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…
This research aims to describe the perceptions of class 2020 students towards hybrid learning in the digital learning course of the Economic Education study program at Sriwijaya University in the 2022/2023 academic year. This is a qualitative research with a descriptive analysis approach. The population in this study were Economics Education students class of 2020. The sample of this study used…
Pengembangan bahan ajar flipbook digital materi Indonesia Kaya Budaya menggunakan aplikasi Heyzine pada fase b menggunakan model pengembangan ADDIE dengan modifikasi hanya dengan 4 tahap (Analyze, Design, Development, dan Implementation). Data dikumpulkan melalui wawancara, penilaian para ahli, dan angket respon. Hasil penelitian menunjukkan bahwa kevalidan materi adalah 97,8% dengan kategori s…
The aim of this research is to determine students' perceptions in English language learning using Digital Books in the 6th semester of the English Language Department at Sriwijaya University, academic year 2020/2021, in Indralaya class. The researcher used a questionnaire and interview to collect data and employed qualitative descriptive analysis to analyze the obtained data. The collected data…
This study aims to develop digital comic learning media assisted by a storyboard that subtheme peristiwa masa penjajahan in class V SD Negeri 16 Tanjung Batu and aims to determine the validity and response of students to the learning media developed. This type of research used is Research and Development (R&D) with the ADDIE development model using three stages consisting of Analyze, Design, an…
This research is entitled "Development of a Digital Book of Local History of the DPRD of South Sumatra for the 1999-2009 Period Using the PAIKEM Learning Model in Class XII of SMA Srijaya Negara Palembang". This research was conducted in class XII IPA 2 SMA Srijaya Negara Palembang. This research is a type of development research using the ADDIE model. This study aims to develop digital book le…
An era where technology has developed rapidly has undoubtedly made today's generation a tech-savvy generation. Advanced technology development also affects several aspects of life, such as literacy. Literacy is an individual's ability to read and absorb various information in daily life. In a much more advanced era, Digital Game is an interactive media that can also be a bridge to individual li…
The tendency of people to use private vehicles compared to using public transportation can cause congestion in the city of Palembang. Therefore, it is necessary to visualize spatially in order to be able to know the selection of modes used to head to the location of origin and the availability of public transport infrastructure in the city of Palembang, so that public transport services can be …