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PERMEN (Permainan Berhitung): Game Belajar Berhitung Bagi Anak Usia Dini Utama, Ferzha Putra; Omega, Andrei Aiman; Hidayat, Pradifta Irsyad
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 9 No. 1 (2023): Volume 9 No 1 Tahun 2023
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v9i1.1271

Abstract

Abstrak — Kemampuan Kognitif merupakan sebuah proses berfikir untuk dapat menyelesaikan masalah, berfikir logis, dan mengingat. Masa keemasan perkembangan otak manusia terjadi pada usia 5 tahun pertama, umumnya berada pada tingkat Pendidikan Usia Dini dan Taman Kanak-kanak. Anak-anak pada usia tersebut memerlukan pengembangan kemampuan otak terutama pada kemampuan kognitif dengan berbagai rangsangan melalui pendidikan. Penelitian ini bertujuan dalam mengembangkan sebuah aplikasi permainan menghitung (Permen) berbasis smartphone sebagai upaya dalam meningkatkan kemampuan berhitung siswa pada usia dini. Pengembangan aplikasi ini dilakukan dengan pendekatan Human Centered Design (HCD). Setiap siswa yang menggunakan aplikasi ini akan didampingi oleh guru atau orang tua. Untuk mengetahui sejauh mana kemampuan siswa dalam berhitung, dilakukan pre-test yang kemudian akan dibandingkan dengan post-test setelah menggunakan aplikasi. Berdasarkan penelitian, didapatkan hasil pre-test sebesar 63,6 dan hasil post-test sebesar 79 yang menunjukkan terjadinya penambahan kemampuan siswa dalam berhitung dengan menggunakan aplikasi PERMEN. Kata Kunci—Kognitif, anak usia dini, permainan, smartphone, human-centered design Abstract — Cognitive ability is a thinking process to be able to solve problems, think logically, and remember. The golden age of human brain development occurs at the age of the first five years, generally at the level of Early Childhood Education and Kindergarten. Children at that age need the development of brain abilities, especially in cognitive abilities with various stimuli through education. This study aims to develop a smartphone-based counting game application (PERMEN) to improve students' numeracy skills early. The development of this application is carried out using the Human-Centered Design (HCD) approach. A teacher or parent will accompany every student who uses this application. To determine how far the students' ability in arithmetic is, a pre-test is carried out, which will then be compared with the post-test after using the application. Based on the research, the pre-test results were 63.6, and the post-test results were 79, which indicated an increase in students' ability to count using the PERMEN application. Keywords—Cognitive, early childhood, games, smartphone, human-centered design
Analysis of Digital Marketing Adoption Behaviour in MSMEs in Bengkulu City using the UTAUT-3 Model Renaningtias, Nurul; Hidayat, Pradifta Irsyad; Erlansari, S.T.,M.Eng, Aan
Sistemasi: Jurnal Sistem Informasi Vol 13, No 6 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i6.3631

Abstract

Micro, Small and Medium Enterprises (MSMEs) are business groups engaged in the economy and are the largest economic actors in Indonesia that support the increase in Indonesia's economic income, Based on the latest data from the Cooperatives and SMEs Office of Bengkulu City in 2019 stated that the total MSMEs in Bengkulu City amounted to 45,702 MSMEs. This study aims to analyze the behavior of digital marketing adoption in MSMEs in Bengkulu City with the aim of finding factors that influence digital marketing adoption behavior in MSME actors and how MSME actors behave towards digital marketing adoption. This research is a quantitative research using the Unified Theory of Acceptance and Use of Technology-3 (UTAUT-3) Model. Data collection was carried out in this study by distributing questionnaires to 100 respondents of MSME actors. Data analysis performed using SmartPLS 4 software. The results of this study show that Performance Expectancy, Social Influence, Hedonic Motivation influence the behavioral intention of using digital marketing in MSME actors in Bengkulu City. Performance Expectancy has the strongest influence with a path coefficient value of 0.481 which means MSME players adopt digital marketing because it can develop their business, help promotion, increase productivity, and increase business sales. While Habit and Behavioural Intention can directly affect the behavior of using digital marketing in MSME actors. It is known that the most widely used digital marketing platform is WhatsApp with 94% of users, the social environment has proven to be more influential than innovation from within MSME actors in adopting digital marketing.