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Unlocking Potential: Knowledge Management Maturity Assessment And The Imperative Of Integrated People-Process-Technology Moh Muzammil; Meirani Harsasi; Faridah Iriani
EKOMBIS REVIEW: Jurnal Ilmiah Ekonomi dan Bisnis Vol 14 No 1 (2026): Januari
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/ekombis.v14i1.8688

Abstract

This study aimed to ascertain the Knowledge Management (KM) maturity level at a technology-driven, open and distance education university in Indonesia. KMM was assessed across three core indicators: people, process, and technology. To capture respondent perceptions, each indicator was delineated into five progressive levels, with every level featuring at least one statement requiring respondent endorsement. Respondents' agreement was measured using a 5-point or a 2-point response scale. The study population comprised all university staff (lecturers and administrators); utilizing simple random sampling, and 157 valid responses were collected. The findings revealed that the People indicator scored Level 2 (60.6%) and the Process indicator also at Level 2 (65.2%), while the Technology indicator demonstrated a significantly higher maturity at Level 5 (70.5%). This indicates that the maturity of both the People and Process dimensions remains comparatively low relative to Technology. Consequently, strategic interventions are essential to enhance these indicators, thereby contributing to the improved management and development of distance education institutions.
Penguatan Budaya Digital Berkarakter melalui Metode Permainan pada Siswa Sekolah Dasar di Rawamangun, Jakarta Timur Selly Anastassia Amellia Kharis; Sri Maulidia Permatasari; Sajida Humaira; Melisa Arisanty; Sri Sukatmi; Moh Muzammil; Muhammad Firman Karim; Nurmala Pangaribuan
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 6, No 2 (2026): Abdira
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v6i2.1961

Abstract

Character-based digital culture is a fundamental competency that every child should posses, particularly in responding to the rapid development of digital technology. It serves as an important foundation for shaping national identitiy and guiding the attitudes of younger generations in addressing various issues amid globalization and digital transformation. One effort to strengthen this culture is through game-based activities designed in an educational and contextual manner. These activities integrate national character values into the use of the digital world. The objective of this activity is to enhance character-based digital culture among elementary school students through a game-based approach. The participants were elementary school students in Rawamangun, East Jakarta. The method employed is an educational and game-based training approach. The evaluation results indicate an improvement in participants’ understanding of character-based digital culture. Therefore, games-based activities can serve as an effective alternative learning model for fostering national character values in digital interactions.