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Ketika Tren Menjadi Peluang : Analisis Sosiologi Ekonomi Atas Perilaku Bisnis Gen Z di Era Digital Nur Syafika; Aini Nurpratiwi; Lukman Ismail; Nasriah Nasriah
Journal of Management and Social Sciences Vol. 4 No. 1 (2025): Journal of Management and Social Sciences
Publisher : Sekolah Tinggi Ilmu Administrasi Yappi Makassar Jl. Sumba no 46, Kota Makassar, Sulawesi Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jimas.v4i1.1720

Abstract

The digital era has brought significant changes to various aspects of human life, including business behavior among the younger generation, especially Generation Z. This generation, which grew up amidst technological advances, has special characteristics, such as high dependence on digital technology, rapid adaptability, and a tendency to take advantage of trends to create business opportunities. This study aims to understand the phenomenon of Generation Z business behavior in the digital era through a qualitative approach with a literature study method. The results of the study show that Generation Z is not only a passive consumer, but also an innovator who utilizes digital platforms to overcome global economic challenges. Using an economic sociology approach, this study explores various social, cultural, and economic factors that influence their business behavior. In addition to offering opportunities, digital transformation also brings challenges in the form of competition between platforms that require adaptive strategies from business actors. This study emphasizes the importance of strategic responses that are in line with Generation Z's values ​​and preferences to achieve sustainability in the modern era.
Meningkatkan Hasil Belajar IPS melalui Penerapan Kuis Interaktif Berbasis Teknologi Siswa Kelas 8 SMPN 1 Barru Muhammad Nawir; Aini Nurpratiwi; Dimas Mulyadin
SOSIAL : Jurnal Ilmiah Pendidikan IPS Vol 3 No 1 (2025): SOSIAL : Jurnal Ilmiah Pendidikan IPS
Publisher : Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/sosial.v3i1.580

Abstract

This study was conducted because of the lack of interest in learning the IPS subject of grade IX junior high school which according to the students always makes them sleepy. The low interest in learning students can be seen from the minimal participation in class discussions and the lack of motivation to complete assignments. To overcome this, learning innovation was carried out by utilizing Game Based Learning Quizizz, an interactive quiz platform based on gamification that can increase student motivation. This study aims to test whether the use of Quizizz can increase students' interest in learning in IPS. This Classroom Action Research (CAR) was conducted in two cycles, each consisting of the planning, implementation, observation, and reflection stages, with 31 subjects of grade IX students of SMPN 1 Barru. Data were collected through observation, questionnaires, and interviews, then analyzed descriptively qualitatively and quantitatively. The results showed that the use of Quizizz significantly increased students' interest in learning. In Cycle 1, there was an increase in interest in learning, although some students still had difficulty using the application and many were still not interested and lacked learning. After improvements in Cycle 2, 90% of students became more active and enthusiastic, supported by interview results which showed that students felt more motivated and enjoyed learning through interactive quizzes because they could see their scores directly using the LCD.