This research aims to explore the strengthening of institutions as an effort towards digital transformation for Micro, Small, and Medium Enterprises (MSMEs) in the Cooperative and SME Agency of Palembang City. A qualitative method was employed to analyze the implementation of programs and the role of the Cooperative and SME Agency in supporting the development of MSMEs. The findings indicate th…
Skin diseases account for 1.79% of the world's disease burden. Indonesia is ranked 3rd of the top ten diseases in the world. Digital processing can enable better feature extraction from images of skin lesions, thereby aiding in the identification of patterns or characteristics that may be difficult to recognize by the human eye. Deep learning has demonstrated the ability to understand and proce…
This research discusses China's Digital Diplomacy response AUKUS Pact. This study aimed to find out how China’s Digital Diplomacy respond to the AUKUS Pact by using Twitter as a social media instrument of Digital Diplomacy. The emergence of China as a new superpower country in the Asia Pacific region has made the United States feel threatened. One of America's efforts to maintain its interest…
DEVELOPMENT OF TEACHING MATERIALS FOR TEXT READING PROCEDURE FOR USING DRYLAB-BASED EDUCATIONAL GAMES FOR CLASS VII STUDENTS AT SRIJAYA NEGARA PALEMBANG JUNIOR HIGH SCHOOL This research develops digital teaching materials through Drylab-based educational Games for learning to read procedure texts for junior high school students. The aim of this research is to develop digital teaching materials …
Penelitian ini bertujuan menghasilkan produk bahan ajar berupa modul digital interaktif digital flipbook untuk materi pembelajaran menulis cerita rakyat di SMA Negeri 1 Simpang Teritip. Penelitian ini menggunakan model penelitan dan pengembangan Borg dan Gall serta Alessi dan Trollip. Modul digital interaktif dikembangkan dengan mengacu pada angket analisis kebutuhan, serta wawancara dengan sis…
This research is research and development (Research and Development) using the modified and adapted Dick and Carey (2001) development model. This research aims to (1) Describe the results of an analysis of the needs of educators and students regarding digital teaching materials through drylab-based wordwall educational games in learning to read descriptive texts for class VII students at SMP Sr…
PayPal merupakan salah satu akun virtual yang menyediakan layanan transfer dan pembayaran online dengan jumlah pengguna mencapai sekitar 429 juta orang. Akan tetapi, PayPal tidak termasuk dalam kategori 3 besar dompet digital yang sering digunakan masyarakat Indonesia. Oleh sebab itu, PayPal perlu melakukan sesuatu untuk meningkatkan daya saing antar dompet digital lainnya di Indonesia. Penelit…
In the era Society 5.0, economic growth and digital products have mushroomed, leading to digital transaction product innovation becoming a daily necessity for society. Easy, cashless payment are made through an e-wallet application with various options, including the DANA application. However, in several reviews, user have complained about the performance and issues with the DANA application su…
The growth of technology has reached the financial sector including the development of payment instruments. Payment methods in Indonesia began with a barter system, followed by the invention of coins then paper-based money until technological developments introduced an e-payment or cashless payment system. E-payment itself is categorized into several types, one of which is a digital wallet (e-w…
System digitalization is an effort to improve quality to make it easier for users to manage the system digitally. Library digitalization aims to connect the interaction of the general public and information sources from the library without any interaction. Sriwijaya University State University facilitates student learning sequences in terms of submitting documents and searching for research and…
Era modern ini, masyarakat selaku konsumen banyak memilih untuk berbelanja secara online yang memiliki begitu banyak kemudahan yang ditawarkan serta berbagai bentuk permasalahan yang kebanyakan sulit dihadapi, hal ini menimbulkan ketergantungan dan meningkatnya kebutuhan konsumen terhadap dompet digital. Topik ini diangkat karena banyaknya toko-toko online yang mencederai hak konsumen yang meng…
The development of digital wallet technology, especially through smartphone platforms such as OVO and DANA, has changed the financial transaction landscape significantly. Both applications function as digital payment tools, but they have differences in features, layout, colors and performance. User experience (UX) is the basis of research because it is a crucial factor in the success of a produ…
Penelitian yang berjudul pengembangan perpustakaan berbasis digital dalam meningkatkan pengetahuan edukatif mahasiswa di prodi Penjaskes Universitas Sriwijaya bertujuan, 1) ingin membuat perpustakaan digital berbasis web bagi mahasiswa semester 1 Penjaskes Universitas Sriwijaya. 2) ingin mengetahui kevalidan, kepraktisan dan keefektitasan perpustakaan digital berbasis web bagi mahasiswa. Metode…
This research aims to develop digital book teaching materials using the anyflip application on plant reproduction material in class IV SD Negeri 11 Palembang and to determine the validity and practicality of digital book teaching materials. The type of research used is Research and Development (R&D) with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). Th…
Pengembangan E-LKM materi rekayasa pembelajaran digital telah dilakukan dan diterapkan dalam pembelajaran mata kuliah pengelolaan kelas digital Pendidikan Kimia Universitas Sriwijaya. Pengembangan dilakukan dengan menggunakan metode 4D (Define, Design, Development, dan Dissesminate). Data dikumpulkan melalui wawancara, angket, walkthrough, dan tes. Tahap evaluasi dalam penelitian ini terdiri da…
Penelitian ini menghasilkan media buku cerita bergambar digital untuk meningkatkan literasi sains pada materi gaya di sekitar kita di kelas IV SD Negeri 9 Prabumulih serta mengetahui tingkat kelayakan, kepraktisan, dan dampak media tersebut. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE. Pada penelitian ini dilakukan uji kelayakan dengan …
Pendidikan adalah sarana atau jembatan untuk manusia agar dapat mengembangkan potensi diri melalui proses pembelajaran yang didapat. Salah satu bentuk media pembelajaran ialah perpustakaan digital, yang menjadi bagian dari inovasi pengembangan perpustakaan dibangun guna menarik masyarakat pengguna dalam jumlah besar. Penelitian ini disusun karena kurangnya e-book atau buku digital untuk siswa d…
Penelitian ini bertujuan untuk membuktikan pengaruh literasi digital terhadap hasil belajar mahasiswa pada mata kuliah pengembangan media pembelajaran ekonomi program studi Pendidikan Ekonomi Angkatan 2020 Universitas Sriwijaya. Penelitian ini merupakan penelitian kuantitatif dengan jenis penelitian korelasional. Populasi dalam penelitian ini yaitu mahasiswa Pendidikan Ekonomi Universitas Sriwi…