
The process of doing a literature review involves learning about and examining the findings of research that has been published by researchers in relation to earlier bodies of knowledge. Activities that involve reviewing the literature might improve knowledge-building in relation to ongoing research. with the investigation being made. Making an effective and accurate literature review requires using relevant research and the findings of prior studies. study findings The findings of earlier studies and pertinent research are helpful in bolstering theories, notions, and phenomena connected to and influencing the generation of variables. the development of variables through connected and influencing processes. The performance of a company's employees is reviewed in this article in detail company. These elements include knowledge management, web-based information systems, and literature reviews. The Executive Support System (ESS) for Business is the subject of an information system, knowledge management, and literature review. The effects of web-based information systems on employee performance and knowledge management on employee performance are just a few of the outcomes that can be gained via literature research efforts
The purpose of this study is to clarify the readiness and challenges of learning information technology, and the challenges of education in this fourth era in applying information technology to learning insights. That's it. As a driver of information technology for learning insights in Indonesia, Indonesia's willingness to face the challenges of the era 4th has made us a credible player in the field of education management to improve human resource management through education and analysts. The challenges of the fourth growth area will soon improve. Therefore, Indonesia's current educational administration policy prioritizes the use of digital technology and progress in educational informatics for her four-year-olds at all levels of education, especially in higher education institutions. Solutions that can be implemented include setting appropriate curricula and educational guidelines, preparing human resources to use information and communication technologies, optimizing student skills and personal development, and preparing for digital learning facilities and infrastructure.
The acceleration of economic transition towards a more sustainable circular production system is a pressing global concern. This study addresses the scarcity of empirical research on the impact of digitization on circular economy efficiency. It investigates the influence of digitization on the effectiveness of circular economy practices through an empirical analysis of quantitative data obtained from 200 participants within the financial sector of Kozani, Greece. The results, derived from regression analysis, reveal a significant and positive association between digital business practices and circular economy performance. Notably, industrial firms that prioritize digitalization exhibit a notably higher adoption rate of new business innovations for resource efficiency. These findings underscore the strong connection between digitalization and circular economy performance, highlighting the potential for digitalization to catalyze the development of circular business models. This research contributes to our understanding of the pivotal role that digitization plays in advancing sustainable circular economies
This research aims to produce an Android game product containing TP Domain material that is feasible as an alternative learning media for Raharja University students. The feasibility value is known through expert assessment, potential users, and learning usability. Product development was carried out through five main stages: preliminary study, planning, design, development, and evaluation. Data collection was carried out by preliminary study interviews, learning style identification, expert validation, potential user validation, and experimental testing. The number of respondents consisted of one lecturer, two media and material experts, and 60 students. The results showed that the developed product has met the eligibility criteria of media validation, material, prospective users, and usability testing. The material expert's assessment falls into the very feasible category, while media experts and prospective users fall into the feasible category. The product is also proven to have usability based on the difference in the average pretest and posttest scores of the two test groups, so that the comparison of the gain values shows a significant difference
Advances in information technology are developing rapidly in various areas of life. The Internet is one of the most influential information and communication technologies. A website, one of the Internet technologies, is not only a medium of information, but also a process that supports a company's business. No effect. SEO (Search Engine Optimization) is one of the advertising methods using search engine optimization so that the website created by our company will be displayed on the top of the search engine page or on the first page (first page). This research was initially conducted on the Business Incubator website, which did not follow his SEO techniques. Then some steps were also taken by implementing on-page SEO techniques such as title tag, content, meta keywords, keyword optimization for meta description and sharing on social media. This point. A test as a benchmark for successful implementation of SEO techniques. As a result of implementing SEO techniques, his website's SERP (Search Engine Results Pages) on search engines increased and in the second month he successfully landed on Google's second page and was indexed by Google Search. The first page was not successful in March.
In recent years, the use of virtual reality (VR) in the classroom has grown in popularity. New learning possibilities are made possible by its presence and immersive design. Due to this expansion, several research have been done to determine how VR affects learning results. Meta-analyses that condense the impacts of VR on learning acquisition are now necessary due to the growth of experimental investigations. However, there are a number of evaluations in the present literature that concentrate on 5.0 students and examine the impact of a number of factors, including immersion level, length of intervention, and subject matter. However, there are a number of evaluations in the present literature that concentrate on 5.0 students and examine the impact of a number of factors, including immersion level, length of intervention, and subject matter. To fulfill this demand, this meta-analysis was conducted. Eight experimental papers were eventually included in the meta-analysis following a pre-selection of 286 references published between 2010 and 2021this . The findings demonstrate that, generally speaking, VR fosters greater student learning than the control conditionApart from that, the effect is considerably more pronounced with immersive VR than with semi-immersive and nonimmersive systems. This effect is independent of the level of education in which VR is used and most areas of knowledge. Additionally, shorter treatments are less successful than longer ones.
Education on the use of IoT technology for energy audit and management within the context of conservation and efficiency The demand for electrical energy rises in direct proportion to a region's economy. The basic electricity rate rises in response to the steadily growing demand for electrical energy. Increased use of electrical energy is a result of wasteful conduct and a disregard for equipment standardization. increases the utilization of electrical energy. The local population still does not appear to be concerned or aware of how crucial it is to keep the electrical supply sustainable.Many studies that are pertinent to energy efficiency and conservation education have been conducted.Thus, the community needs to be informed of this information in order to, among other things, increase understanding, encourage the community to behave economically, conduct audits, and manage electrical energy in accordance with standardized practices. SMK N 1 Brebes, a vocational school for electrical and electronics, is a setting that is pertinent to the use of this technology. The development in students' abilities after engaging in this activity shows that it has delivered education in the form of reading material and energy management practice.
The purpose of this study is to find out how library services will be affected by advances in information technology. This research examines the various services offered by the library as well as the facilities and technology used there. A descriptive qualitative method was used in this study. Direct observation and interviews were used as data collection methods in this study. In addition, there was an opportunity for the researchers to ask some questions regarding the research that had been conducted. The library director participated in this research. The services provided by the library are a combination of manual and technological services. The main way information technology affects library services is by making it easier for library staff to do their jobs, attracting more visitors, and modernizing the facilities offered by the library.
This study examines the use of information technology in the management system of Indonesian higher education institutions. This could have been more optimal and evenly distributed in terms of hardware and management. This study is an international journal study. Input resource findings include visualizers/document cameras, computers, whiteboards, student-ready systems, and application programs. Output resources include projectors, interactive whiteboards, and displays. monitor, television, etc. Finally, other ICT devices include digital cameras, switchers, digital recorders, and other innovations. In short, inequalities in the infrastructure supporting the application of this technology in education and the need for better preparedness of human resources for the use of information and communication technologies in learning.
In Indonesian 4.0's goal for a knowledge-based economy, critical thinking skills have been given more weight. Given the seriousness of the problem, the researchers gathered a focus group of nine professionals in August 2017 and asked them to help create a new critical thinking education methodology. From this, the authors developed the "PUSCU Model," a five-focus management paradigm. Two subgroups of 69 students were formed using random cluster sampling. Two groups: one with 34 participants in traditional learning and one with 35 participants in experimental investigations. From November 2016 to February 2017, a 16-week test of the PUSCU model was carried out. A single Multivariate Analysis of Variance (MANOVA) was performed using the Statistical Package for the Sciences (SPSS) 21 software to ascertain any differences between the experimental and control groups. The outcomes showed that the study group's participants were content with the instructor's usage of the created learning materials and that, on the whole, they performed well in terms of critical thinking skills and academic performance.
Startups embracing artificial intelligence (AI) as a component of their business models are quickly emerging right now. The application of AI technology in business has been going on for a while, even though recent research reveals that new or alternative business models are being implemented.It might be claimed that AI technology has been used to business models for a very long time, which puts into question the uniqueness of these business models. In order to better understand how AI companies' business models may differ from traditional IT business models, this study compares them to each other. The first step is to create a taxonomy of business models for AI businesses using a sample of 162 Worldwide Stratup, from which four archetypal business models are derived: Deep technology researcher, data analytics supplier, AI product and service provider, and facilitator of AI development The following are three main elements of startup business models for AI firms that are discussed based on this descriptive analysis: (1) new value propositions made possible by AI, (2) Various uses of data to create value and (3) How AI technology affects general business reasoning. By defining their key purposes, common instantiations, and distinguishing features, this research adds to our fundamental understanding of the AI start-up business model. This study suggests intriguing directions for further investigation in the field of entrepreneurship. À It is structured to foster entrepreneurial activity. Taxonomies and models are actually instrument.
The expansion of Micro, Small, and Medium Businesses (MSMEs) can have an impact on Indonesia's economic growth (MSMEs). Because MSME players lack the capacity to adapt new technology, new technology in the industrial era 4.0 is one of the barriers to the development of MSMEs in Indonesia.Due to the inability of MSME players to adapt new technologies, Indonesia. Sales information systems, social networking, and Google My Business are a few examples of technologies that MSME & SMEs may use to their advantage. These technologies can aid in sales, marketing, and customer communication. The aim of this study was to ascertain the extent to which MSMEs in Banyumas Regency employ information technology, including information systems, social media, and Google My Business. information technology's impact on Banyumas Regency MSMEs' success. The research approach employed is The findings demonstrated the significant growth of MSMEs using technologies like Tokopedia, Instagram, and Google Maps. Use of technologies like Tokopedia, Instagram, and Google Maps is expanding quickly. A combination of increased asset turnover and customer communication is made simpler. According to these findings, there is a high correlation between the two factors, suggesting that the usage of industrial information technology (IIT) 4.0 might influence MSMEs' development. in order to say that there is a substantial correlation between the two variables.
Rainfall in the rainy season can last for about six months, resulting in continuous rain and increasing the amount of water that causes flooding. The community does not directly get information or be informed when it rains. To anticipate these problems, the Prototype of Water Level and Rainfall Detection System as a Flood Warning Based on the Blynk IoT Application is considered effective for developing a rainfall and water level monitoring system. By using the tool design method, flowchart, system analysis (SDLC), and testing using the black box testing method. The system detects the distance between the sensor and the water surface. If the distance to the water level is close to the sensor, the system will report a flood and then switch to the Blynk software. The mobile will display a message and the system can enter all distances into the program.
E-learning is limited from a pedagogical standpoint because it can't emote or captivate students the same way a teacher can. To compensate for the lack of sensation or emotional engagement, an e-learning system must aim to encourage students in other ways. JB Fogg conducted study on the subject of persuasive technology and how to develop tools that affect a user's emotions. He introduces the Fogg's Behavior model, which looks into the circumstances that can lead to a particular behavior. There are numerous uses for this idea in human-computer interaction. Games are a regular aspect of life that delight players while also modeling behavior. We can improve user engagement with an e-learning application and its particular activities by incorporating game mechanics and dynamics into tasks and e-learning processes. Gamification is a term that has many applications in business practices and suggests tried-and-true methods that are comparable to those used in games. Gamification is the process of integrating elements of gaming into non-gaming applications, particularly user-friendly internet and mobile platforms. Furthermore, it seeks to persuade users to engage in the appropriate behaviors in respect to the applications. This description is connected to the terms serious games, serious gaming, playful engagement, and game-based technology. In this section, we'll examine each one in more detail, as well as examine how well they apply to e-learning and the learning process as a whole.
The goal of this study is to ascertain whether simulations created using Physics Education Technology (PhET) may enhance SMAstudents' performance on particular physics topics. The performance of SMA high school students on a chosen physics topic, specifically electrodynamics, can be improved using (PhET) simulation. The performance of SMA students on a chosen physics topic, namely electrodynamics, was examined in this study using a quasi-experimental methodology. In this study, 72 SMA students participated in a quasi-experimental design with multiple-choice pre- and post-tests. The division of the class into two parts—one for the control group and the other for the experimental group—was done based on the sections that the students were in. Every day during their spare time, the experimental group was permitted to play the PhET simulation for an hour, whereas the control group received no exposure to any supplemental activities that would have caused the experiment to be successful. ideas in electrodynamics are formalized through production. Despite the students' apparent interest in the simulation, the results revealed that there was no statistically significant difference between the control and experimental groups' mean scores. Perhaps the simulations that they had experienced throughout the lectures piqued students' interests further. The study also revealed that there was not necessarily a significant difference between students' performance before and after exposure to the PhET simulation, but rather a slight improvement.
In the Information Systems Department of Raharja University, where blended learning is used, this study intends to describe the propensity for student learning independence. Data analysis is done using percentages utilizing a descriptive quantitative methodology. There were 90 respondents in the study, which included students from the class of 2021 in the department of information systems at Raharja University. An open-ended statement-style questionnaire with a Likert scale was utilized to collect the data. According to the findings, student learning about independence is generally beneficial. Each variable indicative of learning independence yielded analytical results that fell into the group of favorable outcomes. The percentage results for each indicator are as follows: 1) independence from other people is 78%; 2) confidence is 75%; 3) disciplined behavior is 74%; 4) sense of responsibility is 78%; 5) act on own initiative is 75%; and 6) exercising self control is 76%. While using blended learning, teachers can more easily guide their students through the learning process.
Virtual reality (VR) is a computer-based simulation technology that enables users to interact while experiencing oneself in a virtual environment.Virtual reality (VR) combines three-dimensional (3D) objects combined with hearing and vision to create effects for users as if they were in a virtual environment. It should be noted here that the use of Virtual Reality is very effective in the field of education Given that a user can observe things in cyberspace from all angles, including above, below, to the left, right, back, and ahead, the 3D coordinate system used in virtual reality (VR) is based on the Cartesian coordinate system.
In order to promote education in madrasahs, this study seeks to assess policies from a sociopolitical perspective. This research, it continues, was carried out using a descriptive qualitative method to the kind of library research, with book data serving as the data source. Content analysis, whose scope includes the depth of information content, was used to carry out the data analysis technique. The findings demonstrated that madrasah-based management involves the principal and is participatory management of the madrasah. The community, stakeholders, instructors, and students must work together to attain the goals for educational quality. Since1960–1990, there has been a global push toward decentralization in the area of education reform. The New Order's fall in 1998 ushered in a period of transition that included the constitutional reformation of education in Indonesia. since the Regional Government Law No. 22 of1999, which was later revised by Law No. 32 of the same year, established regional autonomy. In2004, the local government received control of the educational matters.
This article examines how students feel about using Quipper School as an e-learning platform to teach English and discusses its benefits and drawbacks. Using the cluster sampling approach and concentrating on the survey study method, this study used two sample classes with a total of fifty-three participants. Twenty questionnaires were sent out to students to gauge their opinions of Quipper School. When exploring the benefits and drawbacks of implementing Quipper School, which has been done through student interviews, in-depth information seems to be as significant as continuous responses. The results showed that pupils prefer to utilize IT and are at ease using it for educational purposes. More importantly, Quipper School's benefits encourage interaction between students and teachers both within and outside of the classroom. Even though the teacher isn't in the room, the pupils still receive instruction or have a chance to review the content. It uses a revolutionary learning approach to improve students' learning experiences. Quipper school also has drawbacks when used in the educational process, for instance, erratic internet connections, restricted computer resources that facilitate study at Quipper School, additionally, there was no spoken material that could be used in a prep school. Today, employing a quipper school to teach English might be beneficial for studying and teaching. Although the teacher is not physically present to give direct instruction, students still receive a lesson, and by studying the information whenever and wherever they are, they can increase their success in learning English.
Virtual reality (VR) is a computer-based simulation technology that enables users to interact while experiencing oneself in a virtual environment.Virtual reality (VR) combines three-dimensional (3D) objects combined with hearing and vision to create effects for users as if they were in a virtual environment. It should be noted here that the use of Virtual Reality is very effective in the field of education Given that a user can observe things in cyberspace from all angles, including above, below, to the left, right, back, and ahead, the 3D coordinate system used in virtual reality (VR) is based on the Cartesian coordinate system.