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Rethinking Assessment in the Digital Age: Pedagogical Implications and Challenges Nadya Fadillah Fidhyallah; Rizka Zakiah; Kusworo
Journal of Educational Technology Innovation and Applications Vol. 1 No. 01 (2025): Journal of Educational Technology Innovation and Applications
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/jetia.v1i01.985

Abstract

The digital revolution has transformed various aspects of education, including assessment practices. This article explores the pedagogical implications and challenges of rethinking assessment in the digital age. Grounded in current literature, the article presents a conceptual framework for digital assessment and discusses the key aspects of assessment innovation, technological integration, and equity concerns. Drawing from recent empirical and theoretical contributions, this study argues that assessment must evolve to reflect the demands of 21st-century learning. The results and discussion are organized into three sections: innovative assessment models, technology integration in assessment, and equity and accessibility. Each section includes an analysis supported by a data table. The study concludes with a call for reflective and inclusive assessment design responsive to digital learning environments.
Pengembangan Media Pembelajaran Berbasis Powerpoint Interaktif pada Materi Marketing Mix (7P) untuk Siswa SMK Bisnis Ritel Fahmawati Siti Zubaedah; Nadya Fadillah Fidhyallah; Rizka Zakiah
Jurnal Ilmiah Ekonomi dan Manajemen Indonesia Vol. 2 No. 1 (2026): JANUARI -JUNI
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/5dj40p55

Abstract

This study aims to develop interactive PowerPoint-based learning media on Marketing Mix (7P) material for retail business vocational high school students and determine the feasibility level of the developed media. This study used the Research and Development (R&D) method with the ADDIE development model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The resulting product is an interactive PowerPoint learning media equipped with learning materials, learning videos, interactive quizzes, Marketing Mix (7P) simulations, learning evaluations, and navigation that makes it easier for students to learn independently or with the teacher. Feasibility testing was carried out by material experts, media experts, and instructional design experts, as well as tested on students through small group and large group tests. The results showed that the developed learning media obtained material expert validation scores of 94%, media experts 96%, and instructional design experts 86%, all of which were in the Very Feasible category. The results of trials on students showed a feasibility percentage of 88% in the small group and 99% in the large group with the Very Feasible category. Overall, the interactive PowerPoint-based learning media obtained an average feasibility of 93% in the Very Feasible category. These results indicate that the developed media is feasible to use as a learning medium on Marketing Mix (7P) material, able to increase student engagement, provide a more interactive learning experience, and help students understand marketing concepts more effectively.
Harnessing The Power of Instagram: Key Factors Influencing Followers' Visit Intentions to Cultural Destinations Daru Putri Kusumaningtyas; Raya Sulistyowati; Daniel Pungkas Prastia Wibowo; Sajiwo Tri Prakoso; Rizka Zakiah; Fitra Dila Lestari
Journal of Business and Behavioural Entrepreneurship Vol. 9 No. 2 (2025): Journal of Business and Behavioural Entrepreneurship
Publisher : Fakultas Ekonomi, Universitas Negeri Jakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JOBBE.009.2.06

Abstract

This study explores the influence of Museum Generated Content (MGC) on Instagram on perceptions of information quality, customer service, and intention to visit Sonobudoyo Museum. Through quantitative methods and SEM PLS analysis, this study identified that accurate, relevant, and responsive museum content on social media has a significant impact on forming positive perceptions and increasing intention to visit. By involving 206 respondents who are followers of museum Instagram accounts, this study provides in-depth insights into the role of social media in the cultural tourism sector, especially in attracting the interest of the younger generation who are increasingly dependent on digital information in making travel decisions. This study also fills the literature gap regarding the impact of MGC on social media, making an important contribution to the academic understanding of digital marketing in the museum industry. The results of the study Museum Generated Content (MGC) on Instagram has a positive and significant influence on perceptions of information quality, perceptions of service, and intention to visit Sonobudoyo Museum. Accurate, complete, and up-to-date content, as well as responsive and sincere service, have been shown to play an important role in building positive perceptions and increasing intention to visit.
The Effect of Academic Stress and Time Management on Academic Procrastination, with Cyberloafing as an Intervening Variable, among Students of SMKN 8 Jakarta Ahmad Syarif; Annisa Lutfia; Rizka Zakiah
Jurnal Ilmiah Wahana Pendidikan Vol 12 No 6.B (2026): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study analyzes the effect of academic stress and time management on academic procrastination, mediated by cyberloafing, among SMKN 8 Jakarta students. Using a quantitative approach, a sample of 257 students was selected from a 715-students population (grades 10 and 11) via proportional random sampling and the Slovin formula. Data were analyzed using PLS-SEM via SmartPLS 4.0 software. Outer model tests confirmed convergent validity, discriminant validity (HTMT < 0,90), and reliability (composite reliability and cronbach’s alpha > 0,70). Inner model evaluation yielded an R-Square of 0,082 for cyberloafing and 0,445 for academic procrastination. Direct effect tests proved academic stress (β = 0,402; t-value = 8,259; p-value = 0,000) and cyberloafing (β = 0,331; t-value = 4,702; p-value = 0,000) positively affect academic procrastination, while time management affects it negatively (β = -0,294; t-value = 5,651; p-value = 0,000). Academic stress positively affects cyberloafing (β = 0,238; t-value = 3,802; p-value = 0,000), whereas time management affects it negatively (β = -0,166; t-value = 2,742; p-value = 0,006). Cyberloafing positively mediates the effect of academic stress (β = 0,079; t-value = 3,558; p-value = 0,000) and negatively mediates the effect of time management (β = -0,055; t-value = 2,104; p-value = 0,035) on academic procrastination. Ultimately, academic procrastination is driven by seeking enjoyable activities, academic stress primarily stems from family expectations, effective time management requires distraction-free environments, and cyberloafing mostly involves social media use during class.
Pengaruh Live Streaming, Countdown, dan Influencer Terhadap Impulsive Buying pada Pengguna TikTok Shop dengan Emotional Arousal sebagai Variabel Mediasi Ferdila Ayu Wandansari; Andi Muhammad Sadat; Rizka Zakiah
JURNAL ILMIAH EKONOMI, MANAJEMEN, BISNIS DAN AKUNTANSI Vol. 3 No. 4 (2026): JULI
Publisher : CV. KAMPUSA AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jemba.v3i4.2586

Abstract

This study aims to analyze the influence of live streaming, countdown timers, and influencers on impulsive buying among TikTok Shop users, with emotional arousal serving as a mediating variable. The research employed a quantitative approach using a survey method. The population consisted of TikTok Shop users in Indonesia aged 17 years and above who had purchased products through the live streaming feature at least twice within the last three months and resided in the Greater Jakarta area (Jabodetabek). A non-probability sampling technique with a purposive sampling method was used, resulting in a sample of 290 respondents. Data were collected through a questionnaire using a Likert scale. This study was based on the Stimulus–Organism–Response (S-O-R) theory, which explains the relationship between external stimuli, individuals’ internal psychological states, and their behavioral responses. Data analysis was conducted using Structural Equation Modeling (SEM) with the Partial Least Squares (PLS) approach and processed using SmartPLS version 4. The results indicate that Live Streaming (LS), Countdown Timers (C), Influencers (IF), and Emotional Arousal (EA) have positive and significant effects on Impulsive Buying (IB). Furthermore, Live Streaming (LS), Countdown Timers (C), and Influencers (IF) have positive and significant effects on Emotional Arousal (EA). The findings also reveal that Emotional Arousal (EA) significantly mediates the effects of Live Streaming (LS), Countdown Timers (C), and Influencers (IF) on Impulsive Buying (IB).