Fuadah, Puteri Annisa Tsamrotul
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The Behavioral Intention of Blockchain Adoption Purusottama, Ambara; Sunitiyoso, Yos; Simatupang, Togar Mangihut; Fuadah, Puteri Annisa Tsamrotul
JDM (Jurnal Dinamika Manajemen) Vol 14, No 2 (2023): September 2023
Publisher : Department of Management, Faculty of Economics and Business, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jdm.v14i2.43991

Abstract

Despite the growing urgency, discussions about the diffusion of this technology are still challenging to identify and understand. This study attempts to investigate further the intention of blockchain adoption in society. This study used a survey strategy and was analysed using structural equation modelling. Furthermore, this study collected 96 respondents using a purposive sampling technique. The findings show that a few hypotheses diverged from the developed model. Blockchain adoption is suitable for today's problems and has a relative advantage over other technologies in influencing individual perceptions. However, the limited knowledge of society makes blockchain adoption only focused on a particular context. The role of the social environment is more visible in its significance on the intention to adopt blockchain technology along with individual perceptions. The research model attempted to extend the existing technology adoption behaviour theory widely used to understand technological adoption.
Fostering Creativity Through Digital Art Activities in ScratchJr for Kindergarten in Indonesia Hardiyanti, Widya Dwi; Prayitno, Prayitno; Fuadah, Puteri Annisa Tsamrotul
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 9 No. 6 (2025): In Progress
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v9i6.7181

Abstract

This study aims to describe the process of digital art activities through ScratchJr to develop creativity in early childhood. This study uses a qualitative approach with children aged 5-6 years at Nur Hidayah IT Kindergarten Surakarta. Data collection was carried out through documentation, observation, and interviews. Data analysis uses the qualitative descriptive model of Miles and Huberman, which includes data reduction, data presentation, and conclusion drawing or verification. The results of this study suggest that digital art activities, such as those facilitated by ScratchJr, can encourage children to think imaginatively through a simple coding process that is both creative and fun, leveraging technology. Based on the results of interviews with children's teachers who are allowed to learn using technology more enthusiastically, imagination games such as ScratchJr can provide opportunities to think creatively, and children can freely express themselves with their creativity to make animations. Digital art activities through ScratchJr are recommended for early childhood learning, so that children can gain learning experiences using digital technology and stimulate creativity as a provision for the future.