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Pemberdayaan UMKM melalui Literasi Kecerdasan Buatan dan Teknologi Augmented Reality untuk Transformasi Ekosistem Kewirausahaan Digital di Kelurahan Masale Kota Makassar: Penelitian Amraeni, Amraeni; Alisyahbana, Andi Naila Quin Azisah; Mushaf, Mushaf; Syukur, Pramudya Asoka; Masna, Ummul Khaeri; Andri, Dian Puspita Sari; Isma, A; Dewantara, Hajar
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 2 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 2 (October 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i2.3543

Abstract

The low level of digital adoption among Micro, Small, and Medium Enterprises (MSMEs), particularly in tax administration and marketing, continues to hinder competitiveness. This community service program focuses on empowering MSMEs in Masale Sub-district, Makassar City through Artificial Intelligence (AI)-based tax literacy and the use of Augmented Reality (AR) for digital promotion. The activity aims to enhance MSME capacity through AI literacy training for tax management and the application of AR in digital marketing strategies. The method used is Participatory Action Research (PAR), implemented through socialization, smart tax and AR content creation training, mentoring, and evaluation using pre-test and post-test. The results show a significant improvement, with the average accuracy increasing from 48.2% in the pre-test to 91.8% in the post-test. This program effectively strengthens MSMEs’ digital skills, improves operational efficiency, and expands AR-based promotional reach, all of which contribute to building a sustainable digital entrepreneurship ecosystem.
Extending the Technology Acceptance Model (TAM) to Predict Student Learning Outcomes in GNS3 Based Networking Education Masna, Ummul Khaeri; Salim, Agus; Ramadani, Fitra; Baso, Fadhlirrahman
Information Technology Education Journal Vol. 5, No. 1, February (2026)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v5i1.265

Abstract

Purpose – This study investigates the factors influencing network simulator acceptance and its direct impact on learning outcomes within the Department of Informatics and Computer Engineering. It addresses the gap between technology adoption and actual academic success in a technical vocational context. Design/methods/approach – A quantitative approach using the Technology Acceptance Model (TAM) was applied. Data from 187 students were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM) via SmartPLS 4.0, employing a 5,000-resample bootstrapping procedure. Findings – Results confirm that Perceived Usefulness significantly drives Behavioral Intention (β= 0.774, p < 0.001), while Perceived Ease of Use is non-significant (β = 0.150, p = 0.166). Crucially, Behavioral Intention strongly predicts Learning Outcomes (β = 0.849, p < 0.001). The model exhibits substantial predictive power, explaining 83% of the variance in intention (R2 = 0.830) and 72.1% in learning outcomes (R2 = 0.721). Research implications/limitations – Engineering pedagogy should prioritize demonstrating the industrial utility of simulators over interface simplicity. Limitations include the cross-sectional design and reliance on self-reported data within a single department, which may affect generalizability. Originality/value – This research empirically bridges technology acceptance with tangible academic performance in the Indonesian technical education context. It provides a validated framework for enhancing technical competencies through strategic tool integration.