIAN CV. LANGSUNG JAYA BERBASIS WEBSITE Miftahul Huda
Technology and Informatics Insight Journal Vol. 1 No. 1 (2022): TIIJ
Publisher : LP3M Universitas Putra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32639/tiij.v1i1.27

Abstract

Sistem informasi memberikan banyak manfaat bagi penggunanya dengan menerapkan teknologi-teknologi terbaru sehingga system tersebut dapat digunakan secara maksimal dan efektif. Salah satu yang membutuhkan adanya system informasi yaitu CV. Langsung Jaya. CV. Langsung Jaya membutuhkan system informasi kepegawaian untuk mengelola data kepegawaian tersebut. Saat ini pengelolaan data kepegawaian masih sangat sederhana dan kelengkapan data yang ada masih sangat kurang. Adanya kebutuhan akan system informasi kepegawaian dalam penelitian ini yaitu menggunakan metode deskriptif. Selain itu metode pendekatan system yang digunakan adalah pendekatan terstruktur dan metode pengembangan sistem menggunakan metode Prototype. Hasil dari penelitian ini yaitu memberikan rancangan pada system kepegawaian di CV. Langsung Jaya dengan use case system kepegawaian dan gambaran kasar atau prototype yang tersetruktur.
PERANCANGAN SISTEM APLIKASI CARI TEMAN BARU "MATCHLOVE" Binti Murtaziqoh; Miftahul Huda; Widiyas Rahmawati; Maeta Ayuning Tias; Ariyanto Ariyanto; Andy Irawan Saputra
Jurnal Ekonomi dan Teknik Informatika Vol 11 No 2 (2023): JURNAL EKONOMI DAN TEKNIK INFORMATIKA
Publisher : Politeknik Sawunggalih Aji

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37601/jneti.v11i2.236

Abstract

Manusia sebagai makhluk sosial sangat membutuhkan interaksi dengan teman sebaya dalam kehidupan sehari-hari. Namun, dalam era digital saat ini, seringkali sulit untuk menemukan teman dengan minat yang cocok dan membangun hubungan yang lebih dalam. Untuk mengatasi tantangan ini, penelitian ini bertujuan merancang sistem aplikasi MatchLove yang memfasilitasi pencarian teman baru berdasarkan minat dan preferensi pengguna. Dengan menggunakan metode prototype, analisis kebutuhan pengguna dilibatkan dalam merancang desain awal yang dapat diuji dan dievaluasi. MatchLove memiliki antarmuka intuitif dan fungsional untuk mencari teman baru berdasarkan minat pengguna. Aplikasi ini menggunakan fitur pencarian cerdas untuk mengidentifikasi potensi teman yang sesuai dengan hobi, preferensi, dan kesamaan lainnya. Selain itu, aplikasi ini juga menyediakan rekomendasi hubungan yang cocok dengan minat pengguna. Diharapkan MatchLove dapat membantu pengguna dalam mencari teman baru dengan minat yang cocok dan membangun hubungan yang lebih dalam. Melalui penggunaan metode prototype, desain awal yang dapat dievaluasi oleh pengguna dapat membantu pengembangan aplikasi ini di masa depan. Dengan MatcLove, diharapkan manusia dapat menjalin interaksi sosial yang bermakna dengan sahabat baru yang sejalan dengan minat dan kesukaan mereka.