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Indonesian Student Perception in Digital Payment Aldilla Iradianty; Bayu Rima Aditya
Jurnal Manajemen dan Bisnis Vol 17 No 4 (2020)
Publisher : Universitas Pendidikan Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (193.416 KB) | DOI: 10.38043/jmb.v17i4.2713

Abstract

The trend of using digital payment in Indonesia is increasing every year. Most people have been felt the benefit of Digital Payment service. This research provide perspective about awareness, perceptions and preferences of students in Indonesia towards digital payment-based payment system. This quantitative research involved 104 students from various universities in Indonesia. The information collected by a questionnaire and was analyzed by descriptive statistical techniques. The result of this study indicate that the awareness of students in Indonesia about digital payment services is very high. The convenience of using this service, the availability of services, discounts and reward points are the main factors that influence them in choosing digital payment service. This research also show that the majority of students prefer to continue using digital payment service. The results of this study can be useful for digital payment service provider in order to increase service satisfaction.
Development IT Adoption Method for E-learning in Merged University Bayu Rima Aditya; Mary Handoko Wijoyo
IJAIT (International Journal of Applied Information Technology) Vol 01 No 01 (May 2017)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v1i02.870

Abstract

This research presents an overview to develop an IT adoption method for e-learning in a Merged University. The development of IT adoption method in the Merged University is done by adjusting the gap between three elements: IT maturity level (in this case IT for elearning), category adopter of each Merged University and IT adoption criteria of individual actors of adoption. The maturity level of IT maturity level refers to Gartner, Hype Cycle, and Priority Matrix. Classification groups refer to adopter categories according to Rogers. The adoption model uses UTAUT model. For the process, a priority calculation method utilizes Analytical Hierarchy Process (AHP). IT adoption method for e-learning in a Merged University has been tested and can be applied Telkom University, formed from four universities.
Early Childhood Teacher’s Self Regulated Strategy in Digital Environment: A Preliminary Investigation in Indonesia Andrisyah Andrisyah; Rohmalina Rohmalina; Bayu Rima Aditya; Elis Hernawati; Aditya Permadi
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 6, No 11: NOVEMBER 2021
Publisher : Graduate School of Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/jptpp.v6i11.15139

Abstract

Abstract: This study aims to investigate the self-regulated strategy of early childhood teachers in online learning during the Covid-19 pandemic. A quantitative survey approach was used as a method in this study. The data collection involved 100 early childhood teachers in Indonesia with a focus on the analysis of six dimensions of self-regulated strategy (1) goal setting, (2) environment structuring, (3) task strategies, (4) time management, (5) help-seeking, and (6) self-evaluation. The results of this study indicated that the level of self-regulated of early childhood teachers in a digital environment is good with an average value of 82.025%. In addition, the research findings also confirmed that the Covid-19 pandemic has not dampened the enthusiasm of early childhood teachers to adaptive in the digital learning environment. The main contribution of this study is to provide an understanding of the importance of self-regulated strategy for early childhood teachers in a digital environment. The results of this study can be useful for the Indonesian early childhood directorate as a basis for policy making and evaluating the improvement of the competence of early childhood teachers in Indonesia.Abstrak: Penelitian ini bertujuan untuk mengetahui strategi self-regulated guru PAUD dalam pembelajaran online di masa pandemi Covid-19. Pendekatan survei kuantitatif digunakan sebagai metode dalam penelitian ini. Pengumpulan data melibatkan 100 guru PAUD di Indonesia dengan fokus pada analisis enam dimensi strategi self-regulated, yakni (1) penetapan tujuan, (2) penataan lingkungan, (3) strategi tugas, (4) manajemen waktu, (5) bantuan, dan (6) evaluasi diri. Hasil penelitian ini menunjukkan bahwa tingkat self-regulated guru PAUD di lingkungan digital sudah baik dengan nilai rata-rata 82,025%. Selain itu, temuan penelitian juga menegaskan bahwa pandemi Covid-19 tidak menyurutkan semangat guru PAUD untuk beradaptasi di lingkungan pembelajaran digital. Kontribusi utama dari penelitian ini adalah untuk memberikan pemahaman tentang pentingnya strategi self-regulated bagi guru PAUD di lingkungan digital. Hasil penelitian ini dapat bermanfaat bagi Direktorat PAUD Indonesia sebagai dasar pengambilan kebijakan dan evaluasi peningkatan kompetensi guru PAUD di Indonesia.
Digital Payment: Perspektif Gender dalam Pemilihan Jasa Pembayaran Digital Aldilla Iradianty; Bayu Rima Aditya
JBMI (Jurnal Bisnis, Manajemen, dan Informatika) Vol. 18 No. 1 (2021): JBMI
Publisher : Department of Management FEB Unhas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26487/jbmi.v18i1.13409

Abstract

In today's digital era buyers and sellers are using digital payment applications with non-cash payment transactions, in this transaction, there are other parties involved, namely, digital payment providers, where the digital payment provider from the buyer will continue the transaction to the financial network used by the seller. quickly, safely and cheaply, and in real-time, so that immediately the buyer and seller know whether the transaction was successful or not because they are using their smartphone devices. Gender differences, between men and women, can lead to differences in terms of spending with transactions through digital payments, therefore this study will look at whether there are differences between men and women in terms of using digital payments. The research approach used is quantitative research with the help of a questionnaire. A total of 104 users were involved in this study to be asked for information about experiences in using various payments provided by four popular digital payment providers in Indonesia, namely Gopay, Ovo, LinkAja, and Dana. For data analysis, this study uses a different test analysis for each sample, and the results show that there is no difference in the use of digital payments seen from a gender perspective.
Problem-based numbered head together learning approach for a successful teaching strategy Bayu Rima Aditya; Fathul Jannah; Irawan Nurhas
JINoP (Jurnal Inovasi Pembelajaran) Vol. 8 No. 1 (2022): Mei 2022
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jinop.v8i1.20861

Abstract

The study aims to investigate the potential of the Numbered Head Together (NHT) model for improving the learning engagement of elementary students in Indonesia. Although the work in this area is extensive, little is currently known about the adequacy and better strategy for implementing the model at the elementary school level. Classroom Action Research (CAR) was applied to this study, as it has been extensively used in elementary school teaching and is well established in the literature. The study results provide an extended approach as a proven successful process for applying the NHT model to elementary schools in Indonesia by incorporating the Problem Solving (PS) learning model into the NHT model. While this study was originally designed for the Indonesian context, we also see a possible application of the proposed expanded NHT model as transboundary for teaching activities in general at the elementary school level. This research serves as the first step toward a deeper insight into the practical application of the NHT and PS learning model in primary school contexts. The evaluation of the results provides initial evidence of the effectiveness of the combined model in improving student engagement in learning.
PEMBUATAN SOAL KUIS INTERAKTIF BERBASIS KAHOOT! DAN QUIZIZZ DI LINGKUNGAN GURU PAUD Andrisyah Andrisyah; Bayu Rima Aditya; Oscar Karnalim; Aditya Permadi; Dina Fitria Murad; Fathul Jannah; Irawan Nurhas
JMM (Jurnal Masyarakat Mandiri) Vol 5, No 6 (2021): Desember
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (467.184 KB) | DOI: 10.31764/jmm.v5i6.4851

Abstract

Abstrak: Pandemi covid-19 mendorong para guru PAUD di Indonesia untuk beralih ke pembelajaran online. Hal tersebut menjadi tantangan untuk dapat mengemas pembelajaran online agar tetap menarik, interaktif dan menyenangkan. Kegiatan pengabdian kepada masyarakat ini bertujuan membantu guru PAUD mengaplikasikan platform Kahoot! dan Quizizz dalam pembuatan soal kuis interaktif berbasis online. Metode yang dilakukan adalah berupa pemberian pelatihan yang meliputi kegiatan ceramah, diskusi, tanya jawab, dan praktik langsung. Adapun hasil kegiatan pengabdian kepada masyarakat yang diikuti oleh 100 guru PAUD Se-Bandung Raya ini meliputi dokumentasi kegiatan, video materi, evaluasi kegiatan, dan soal kuis yang telah dibuat. Sebagai kesimpulan, kegiatan pengabdian kepada masyarakat ini telah menunjukkan bahwa guru PAUD telah mampu mengaplikasikan platform Kahoot! dan Quizizz untuk membuat soal kuis interaktif. Selain itu, hasil kegiatan ini juga menunjukkan bahwa guru PAUD telah mampu mengaplikasikan kedua platform tersebut dalam dua device berbeda: 1) membuat soal kuis menggunakan laptop, dan 2) mengedit soal kuis menggunakan smartphone. Kegiatan pengabdian masyarakat ini memberikan dua kontribusi utama. Pertama, kegiatan pengabdian masyarakat ini menawarkan dua platform berbeda dalam satu pelatihan, sehingga memberikan kesempatan kepada peserta untuk memilih paltform yang paling sesuai dengan karakteristik peserta. Kedua, strategi praktik secara online yang telah diterapkan dalam kegiatan. Abstract: The COVID-19 pandemic has pushed early childhood teachers in Indonesia to switch to online learning. This is a challenge to be able to package online learning to keep it interesting, interactive, and fun. This community service activity aims to help early childhood teachers apply Kahoot! and Quizizz in making online-based interactive quiz questions. The method used is in the form of providing training which includes lectures, discussions, questions and answers, and direct practice. The results of community service activities, which were attended by 100 early childhood teachers throughout Bandung, included activity documentation, material videos, activity evaluations, and quiz questions that had been made. In conclusion, this community service activity has shown that early childhood teachers have been able to apply Kahoot! and Quizizz to create interactive quiz questions. In addition, the results of this activity also show that early childhood teachers have been able to apply the two platforms on two different devices: 1) create quiz questions using a laptop, and 2) edit quiz questions using a smartphone. This community service activity provides two main contributions. First, this community service activity offers two different platforms in one training, thus providing the opportunity for participants to choose the platform that best suits the characteristics of the participants. Second, the online practice strategy that has been applied in this activity can be used as a reference for other researchers.
PELATIHAN DESAIN KUIS HOTS INTERAKTIF DENGAN APLIKASI KAHOOT! DAN QUIZZIZ DI MASA PANDEMI: STUDI KASUS GURU SEKOLAH DASAR GUGUS PANGERAN ANTASARI KOTA BANJARBARU Fathul Jannah; Oscar Karnalim; Aditya Permadi; Dina Fitria Murad; Bayu Rima Aditya; Andrisyah Andrisyah; Irawan Nurhas
JCES (Journal of Character Education Society) Vol 5, No 1 (2022): Januari
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jces.v5i1.6026

Abstract

Guna menjaga kearifan lokal, masyarakat Indonesia perlu diedukasi terkait hal tersebut sejak dini melalui jalur pendidikan formal yang interaktif. Namun, pandemi Covid-19 mengubah cara pengajaran guru secara substansial dan membuat sebagian dari mereka tidak dapat mengajar dengan interaktif. Materi yang disampaikan bisa jadi tidak terserap dengan baik. Kegiatan pengabdian pada masyarakat (PPM) ini bertujuan untuk meningkatkan kemampuan pengajaran interaktif guru melalui desain kuis interaktif berbasis Higher Order Thinking Skill (HOTS) dengan aplikasi Kahoot! dan Quizziz. Pada studi kasus ini, kegiatan melibatkan 50 guru Sekolah Dasar Gugus Pangeran Antasari Kota Banjarbaru Kalimantan Selatan dan dilaksanakan secara daring via Zoom pada akhir tahun 2020. Metode yang digunakan antara lain ceramah, diskusi, dan praktek pembuatan kuis. Pada akhir kegiatan, setiap guru diminta untuk membuat satu kuis secara mandiri dan mengisi kuisioner. Berdasarkan kedua data tersebut, dapat disimpulkan bahwa kegiatan berdampak positif bagi para guru; mereka dapat membuat kuis interaktif untuk soal-soal berbasis HOTS menggunakan Kahoot! dan Quizziz. Selain itu, mereka juga merasa kegiatan ini memiliki dampak positif dan mereka sangat berharap adanya kegiatan sejenis dengan materi lanjutan
EVALUASI SOSIALISASI PENGELOLAAN APLIKASI KEUANGAN MESJID AT TAQWA KOPO KABUPATEN BANDUNG Hanung Nindito Prasetyo; Bayu Rima Aditya
BERNAS: Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 2 (2022)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (747.943 KB) | DOI: 10.31949/jb.v3i2.2385

Abstract

Teknologi Informasi akan berjalan dengan baik apabila didukung infrastruktur dan dikelola oleh sumberdaya manusia yang memadai khususnya dalam hal ini adalah kapasitas dan kompetensi manusia. Infrastruktur teknologi yang memadai akan mendukung terjadinya Pertukaran Informasi. Pertukaran informasi memampukan pengguna teknologi untuk tetap mengikuti informasi terbaru yang tengah menjadi tren. Hal tersebut juga berlaku di yayasan Pendidikan At-Taqwa khususnya bagi masjid At Taqwa. Dalam melaksanakan perannya, Masjid At-Taqwa perlu alat bantu untuk menambah pengetahuan terbantu dalam melaksanakan tugasnya. Salah satunya adalah pengelolaan data keuangan Masjid. Saat ini pengelolaan masih dilakukan secara manual sehingga menimbulkan permasalahan yang cukup tinggi dalam hal pengelolaan keuangan. Seperti sering telatnya pelaporan keuangan Masjid akibat pengelolaan masih manual, pihak yang mengelola hanya satu orang sehingga bila yang bersangkutan tidak ada maka pengurus kesulitan melakukan akses laporan keuangan. Untuk itulah, perlu dibantu adanya tool atau alat untuk mempermudah danmembantu pengurus, dalam mengelola keuangan masjid Oleh karena itu, diperlukan sosialisasi pengelolaan aplikasi keuangan di lingkungan DKM dalam bentuk Kegiatan Pengabdian Kepada Masyarakat. Sosialisasi bukan hanya pengenalan aplikasi tetapi juga mencangkup pemahaman pengelolaan data keuangan di lingkungan Mesjid. Evaluasi sosialisasi menunjukkan hasil yang signifikan terkait dengan pemahaman Peserta dalam mengelola data dan aplikasi keuangan.
Peningkatan Layanan Keuangan Sekolah dengan Aplikasi Cashless Payment (Studi Kasus SMK Pariwisata Telkom Bandung) Bayu Rima Aditya; Aldilla Iradianty; , Inne Gartina; Sri Rahayu; Guntur Prabawa Kusuma; Dedy Rahman Wijaya; Siska Komala Sari
Literasi: Jurnal Pengabdian Masyarakat dan Inovasi Vol 3 No 1 (2023)
Publisher : Pengelola Jurnal Politeknik Negeri Ketapang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58466/literasi.v3i1.943

Abstract

SMK Pariwisata Telkom Bandung is a school that is under the auspices of the Yayasan Pendidikan Telkom and is a partner in this community service program. The problem faced by partners is the limited level of knowledge and skills of schools in using information and communication technology (ICT) which causes a lack of innovation implemented in school, especially in the financial function. The solution offered in the program is to provide training and assistance in terms of digitalization school financial services based on cashless payment to support innovation in school financial services. The results of participant feedback have shown that the program can positively provide digital literacy education related to the recent financial technology. Therefore, this program contributes to strengthening and improving the ability to manage school financial services. In addition, this community service activity also produces an appropriate technology in the form of a cashless payment-based school finance application.
SOSIALISASI PENGGUNAAN APLIKASI GAMES LITERACY FINANCIAL PADA PEMBELAJARAN PAUD Aldilla Iradianty; Bayu Rima Aditya; Ifat Fatimah Zahro; Andrisyah Andrisyah
JCES (Journal of Character Education Society) Vol 6, No 1 (2023): Januari
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jces.v6i1.10839

Abstract

Abstrak: Pengenalan literasi keuangan sebaiknya dimulai sejak usia dini, karena dapat membentuk perilaku dan kebiasaan keuangan anak ketika memasuki usia dewasa. Permasalahan yang di hadapi mitra, masih kurangnya ketersediaan permainan online bagi anak usia dini terkait literasi keuangan, padahal sejak masa pandemi, anak usia dini sangat terbiasa menggunakan smartphone dan beragam aplikasinya. Kegiatan pengabdian ini bertujuan untuk meningkatkan literasi keuangan untuk anak usia dini melalui media permainan online, dengan animasi yang menarik, dan suara permainan yang khas. Kegiatan pengabdian ini merupakan sosialisasi penggunaan aplikasi games literacy financial pada pembelajaran PAUD bagi guru RA di Cimahi Utara. Sasaran dari kegiatan ini adalah 25 orang guru yang merupakan mitra pengabdian. Kegiatan dilaksanakan secara luring/ tatap muka di KKG RA Cimahi Utara. Kegiatan terdiri dari dua tahap yaitu 1) Pemaparan materi urgensi literasi keuangan pada anak usia dini, 2) Pemaparan materi dan praktek  penggunaan aplikasi games literacy financial. Teknik pengumpulan data menggunakan angket atau kuesioner. Analisis data menggunakan rata-rata respon peserta. Hasil respon peserta menunjukkan hasil yang positif dimana para guru mendapatkan pengetahuan dan keterampilan dalam penggunaan aplikasi games literacy financial. Kendala dalam kegiatan ini terkait dengan kestabilan jaringan internet.Abstract:  The introduction of financial literacy should start at an early age because it can shape the behavior and financial habits of children when they enter adulthood. The problem faced by partners is the lack of availability of online games for early childhood related to financial literacy, even though since the pandemic period, early childhood is very accustomed to using smartphones and various applications. This service activity aims to improve financial literacy for early childhood through online game media, with interesting animations, and distinctive game sounds. This service activity is a socialization of the use of financial literacy games applications in early childhood learning for Raudhatul Athfal teachers in North Cimahi. The target of this activity is 25 teachers who are service partners. Activities are carried out offline or face to face at KKG RA Cimahi Utara. The activity consists of two stages, namely 1) Presentation of material on the urgency of financial literacy in early childhood, and 2) Presentation of material and practice of using financial literacy games applications. Data collection techniques using questionnaires or questionnaires. Data analysis used the average participant response. The results of participant responses showed positive results where teachers gained knowledge and skills in the use of financial literacy game applications. The obstacle in this activity is related to the stability of the internet network.