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Implementation of Hybrid Cloud Architecture: A Data Scalability Solution in The Msme Sector Muhammad Singgih Zulfikar Ansori; Arif Surachman; Miftakhus Surur
Al-Kharaj: Jurnal Ekonomi, Keuangan & Bisnis Syariah Vol. 8 No. 2 (2026): Al-Kharaj: Jurnal Ekonomi, Keuangan & Bisnis Syariah
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/alkharaj.v8i2.11632

Abstract

Micro, Small, and Medium Enterprises (MSMEs) face significant challenges in managing data volatility and digital transformation costs. This research explores the implementation of hybrid cloud architecture as a strategic solution for data scalability within the MSME sector. Using a qualitative descriptive approach supported by a systematic literature review, this study analyzes how hybrid cloud integration balances the cost-efficiency of public clouds with the security and control of private infrastructures. The findings indicate that hybrid cloud systems allow MSMEs to scale their operational data dynamically during peak periods without incurring prohibitive capital expenditures. Furthermore, the study identifies that technical readiness and managerial support are critical determinants in successful cloud adoption. This research provides a framework for MSME owners and policymakers to enhance digital competitiveness through scalable IT infrastructure.
Developing an Educational Logic Programming Game for High School Students Using C++ Arif Surachman; Muhammad Singgih Zulfikar Ansori; Miftakhus Surur
Al-Kharaj: Jurnal Ekonomi, Keuangan & Bisnis Syariah Vol. 8 No. 2 (2026): Al-Kharaj: Jurnal Ekonomi, Keuangan & Bisnis Syariah
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/alkharaj.v8i2.11633

Abstract

Computational thinking and logic programming are essential skills in the 21st-century curriculum, yet many high school students find traditional syntax-based learning daunting. This research aims to develop an educational game designed to teach logic programming concepts to high school students using the C++ language. The development follows the Game Development Life Cycle (GDLC), incorporating phases from initiation to release. The game focuses on algorithmic problem-solving, control structures, and logical operators through an interactive, gamified interface. Evaluation using the Technology Acceptance Model (TAM) indicates high levels of perceived usefulness and ease of use among students. The results suggest that gamification significantly lowers the cognitive barrier to entry for C++ programming, fostering a more engaging learning environment for novice programmers.