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    70114 research outputs found

    Materi 10 Membuat Tabel Dengan Perulangan

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    Komputer Aplikasi IT-2 Materi ini membahas mengenai pembuatan tabel dalam java script dengan data yang dikirimkan dari htm

    Materi 12 Pencarian Data

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    Pemrograman Web 2 Materi ini membahas mengenai proses pencarian data pada database, dengan menggunakan perintah sql select * from where namafield='data dicari&#39

    Materi 12 Pencarian Data

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    Pemrograman Web 2 Materi ini membahas mengenai proses pencarian data pada database, dengan menggunakan perintah sql select * from where namafield='data dicari&#39

    DEVELOPMENT OF MICRO SMALL-MEDIUM BUSINESS IN ASIAN COUNTRIES (INDONESIA, MALAYSIA, PHILIPPINES, AND THAILAND): A COMPARISON IN ACCOUNTING BEHAVIOR

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    This study examines how to support and improve micro, small, and medium enterprises (MSMEs) in ASEAN countries, which have been hit hard by the COVID-19 pandemic. This study employs a qualitative research method, which emphasizes observing and examining the substance and meaning of the phenomena more deeply. The research found that the success of MSMEs in Indonesia depends on factors like the business sector, size, financial management, and digital technology use. Similarly, MSMEs policies in Malaysia, Philippines, Thailand, and Indonesia can help increase state income, but require investment in areas like human resources, finance, and marketing. The study aims to provide insights into the strengths and weaknesses of MSMEs in these countries to help promote their development

    IMPLEMENTASI PEMBELAJARAN PROJECT BASED LEARNING (PBL) DALAM UPAYA MENINGKATKAN PEMAHAMAN DAN PENGETAHUAN AKUNTANSI

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    Tujuan penelitian adalah untuk mengetahui besarnya pengaruh dari pembelajaran Project Based Learning (PBL) mata kuliah praktikum akuntansi dalam upaya meningkatkan pemahaman dan pengetahuan akuntansi. Pembelajaran di perguruan tinggi merupakan interaksi antara dosen dan mahasiswa yang didukung oleh berbagai unsur seperti tujuan, materi pelajaran, sarana prasarana, lingkungan belajar, metode pembelajaran, dan evaluasi. Semua unsur tersebut sangat mempengaruhi keberhasilan proses belajar mengajar. Salah satu mata kuliah yang penting adalah Praktikum Akuntansi, dimana penggunaan model pembelajaran yang tepat akan sangat mempengaruhi keberhasilan proses pembelajaran. Metode konvensional yang hanya berfokus pada materi dari dosen ke mahasiswa sekarang dianggap kurang efektif. Diperlukan metode pembelajaran yang lebih aktif, salah satunya adalah metode Project Based Learning. Kurikulum perguruan tinggi di Indonesia sebaiknya diarahkan pada Case Project Based Learning, dimana mahasiswa belajar melalui analisis kasus dan solusi masalah. Hal ini akan memperoleh keterampilan sebagai project-solver yang handal dan mempersiapkan mereka dengan lebih baik dalam memasuki dunia kerja. Populasi dalam penelitian ini adalah mahasiswa aktif pada prodi Akuntansi. Teknis analisis data yang digunakan adalah analisis deskriptif dari skala likert. Pendekatan yang membantu dalam mempelajari praktik akuntansi kebanyakan responden setuju bahwa PBL membantu mereka dalam mempelajari praktik akuntansi, dan tidak ada responden yang menganggap program ini kurang bermanfaat. Kata kunci: Project Based Learning (PBL), praktikum akuntansi, pemahaman akuntansi, pengetahuan akuntansi

    THE EFFECT OF ARTIFICIAL INTELLIGENCE AND GAMIFICATION ON ONLINE PURCHASE INTENTION MEDIATED BY CUSTOMER EXPERIENCE: STUDY ON INDONESIAN MARKETPLACE USERS

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    Objectives: This study aims to analyze the effect of Artificial intelligence and gamification on online purchase intention, as well as the role of customer experience as a variable that mediates the effect of artificial intelligence and gamification on online purchase intention. The marketing approach in today's era tends to lean towards digital personalization using Artificial intelligence and gamification to improve customer engagement and experience. This is ongoing with the fast rate at which technology has been expanding. The development of artificial intelligence has increased consumer happiness even more, making it even more crucial in the contemporary environment. Also, Gamification has clearly been identified as a method of influencing consumer behavior. The use of game design elements in non-game contexts is known as gamification. Gamification and persuasive technologies have been used for business purposes and to influence customer behavior. Methodology: The method used in this study is a quantitative method using survey research with marketplace users in Indonesia as the object of the research. Data collection which was used is the cross-sectional method by distributing online questionnaires from Google Forms. The research sample was selected using the purposive sampling method in order to obtain 272 respondents from various users (Tokopedia, Shopee, Lazada, Blibli, and Bukalapak users). The data analysis that is used is the path analysis Structural Equation Model (SEM) by SmartPLS 3.0 software. The first stage in data analysis is to recapitulate data on the characteristics of the respondents. The next step is to measure the validity and reliability using discriminant validity, convergent validity, composite reliability, and Cronbach's alpha. Then, to test the inner model, a Goodness of Fit test was carried out through R-Square and significance testing by interpreting path analysis values, T-values, and P-Values. Finding: In this research conducted on marketplace users in Indonesia, it was found that Artificial Intelligence and Gamification are determinants of Customer Experience but these two variables cannot directly support Online Purchase Intention. Further findings indicate that Customer Experience can be an important determining factor for Online Purchase Intention. Customer experience can strengthen the online purchase intention among marketplace users. Conclusion: The result of this study shows that Artificial intelligence and gamification cannot affect online purchase intention directly but artificial intelligence and gamification can affect online purchase intention indirectly through customer experienc

    Materi 1. Pengenalan E-commerce Dan Persiapan Software Pendukungnya

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    Komputer Aplikasi E-Commerce Materi ini Membahas mengenai Dasar-Dasar E-Commerce, dan Penjelasan mengenai perangkat lunak xampp dan Program Text Edito

    Materi 2 Memformat Dokumen Html

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    Pemrograman WEB-1 Materi 2 ini membahas mengenai beberapa Elemen yang dapat digunakan untuk menampilkan informasi atau memformat dokumen html, diantaranya adalahParagraph Blockquote, Divider, Heading, Style, Font (Color, Face dan Size), Ganti Baris dan Garis Horiontal, background

    Materi 3. Membuat List Berurutan Dan List Tidak Berurutan

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    Pemrograman WEB-1 Materi ini membahas mengenai pembuatan List, baik yang berurutan maupun yang tidak berurutan, dengan menggunakan perintah ol, ol type , ul, ul typ

    Materi 6. Membuat Tautan Atau Link Dalam Html Teknik Informatika 2023-2024

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    Pemrograman WEB-1 Materi ini membahas mengenai Link Antar halaman, Link Relatiev Link Absolut, Anchor, targe

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