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    Pengaruh Live Selling dalam Peningkatan Niat Beli pada Remaja

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    Technology at this time has been very developed so that the business is also growing and one of the well-known businesses is Online Shop with live selling method. With Live Selling, sellers can make live sales to all buyers circulating on the Internet. This study aims to analyze the effect of Live Selling which is a live broadcast where sellers make sales by displaying products to buyers at the same time online in increasing purchasing in adolescents. This research use a quantitative research. The sampling technique used is a randomized sampling technique where 388 respondents have been collected to be measured. Data processing is carried out and provided the following result : (1) Interaction variable has an effect on psychological distance, but has an influence on social presence and trust, (2) Professionalization variable has an effect on social presence, psychological distance, and spread, (3) There is no influence between spread and presence social, and (4) Visualization affects social presence, dissemination, and psychological distance. Based on the results of the research that has been done, it can be concluded that with sellers who have professionalism, good interaction, displaying products with attractive visualizations can increase purchasing in adolescents so that if they do not have these three things, they will reduce purchasing intentions. In short, Live Selling at this time with a seller who has these three components will greatly affect the increase in purchasing among teenagers.   Keywords: Interaction, Live Selling, Internet, Purchasing, Teenagers   Abstrak Teknologi pada saat ini sudah sangat berkembang hingga bisnis juga berkembang dan salah satu bisnis yang terkenal adalah Online Shop dengan metode Live Selling. Dengan adanya Live Selling, penjual dapat melakukan penjualan secara Live kepada semua pembeli yanag beredar di Internet. Penelitian ini bertujuan untuk menganalisis pengaruh Live Selling lam peningkatan purchasing pada anak remaja. Penelitian ini adalah penelitian kuantitatif. Teknik sampling yang digunakan adalah teknik randomize sampling dimana telah dikumpulkan sebanyak 388 responden yang berasal dari kluster mahasiswa/i di Kota Batam untuk diukur. Pengolahan data dilakukan sehingga didapatkan hasil sebagai berikut : (1) variabel interaksi memiliki pengaruh yang dapat diterima terhadap jarak psikologi, tetapi memilki pengaruh dengan kehadiran sosial dan kepercayaan, (2) Variabel professionalisasi memliki pengaruh terhadap variabel kehadiran sosial, jarak psikologi, dan penyebaran, (3) Variabel penyebaran dan kehadiran sosial tidak dapat diterima sehingga tidak memiliki pengaruh, dan (4) variabel visualisasi berpengaruh terhadap variabel kehadiran sosial, penyebaran, dan jarak psikologi. Berdasarkan hasil penelitian yang sudah dilakukan dapat disimpulkan bahwa dengan penjual yang memiliki profesionalisasi, interaksi yang baik, menampilkan produk dengan visualisasi yang menarik dapat meningkatkan purchasing pada remaja sehingga jika tidak memiliki ketiga hal tersebut akan menurunkan niat purchasing. Secara singkatnya, Live Selling pada saat ini dengan adanya penjual yang memiliki ketiga komponen tersebut akan sangat mempengaruh dengan peningkatan purchasing pada remaja.   Kata kunci: Interaksi, Live Selling, Internet, Pembelian, Remaj

    TEACHING VOCABULARY IN UNIVERSITY CONTEXT : A CASE STUDY

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    This study aimed at investigating the classroom activities in vocabulary learning. The researcher tries to analysed the factors affecting the successfulness of vocabulary learning. This study used a case study method by adapting a model proposed by Miles and Huberman. The subject of this study is students and lecturer in vocabulary classroom. The students take the vocabulary classroom in the 3rd semester. There were 38 students and one lecturer involved in this study. The result of this study proved that there are several factors affecting the effectiveness of vocabulary learning, such as syllabus, learning methods and techniques, materials and media of learning, the role of teachers and students, and also motivation

    FOSTERING AND EMPOWERING DIGITAL BAZNAS

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    In an era of increasingly rapid technology, its impact has been felt in various circles, including in the management of zakat. This information system aims to facilitate data management, starting from entering information about zakat payers and recipients, calculating zakat calculations to making zakat fund reports at the Palembang City Baznas. Previously, the Palembang City Baznas only used simple computer calculations using Microsoft Excel and Word. Because of that, an information system is needed that can regulate the management process in managing zakat. The method used is direct analysis to BAZNAS locations and design of interfaces, rules, and design thinking. This research produced a hybrid-based BAZNAS Information System for Palembang City. This system is expected to increase efficiency and accuracy in processing zakat data and facilitate the process of making reports for the Palembang City Bazna

    ANALISIS TROJAN DAN SPYWARE MENGGUNAKAN METODE HYBRID ANALYSIS

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    Malicious Software or malware is software created to damage a computer system. The increase in internet users is also in line with the increase in the use of software. However, there are still many users who still use pirated software because it is relatively free and easy to obtain. Pirated software is usually embedded with dangerous malware such as Trojans and spyware. All crimes of spreading this malware are always related to stealing credit card information, internet banking and other cybercrimes. To prove that the software installed and used on a computer is malicious software, digital forensics is required by analyzing the software. Hybrid analysis technique is a combination of static and dynamic analysis which is suitable for analyzing malware activity. Based on the results of the analysis that has been carried out, the ryuk.bin trojan has evolved and the malware forms new malware files when it is run and also changes and destroys the original files on the system

    Konsep Perilaku Keputusan Pembelian Game Online: Promosi Online, Kelompok Referensi dan Kemudahan Aplikasi

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    E-Sport sports have been recognized as sports since 2020. The rise of technological developments makes game applications more very diverse and competitive. Data shows that the number of online game players increases every year. The increase in players is an opportunity for manufacturers to offer increasingly challenging game applications and various features in games that are economically profitable. This study aims to determine the effect of online promotions conducted by the company, the involvement of reference groups, and the comfort of game applications made on the purchasing decision of the online game application. This study uses a quantitative method, Partial Least Square (PLS). The sample was purposive sampling, with many respondents of as many as 30 game players. The results showed that game manufacturers\u27 online promotions largely determine gamers\u27 purchasing decisions. However the most decisive factor is the reference group for gamers in purchasing a game application. While the ease of the application also determines the number of consumers who download the application.   Keywords: Reference Group, Ease Of Application, Purchasing Decisions, Online Promotions   Abstrak Olahraga e-sport diakui sebagai cabang olahraga sejak tahun 2020. Maraknya perkembangan tekhnologi membuat aplikasi game menjadi lebih sangat beragam dan kompetitif. Data menunjukkan bahwa jumlah pemain game online meningkat setiap tahun. Hal ini merupakan kesempatan bagi produsen untuk menawarkan aplikasi game yang semakin menantang dan berbagai fitur pada game yang menguntungkan secara ekonomi. Tujuan dari penelitian ini adalah untuk mengetahui pengaruh promosi online yang dilakukan oleh perusahaan, keterlibatan kelompok referensi dan kenyamanan aplikasi game yang dibuat terhadap keputusan pembelian aplikasi game online tersebut. Penelitian ini menggunakan metode kuantitatif yaitu Partial Least Square (PLS). Sampel yang digunakan adalah purposive sampling dengan jumlah responden sebanyak 30 orang pemain game. Hasil penelitian menunjukkan bahwa promosi secara online yang digunakan oleh produsen game sangat menentukan keputusan pembelian dikalangan gamer. Namun faktor yang paling menentukan adalah kelompok referensi yang menjadi acuan bagi gamer dalam pembelian sebuah aplikasi game. Sedangkan kemudahan aplikasi juga ikut menentukan banyaknya konsumen yang mendownload aplikasi tersebut.   Kata Kunci: Kelompok Referensi, Kemudahan Aplikasi, Keputusan Pembelian, Promosi Onlin

    ANALISA WEBSITE PRODI SISTEM INFORMASI UNSIKA BERDASARKAN PRINSIP DAN PARADIGMA INTERAKSI MANUSIA DAN KOMPUTER

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    The Unsika Information Systems Study Program Website is a place where Unsika Information Systems students can access information about lectures. The purpose of analyzing the Unsika Information Systems Study Program Website is to be able to find out the relationship between system functions based on the principles and paradigm of Human and Computer Interaction (HCI). In the Website interface design analysis, the author uses the heuristic evaluation method with the aspects being evaluated are human, technology, usability, and ergonomisc aspects. The results of the analysis prove that the Unsika Information Systems Study Program Website has fulfilled the aspects of Human and Computer Interaction where the goal of IMK itself is to make it easy for users to manage the system and be able to generate the required feedback

    RANCANG BANGUN APLIKASI INVENTARIS PERALATAN PADA BADAN METEOROLOGI KLIMATOLOGI DAN GEOFISIKA (BMKG) PALEMBANG

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    Sistem Informasi pengolahan data yang cepat dan akurat sangat dibutuhkan oleh sebuah perusahaan ataupun kantor pemerintahan terutama pada Badan Meteorologi Klimatologi dan Geofisika (BMKG) kota Palembang Pengolahan data peralatan yang digunakan masih  menggunakan Aplikasi Komputer biasa yaitu Microsoft Word dan Excel , Penggunaan paket aplikasi tersebut dirasakan kurang memadai karena aplikasi tersebut tidak dapat mengelompokkan sejumlah data dengan kriteria-kriteria tertentu, misalnya laporan data daftar inventaris stasiun berdasarkan kegunaan dan jenis peralatan. Selain itu data antar tabel tidak dapat direlasikan sehingga akan menimbulkan redundancy data hal ini dirasa kurang efisien  membuat waktu menjadi sedikit terhambat, tentunya pada laporan peralatan inventaris tersebut. Untuk itu perlu penerapan pengolahan data peralatan inventaris yang lebih baik dan cepat dengan membangun sebuah aplikasi pengolahan data inventaris, metode  pengembangan sistem yang digunakan dalam penelitian ini adalah metode prototype, Metode sangat  ini cocok digunakan untuk mengembangkan sebuah perangkat yang akan dikembangkan Kembali. Penelitian ini menghasilkan sebuah sistem inventaris peralatan yang dapat memudahkan pegawai dalam mendata barang inventaris serta memudahkan pegawai dalam membuat laporan data barang inverntaris

    Perbedaan Kualitas Kehidupan Kerja Pada Dosen Tetap PNS (DTPNS) Dan Dosen Tetap Non PNS (DTNPNS) Di UIN Raden Fatah Palembang

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    Quality of work life is a concept of how to appreciate the competence and performance of employees in the organization. The quality of work life is very important in increasing the contribution of employees to the organization. This study aims to determine the differences in the quality of work life between DTPNS and DTNPNS at UIN Raden Fatah Palembang. The quality of work life has an important role for lecturers in carrying out the duties of the Tri Dharma of Higher Education. The subjects of this study were 90 people. Sampling research using accidental sampling technique. The data collection method uses a quality of work life scale (Swamy, et al, 2015) with aspects of quality of work life, namely: (1) work environment; (2) organizational culture and climate; (3) relations and co-operation; (4) training and development; (5) compensation and rewards; (6) facilities; (7) job satisfaction and job security; (8) autonomy of work; (9) adequacy of resources. Based on the results of hypothesis testing using the independent sample t-test, the average variance for PNS lecturers (DTPNS) is greater than the average variance for non PNS lecturers (DTNPNS), namely 180.11 > 157.71 with a significance of 0.000 (p <0.05), so it shows that there is a difference in the quality of work life for DTPNS and DTNPNS at UIN Raden Fatah Palembang. &nbsp

    VIDEOTAPED CHILDREN SONG: HOW TO USE IT IN ENGLISH YOUNG LEARNER CLASSROOM?

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    Though technology is advancing, English children songs are still favourable to use in the classroom activities, especially for young learners. Unlike books, audio recordings, and pictures, videotaped songs allow users to cover different learning styles simultaneously. To optimize this advantage, a teacher needs to know how “videotaped children song” can be applied in classroom activities. Therefore, this study aims at revealing the effective ways which users can do during the teaching and learning process. Qualitative design with library research method and descriptive technique was applied in this study so that the writer collected prominent information from primary resources available online or offline. All data were taken through document analysis. The writers found that videotaped children songs can help students in several ways, namely improving vocabularies and practicing the four skills. The study also described some potential problems of using videotaped songs in classroom and their possible solution

    Identifikasi Perilaku Berkendara Mahasiswa Kota Bandung Menggunakan Driver Behaviour Questionnaire (DBQ)

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    According to data from the Central Statistics Agency of West Java Province, the number of accidents in Bandung is quite high. The number of traffic accidents with victims as college students in Bandung is in the 3rd highest rank among other big cities. Of all accidents that occur, the driver\u27s behaviour is the main cause of the accident. Therefore, the purpose of this study is to analyze driving behaviour and the factors of deviant driving behaviour carried out by student drivers in Bandung and analyze the relationship between gender, area of ​​residence, driving experience, and driving frequency on driving behaviour. This research was conducted by distributing the Driver Behaviour Questionnaire (DBQ) to determine the deviant driving behaviour of the respondents. There are 154 respondent data that will be used in this study. The data that will be collected in this study is the respondent\u27s profile and 59 items of driving behaviour statements. The results of data collection will be processed by testing Bivariate Correlation and comparison of the average value of driving behaviour. There are several driving behaviour variabels related to the independen variabel as well as several preventive and punishment efforts given to overcome the deviant driving behaviour

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