eJournal Komunitas Dosen Indonesia
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Multinomial Logistic Application on Factors Affecting Poor Population in East Java
Poverty is still one of the major problems in East Java, even though this province has an important role in supporting the national economy. This condition shows that development in each district/city has not been evenly distributed, so a data-based analysis is needed to determine the factors that influence the poverty rate. This study aims to analyze the influence of socioeconomic variables on the poverty rate category in East Java using a multinomial logistic regression model. The data used is secondary data from the Central Bureau of Statistics (BPS) in 2023 which covers 38 districts/cities. The independent variables analyzed consisted of life expectancy, average years of schooling, open unemployment rate, labor force participation rate, expenditure per capita, human development index, and gross regional domestic product (GRDP) per capita. The analysis process involved data exploration, multicollinearity test, multinomial logistic regression modelling, simultaneous and partial parameter significance test, and model performance evaluation. The results show that per capita expenditure is the only variable that has a significant effect on poverty level classification. The model is able to classify the data with an accuracy of 81% and a McFadden R² value of 0.6483, which means the model has a fairly good performance. This finding shows the importance of increasing people's purchasing power as an effort to reduce poverty. This research is expected to be a reference for local governments in formulating more targeted and data-based policies.
Poverty is still one of the major problems in East Java, even though this province has an important role in supporting the national economy. This condition shows that development in each district/city has not been evenly distributed, so a data-based analysis is needed to determine the factors that influence the poverty rate. This study aims to analyze the influence of socioeconomic variables on the poverty rate category in East Java using a multinomial logistic regression model. The data used is secondary data from the Central Bureau of Statistics (BPS) in 2023 which covers 38 districts/cities. The independent variables analyzed consisted of life expectancy, average years of schooling, open unemployment rate, labor force participation rate, expenditure per capita, human development index, and gross regional domestic product (GRDP) per capita. The analysis process involved data exploration, multicollinearity test, multinomial logistic regression modelling, simultaneous and partial parameter significance test, and model performance evaluation. The results show that per capita expenditure is the only variable that has a significant effect on poverty level classification. The model is able to classify the data with an accuracy of 81% and a McFadden R² value of 0.6483, which means the model has a fairly good performance. This finding shows the importance of increasing people's purchasing power as an effort to reduce poverty. This research is expected to be a reference for local governments in formulating more targeted and data-based policies.
Deep Learning-Based Approach for Identifying and Counting Wooden Blocks with YOLO
The wood processing industry in Indonesia, especially in the Southwest Papua region, faces ongoing challenges in accurately counting wooden logs, a task traditionally performed manually. Manual methods are time-intensive and prone to error, leading to inefficiencies in operations and weaknesses in resource management. This study addresses these challenges by applying a deep learning-based object detection approach, specifically the You Only Look Once version 8 (YOLOv8) algorithm, to automate the detection and counting of wooden beams in real time. YOLOv8 was chosen for its ability to perform high-speed and accurate detection even under varying environmental conditions, such as different lighting levels and camera angles. The model was trained on a custom dataset consisting of 265 annotated images of wooden beams, with a split of 70% for training, 20% for validation, and 10% for testing. Performance evaluation using a confusion matrix revealed a detection accuracy of 94%. These findings suggest that YOLOv8 is highly effective in supporting automation within wood processing workflows. By reducing dependency on manual labor and minimizing counting errors, the system contributes to more accurate inventory tracking and enhanced productivity. This research demonstrates the potential of integrating AI-driven models into mobile and industrial applications for improved efficiency in forestry-related sectors.The wood processing industry in Indonesia, especially in the Southwest Papua region, faces ongoing challenges in accurately counting wooden logs, a task traditionally performed manually. Manual methods are time-intensive and prone to error, leading to inefficiencies in operations and weaknesses in resource management. This study addresses these challenges by applying a deep learning-based object detection approach, specifically the You Only Look Once version 8 (YOLOv8) algorithm, to automate the detection and counting of wooden beams in real time. YOLOv8 was chosen for its ability to perform high-speed and accurate detection even under varying environmental conditions, such as different lighting levels and camera angles. The model was trained on a custom dataset consisting of 265 annotated images of wooden beams, with a split of 70% for training, 20% for validation, and 10% for testing. Performance evaluation using a confusion matrix revealed a detection accuracy of 94%. These findings suggest that YOLOv8 is highly effective in supporting automation within wood processing workflows. By reducing dependency on manual labor and minimizing counting errors, the system contributes to more accurate inventory tracking and enhanced productivity. This research demonstrates the potential of integrating AI-driven models into mobile and industrial applications for improved efficiency in forestry-related sectors
Developing an Interactive Web System for Public Service at BPS Boyolali
This study presents the development of a web-based system aimed at enhancing public services at the Mall Pelayanan Publik (MPP) of the Badan Pusat Statistik (BPS) in Boyolali. Built on the Next.js framework, the new system addresses key inefficiencies in previous manual and semi-digital approaches, such as those based on Google Forms. It introduces a streamlined integration of Google Sheets for data management and the BPS API for real-time statistical updates, providing an automated, efficient process for visitor data recording and service delivery. The system’s core features include automatic logging of visitor data, a Q&A platform with BPS staff, real-time notifications for administrators, and personalized data recommendations tailored to user interactions. Developed using a prototyping methodology, the system underwent iterative refinement based on user feedback, while a PIECES framework analysis was employed to evaluate and guide the system’s improvements. Implementation results indicate significant enhancements in data management, admin response times, and overall user interface interactivity, thereby improving service efficiency, transparency, and public engagement at BPS. Despite its successes, the system faces limitations, including its reliance on stable internet connectivity and potential scalability issues with Google Sheets. Future upgrades may focus on advanced data analytics and optimization of the user interface. This research contributes to the growing field of digital transformation in public service delivery, presenting a scalable model that could be applied to similar public institutions.This study presents the development of a web-based system aimed at enhancing public services at the Mall Pelayanan Publik (MPP) of the Badan Pusat Statistik (BPS) in Boyolali. Built on the Next.js framework, the new system addresses key inefficiencies in previous manual and semi-digital approaches, such as those based on Google Forms. It introduces a streamlined integration of Google Sheets for data management and the BPS API for real-time statistical updates, providing an automated, efficient process for visitor data recording and service delivery. The system’s core features include automatic logging of visitor data, a Q&A platform with BPS staff, real-time notifications for administrators, and personalized data recommendations tailored to user interactions. Developed using a prototyping methodology, the system underwent iterative refinement based on user feedback, while a PIECES framework analysis was employed to evaluate and guide the system’s improvements. Implementation results indicate significant enhancements in data management, admin response times, and overall user interface interactivity, thereby improving service efficiency, transparency, and public engagement at BPS. Despite its successes, the system faces limitations, including its reliance on stable internet connectivity and potential scalability issues with Google Sheets. Future upgrades may focus on advanced data analytics and optimization of the user interface. This research contributes to the growing field of digital transformation in public service delivery, presenting a scalable model that could be applied to similar public institutions
UI/UX Design of Kiddy Rent Marketplace Application Using the User-Centered Design Method
Marketplace is one of the fastest growing digital innovations in the current technological era, which offers increased effectiveness and efficiency in product and service transactions. In the children's equipment and toy rental sector, it has the potential to help connect service providers and renters practically. However, the current rental process still faces several challenges, including manual procedures, lack of complete information, and low transaction efficiency, all of which hinder the rental experience and reduce user satisfaction. Therefore, it is important to design the UI/UX of a marketplace application that meets user needs and achieves a high level of usability. This study aims to design the UI/UX of the Kiddy Rent application, a marketplace specifically created for renting children's equipment and toys, using the User-Centered Design (UCD) approach to ensure that the final solution is tailored to user needs. The UCD stages applied include Understanding the Context of Use, Specifying User Requirements, Producing Design Solutions, and Evaluating Against Requirements. The resulting prototype was evaluated using two methods, namely Heuristic Evaluation and Usability Testing based on the ISO 9241-11 standard, by applying the System Usability Scale (SUS) to measure satisfaction. The evaluation results show that the application obtained a SUS score of 85.5, which is categorized as "Excellent", and entered the B grade with an acceptance level of "Acceptable". These findings indicate that the developed design not only meets user expectations but also has strong potential to provide an effective, efficient, and satisfying experience in the digital rental process.Marketplace merupakan salah satu inovasi digital yang berkembang pesat di era teknologi saat ini karena mampu menghadirkan efektivitas dan efisiensi dalam transaksi produk maupun layanan. Dalam bisnis penyewaan perlengkapan dan mainan anak, marketplace berpotensi menjadi platform yang menghubungkan penyedia layanan dengan penyewa secara lebih praktis. Penelitian ini bertujuan untuk merancang UI/UX aplikasi bernama ‘Kiddy Rent’ yaitu aplikasi marketplace khusus penyewaan perlengkapan dan mainan anak guna mempermudah proses penyewaan bagi kedua pihak. Perancangan dilakukan menggunakan metode User Centered Design (UCD), dengan tahapan analisis kebutuhan pengguna hingga evaluasi desain prototipe. Evaluasi desain dilakukan menggunakan metode Heuristic Evaluation dan Usability Testing berdasarkan standar ISO 9241-11 dengan pengukuran melalui System Usability Scale (SUS). Hasil pengujian menunjukkan tingkat usability yang sangat baik, dengan skor SUS sebesar 84,5 dari persona mitra dan 86,5 dari persona penyewa. Kedua skor tersebut berada pada grade B dengan kategori ‘Excellent’ dan tingkat penerimaan ‘Acceptable’
Evaluating Digital Learning Media: Impact of Synchronous and Asynchronous Approaches in IT
This study critically evaluates the effectiveness and relevance of synchronous and asynchronous learning media using a meta-analysis approach, aiming to provide a deeper understanding of their role in the rapidly evolving post-pandemic educational landscape. The unprecedented acceleration of online learning due to COVID-19 has highlighted the need for rigorous evaluation of digital media to ensure that educational delivery remains effective, equitable, and sustainable. Synchronous learning, characterized by real-time interaction, and asynchronous learning, which allows flexible and self-paced engagement, have become indispensable components of modern education. To conduct this analysis, 26 peer-reviewed articles were systematically selected and analyzed using the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) protocol, with studies categorized by research type, education level, and methodology to ensure quality and relevance. The findings indicate that both synchronous and asynchronous media significantly improve learning effectiveness, particularly by enhancing student engagement, accessibility, and adaptability to diverse learning needs. For educators, these results highlight the necessity of designing blended learning strategies that balance real-time interaction with flexible content access. For students, the combined use of these media fosters personalized learning experiences, supporting both collaboration and autonomy. At the institutional level, the findings emphasize the importance of investing in robust digital infrastructures and pedagogical innovations to remain responsive to future disruptions. Funnel plot analysis confirms minimal publication, reinforcing the reliability of the findings. This study provides actionable recommendations for educators and policymakers to strategically integrate synchronous and asynchronous learning methods, shaping more inclusive and resilient educational framework for the digital era
Pengaruh Literasi Keuangan dan Gaya Hidup Pada Perilaku Keuangan Mahasiswa Fakultas Ekonomi dan Bisnis Universitas Bandar Lampung
Penelitian ini bermaksud menyelidiki apakah perilaku keuangan mahasiswa fakultas ekonomi bisnis universitas bandar lampung dikontribusii oleh literasi keuangn dan gaya hidup. Studi ini melibatkan mahasiswa Fakultas Ekonomi dan Bisnis di Universitas Bandar Lampung. Studi berikut, dilakukan secara kuantitatif menggunakan kuesioner sebagai alat penelitian, dengan 91 responden yang terlibat dalam penelitian. Data dianalisis menggunakan SPSS versi 26, dengan berbagai uji yang mencakup statistic deskriptif, validitas, reabilitas, asumsi klasik, regresi linier berganda, uji t, uji f, dan uji koefisien determinasi. Dengan nilai efesian determinasi 0,466. Variabel literasi keuangan dan gaya hidup dapat memkontribusii perilaku keuangan sebesar 46,6 persen. Jika berdasarkan uji simultan, memperoleh nilai Fhitung sebanyak 38.452 yang lebih besar dari Ftabel 3.099. Dengan demikian, dapat disimpulkan bahwa kedua variabel ini berkorelasi satu sama lain dan berkontribusi sebesar 45,4% pada perilaku keuangan. Mahasiswa yang paham dengan literasi keuangan akan lebih bijak dalam penggunaan keuangan yang mereka miliki. Hasil penelitian ini menunjukan bahwa literasi keuangan dan gaya hidup memengaruhi perbuatan keuangan mahasiswa. Dengan adanya penelitian ini dapat menambah wawasan dan menambah pengertian mereka agar dapat mengatur keuangan mereka dengan baik dan teratur dengan memahami keuangan mereka dan berusaha untuk mengurangi gaya hidup yang berlebihan
Peran Customer Experience, Loyalty Program, dan E-Service Quality Terhadap Repurchase Intention Gopay Melalui Customer Satisfaction Pada Gen Z Semarang
This study aims to examine the influence of customer experience, loyalty programs, and digital service quality on repurchase intention among Gopay users, with customer satisfaction acting as an intervening variable. A quantitative method was employed using a survey approach with questionnaires distributed to respondents. The sample consisted of 96 Generation Z users of Gopay in Semarang City, selected using a non-probability purposive sampling technique. Data analysis was conducted using SPSS software. The results indicate that customer experience, loyalty programs, and e-service quality each have a positive and significant effect on repurchase intention. Furthermore, customer satisfaction was found to significantly mediate the relationship between the three independent variables and repurchase intention. These findings highlight the critical role of customer satisfaction in enhancing the impact of experience, loyalty initiatives, and digital service quality on user behavior. For digital wallet services like Gopay, focusing on improving customer satisfaction can lead to stronger consumer loyalty and an increased likelihood of continued usage
Peran Financial Self-Efficacy dalam Hubungan antara Pendapatan, Literasi Keuangan, dan Perilaku Keuangan Mahasiswa di Indonesia
Penelitian ini bertujuan untuk menganalisis pengaruh pendapatan dan literasi keuangan pada perilaku keuangan pribadi mahasiswa di Indonesia, dengan financial self-efficacy sebagai variabel mediasi. Latar belakang penelitian ini didasari oleh fenomena meningkatnya penggunaan layanan pinjaman online (pinjol) di kalangan mahasiswa, yang mengindikasikan adanya tantangan dalam pengelolaan keuangan pribadi serta kurangnya pemahaman finansial yang memadai. Dalam era digital dan kemudahan akses terhadap produk keuangan, kemampuan mahasiswa dalam mengelola keuangan secara bijak menjadi semakin krusial. Penelitian ini menggunakan pendekatan kuantitatif dengan pengumpulan data melalui survei online terhadap 206 mahasiswa aktif dari berbagai perguruan tinggi di Indonesia. Data yang diperoleh dianalisis menggunakan metode Partial Least Squares Structural Equation Modeling (PLS-SEM) dengan bantuan perangkat lunak SmartPLS. Hasil penelitian menunjukkan bahwa pendapatan dan literasi keuangan memiliki pengaruh positif dan signifikan terhadap perilaku keuangan pribadi mahasiswa. Selain itu, financial self-efficacy terbukti secara signifikan memediasi hubungan antara kedua variabel independen tersebut dengan perilaku keuangan. Temuan ini menekankan pentingnya rasa percaya diri dalam pengambilan keputusan keuangan sebagai faktor kunci dalam menciptakan perilaku keuangan yang sehat. Implikasi dari penelitian ini mengarah pada perlunya pengembangan program literasi keuangan berbasis psikologis yang tidak hanya menekankan pada pengetahuan, tetapi juga pada aspek afektif, serta pentingnya regulasi dan kebijakan perlindungan konsumen fintech bagi generasi muda
Pengaruh Pengembangan SDM dan Kompensasi Terhadap Kinerja Pelaku Pengadaan Barang/Jasa
This study aims to demonstrate the influence of human resource development and compensation on the performance of procurement actors in goods/services. The research used random sampling techniques and data collection was carried out in stages. The procurement actors in the Government of the City of Pontianak consist of Budget User (PA)/Proxy Budget User (KPA) as Commitment Making Officials (PPK), Procurement Officials, Selection Working Group, Other Personnel in the Government of the City of Pontianak, and Civil Servants (ASN) in the City Procurement Unit of Pontianak, with a population and sample size of 171 (one hundred seventy-one) people. This study uses Smart Partial Least Square (PLS) application, which is an alternative variance-based analysis method to calculate multiple linear regression methods. Based on the research results, it is concluded that human resource development has a positive and significant effect on the performance of procurement actors in goods/services in the government of the City of Pontianak, Compensation has a positive and significant effect on the performance of procurement actors in the government of Pontianak City, and Human Resource Development and Compensation jointly influence the performance of procurement actors in the government of Pontianak City
Pengaruh Kompensasi dan Motivasi Kerja Terhadap Kinerja Karyawan Pada Bank BJB Cabang Tamansari Bandung
Pencapaian kinerja optimal dalam suatu entitas bisnis sangat ditentukan oleh kapasitas dan kompetensi individu yang terlibat di dalamnya. Dalam upaya meningkatkan kinerja karyawan, perusahaan menerapkan berbagai strategi seperti pemberian kompensasi dan peningkatan motivasi kerja. Tujuan kajian ini adalah mengkaji keterkaitan antara kompensasi serta motivasi kerja dengan tingkat kinerja karyawan di Bank BJB Cabang Tamansari Bandung. Pendekatan kuantitatif menggabungkan metode deskriptif serta metode asosiatif. Proses pengumpulan data melalui penyebaran kuesioner kepada 50 responden Data kemudian diolah dan dianalisis secara statistik menggunakan perangkat lunak SPSS versi 25. Variabel kompensasi tidak berkontribusi signifikan pada kinerja karyawan, ditunjukkan oleh nilai t hitung < t tabel (1,335 < 1,677) dengan signifikansi 0,188. Sebaliknya, variabel motivasi berkontribusi positif dan signifikan pada kinerja, dengan t hitung > t tabel (4,880 > 1,677) dan signifikansi < 0,001. Kompensasi dan motivasi secara bersama-sama berkontribusi signifikan pada kinerja karyawan, dengan nilai F hitung sebesar 19,952 > 3,20 dan nilai signifikansi < 0,001. Nilai koefisien determinasi (R²) sebesar 0,459 menunjukkan bahwa 45,9% variasi kinerja karyawan dipengaruhi oleh kompensasi dan motivasi, sedangkan sisanya dipengaruhi oleh variabel lain. Berdasarkan temuan tersebut, perusahaan disarankan untuk lebih memfokuskan upaya peningkatan motivasi karyawan sebagai strategi utama dalam mendorong peningkatan kinerja