Muchammad Ghozi Izzuddin
Universitas Airlangga, Surabaya, East Java

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Implementasi Project-based Learning untuk Meningkatkan Entrepreneurial Mindset dan Entrepreneurial Skills pada Siswa SMK Nurul Islam Inayah Ilahiyyah; Sri Setyo Iriani; Harti Harti; Muchammad Ghozi Izzuddin
Jurnal Maksipreneur Vol 11, No 2 (2022)
Publisher : Universitas Proklamasi 45

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30588/jmp.v11i2.885

Abstract

In the 5.0 society era, people are required to be able to balance economic progress in solving social problems. A community can be involved through the integration of computing and physical world space to empower the community's economy and solve social problems, especially in the field of education. Rationally, education can affect the development of the economic sector. Entrepreneurship learning from an early age is needed to improve the progress of a country. The presence of entrepreneurial groups can create job opportunities, increase welfare and per capita income, and reduce unemployment. This study aims to find ways to increase the entrepreneurial mindset and entrepreneurial skills through entrepreneurship learning. The method used in this research is action research with a Project-based Learning (PJBL) approach which is applied to class XI students of SMK Nurul Islam in Bicabi Village, Dungkek District, Sumenep Regency, East Java Province with 15 people as informants. The findings in this study indicate that the PJBL produces product development outputs from each team formed and following the Minimum Completeness Criteria (KKM). Therefore, the PJBL plays an important role in increasing the entrepreneurial mindset and entrepreneurial skills of the students in honing their knowledge and skills process to become entrepreneurs.
Pengaruh User Interface, Brand Image, dan Digital Literacy terhadap Minat Penggunaan Bank Digital Muchammad Ghozi Izzuddin; Inayah Ilahiyyah
Jurnal Maksipreneur Vol 12, No 1 (2022)
Publisher : Universitas Proklamasi 45

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30588/jmp.v12i1.994

Abstract

Changes always follow technological transformation in the pattern of community needs, and digital financial services are no exception. One of the alternatives that offer convenience and convenience in making transactions is gadgets, which are increasing in intensity in their use in the banking sector. This study aims to determine the effect of the independent variables, namely the user interface, brand image, and digital literacy, on the dependent variable, namely the interest in using digital banks. The research method used in this study is a quantitative method with an associative approach with a target of 120 respondents from the Y and Z generation groups. In contrast, the data analysis technique uses multiple linear regression analysis. The findings in this study indicate that the user interface and digital literacy variables have a partially significant effect on the interest in using digital banks. On the other hand, the brand image variable has no significant impact on the good of using digital banks. Simultaneously, the three variables consisting of the user interface, brand image, and digital literacy significantly affect the interest in using digital banks in generations Y and Z.