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Factors Influence Entrepreneurial Intention Andika Chandra Prasetyo; Sudibyo, Toto; Miftah, Moh; Nurkhayati, Nurkhayati
Moneter: Jurnal Keuangan dan Perbankan Vol. 12 No. 2 (2024): JULI
Publisher : Universitas Ibn Khladun Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/moneter.v12i2.919

Abstract

The employment rate in Indonesia in August 2022 reached 5.86%. One of the solutions to overcome unemployment is entrepreneurship. Based on Perpres Nomor 115 Tahun 2021, national priorities one and three in the 2020 RKP are “Pembangunan Manusia dan Pengentasan Kemiskinan” and “Nilai Tambah Sektor Riil, Industrialisasi dan Kesempatan Kerja”. To strengthen economic resilience to achieve quality and equitable growth, two indicators are used, namely an increase in the national entrepreneurship ratio 3.9% and the growth of new entrepreneurs of 4% by 2024. In 2022, Indonesia’s entrepreneurship ratio was still around 3.47%. The low ratio of entrepreneurship raises the question, of what factors influence a person’s entrepreneurial intention so that there is a desire for entrepreneurship in the workforce in Indonesia.
YouTube Streaming Performance Over Wi-Fi: A Resolution-Based Analysis Haries Anom Susetyo Aji Nugroho; Sonhaji; Andika Chandra Prasetyo
PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Vol. 13 No. 1 (2025): Maret 2025
Publisher : LPPM Universitas Islam 45 Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/piksel.v13i1.10580

Abstract

The quality of YouTube video streaming services affects the learning process through video streaming. With poor video service quality, it will disrupt the process of obtaining information. Therefore, there is a need for good video service quality following existing service quality standards on the internet network, according to ITU. Streaming video on YouTube consists of several resolutions. The higher the video resolution, the better the video quality but inversely proportional to the greater the internet bandwidth required. This research tries to compare the quality of YouTube video streaming services at 480p and 720p resolutions to find out if there is a significant difference between the two resolutions of video streaming services. The results obtained from this study are to determine whether or not there is a significant difference between 480p and 720p video streaming services as a consideration in determining network service policies. The method used in this research is to observe data collection directly on WiFi spread in the university environment and the data is processed to get quality of service value at 480p and 720p video resolution. Then the results of the data processing are analyzed again with statistical tests to obtain information from the comparison of the two streaming video resolutions in terms of throughput, jitter, delay, and packet loss. The results of the research show that there are no significant differences in delay, jitter, throughput, and packet loss on YouTube video streaming services at 480p and 720p resolutions.
MEMBANGUN KETERAMPILAN UI/UX DESIGNER SISWA SMA/SMK MELALUI PELATIHAN PRAKTIS DENGAN FIGMA UNTUK MENINGKATKAN DAYA SAING DI ERA DIGITAL Andika Chandra Prasetyo; Nurkhayati, Nurkhayati; Moh Miftah; Toto Sudibyo; M. Ujang Adi Setiawan; Syafiq Assyakur Nurdin; Nur Laeli Amaliyah; Dzaky Khoirun Nisa; Jihan Nazihah Kuswanti; Nadia Sofarotun
J-ABDI: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 5 (2025): Oktober 2025
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53625/jabdi.v5i5.11430

Abstract

Transformasi digital yang pesat menuntut keterampilan UI/UX, terutama di wilayah dengan akses terbatas seperti Kabupaten Tegal. Sebagai solusi, program Pengabdian Kepada Masyarakat ini menyelenggarakan pelatihan UI/UX menggunakan Figma untuk siswa SMA. Tujuannya adalah mengatasi kesenjangan keterampilan, meningkatkan literasi teknologi dan mendukung pengembangan produk digital lokal. Metode hands-on training mencakup materi dasar, praktik langsung dengan Figma dan pendampingan pasca-pelatihan untuk proyek nyata. Target luaran meliputi peningkatan kompetensi peserta, pembuatan desain untuk mitra lokal, modul digital dan pembentukan komunitas berkelanjutan. Evaluasi program mengukur pemahaman Figma, kemampuan membuat wireframe, prototyping serta penerapan desain responsif. Diharapkan program ini dapat meningkatkan literasi digital masyarakat Tegal, memperkuat kolaborasi dan berdampak jangka panjang pada ekosistem digital lokal, sejalan dengan tujuan pembangunan berkelanjutan dalam pendidikan dan inovasi teknologi.