Abstract:The rapid development of digital financial technology has significantly transformed investment activities by providing easier access to financial markets through digital investment applications. This study aims to explore…
e the perceptions and experiences of beginner investors in making investment decisions in the digital era. Using a qualitative research approach with a phenomenological perspective, data were collected through semi-structured interviews with beginner investors who actively use digital investment applications. The collected data were analyzed using thematic analysis to identify patterns and themes related to investors’ experiences and decision-making processes. The findings reveal that investment decision-making among beginner investors is influenced by several interconnected factors, including the accessibility and usability of digital investment platforms, the influence of social media and online communities, the development of financial literacy, and psychological experiences related to investment gains and losses. Digital investment applications play a crucial role in lowering barriers to market participation by providing user-friendly interfaces and accessible financial information. However, reliance on social media as a source of investment information may also expose investors to misinformation and speculative investment behavior. In addition, emotional responses such as confidence, fear, and uncertainty often influence investment decisions among beginner investors. Overall, the study highlights that investment decision-making in the digital era is a multidimensional process shaped by technological accessibility, social influence, financial knowledge, and psychological factors. These findings contribute to a deeper understanding of investor behavior in digital financial environments and emphasize the importance of financial education and responsible investment practices.
Abstract:This study aims to analyze the use of comic media in learning Indonesian for Foreign Speakers (BIPA). One of the main challenges in BIPA learning is the low motivation of participants. This lack of motivation is often caused…
used by the monotonous classroom atmosphere. To increase learning motivation, an interesting and innovative approach is needed, especially for teenage and early adult participants. This research uses a descriptive qualitative method with a case study approach. The research subjects were beginner level participants of the Indonesian for Foreign Speakers Program (BIPA) at Prima University Medan, while the research object was the use of comic media in BIPA learning. The results showed that comic media can be used effectively to support BIPA learning objectives. Comics are able to facilitate the learning of listening, speaking, reading, and grammar, while creating a more pleasant classroom atmosphere. In addition to entertaining and attracting participants’ interest, comics also have various other benefits in BIPA learning. It is recommended for practitioners to continue to develop and integrate comic media into BIPA learning materials.
Abstract:SMK N 8 Pekanbaru faces challenges in preparing students to enter the rapidly growing game industry. Students require specialized skills in game development, such as programming, graphic design, and animation, which are…
not adequately covered in the school’s current training programs. To address this issue, the community service team proposed game development training using Unreal Engine, a beginner-friendly game engine with exceptional visual capabilities. The training was conducted in several stages, including material preparation, hands-on practice, and evaluation. The material was tailored to align with the student's comprehension levels, while the hands-on sessions allowed participants to directly practice game creation with intensive guidance from the team. Evaluation was conducted using pre-tests and post-tests to measure the participants' improvement. Additionally, the training aimed to help students explore career opportunities in the game industry and enhance their technical skills to meet industry demands. With the support of a developer community and the ease of use of Unreal Engine, students can continue to learn and refine their skills in the future. This program is expected to have a positive impact by equipping students with relevant job-market skills and enabling them to create new opportunities in the game industry.
Keywords: game development; technical skills; training; unreal engine; vocational school students
Abstrak: SMK N 8 Pekanbaru menghadapi tantangan dalam mempersiapkan siswa untuk memasuki industri game yang berkembang pesat. Siswa membutuhkan keterampilan khusus dalam pengembangan game, seperti pemrograman, desain grafis, dan animasi, yang belum tercakup secara memadai dalam pelatihan sekolah. Untuk mengatasi masalah ini, tim pengabdian masyarakat mengusulkan pelatihan pembuatan game menggunakan Unreal Engine, sebuah game engine yang ramah pemula namun memiliki kemampuan visual yang luar biasa. Pelatihan ini dilakukan melalui beberapa tahapan, yaitu penyusunan materi, praktik langsung, dan evaluasi. Penyusunan materi dirancang untuk memastikan kelayakan dan kesesuaian dengan tingkat pemahaman siswa. Sesi praktik menggunakan pendekatan hands-on yang memungkinkan siswa langsung mempraktikkan pembuatan game dengan bimbingan intensif dari tim. Evaluasi dilakukan melalui pre-test dan post-test untuk mengukur peningkatan pemahaman peserta. Selain itu, pelatihan ini bertujuan untuk membantu siswa membuka peluang karier di industri game dan meningkatkan keterampilan teknis mereka sesuai kebutuhan industri. Dengan dukungan komunitas pengembang dan kemudahan penggunaan Unreal Engine, siswa dapat terus belajar dan mengembangkan keterampilan mereka di masa depan. Program ini diharapkan dapat memberikan dampak positif dalam membekali siswa dengan keterampilan yang relevan untuk dunia kerja dan membantu mereka menciptakan peluang baru dalam industri game.
Kata kunci: keterampilan teknis; pelatihan; pengembangan game; siswa SMK; unreal engine
Abstract:Revolusi Industri 4.0 telah membawa perubahan signifikan dalam berbagai aspek kehidupan, termasuk kebutuhan akan keterampilan teknologi yang relevan di dunia kerja. Salah satu keterampilan yang semakin dibutuhkan adalah…
pengembangan aplikasi mobile. Artikel ini memaparkan kegiatan pengabdian masyarakat berupa pelatihan teknologi mobile menggunakan Flutter, yang ditujukan untuk memberdayakan siswa SMK Swasta Amal Bakti. Flutter dipilih karena kemampuannya sebagai framework pengembangan aplikasi lintas platform yang efisien dan ramah pemula. Pelatihan ini dirancang untuk mengenalkan dasar-dasar Flutter, seperti instalasi, pembuatan antarmuka sederhana, hingga simulasi aplikasi dasar. Metode pelatihan meliputi pemaparan teori, demonstrasi praktik, dan pendampingan langsung kepada siswa. Hasil evaluasi menunjukkan bahwa pelatihan ini berhasil meningkatkan pemahaman siswa terhadap pengembangan aplikasi mobile, dengan 85% peserta mampu menyelesaikan tugas praktik secara mandiri. Kegiatan ini diharapkan dapat menjadi langkah awal dalam menyiapkan siswa SMK Swasta Amal Bakti untuk bersaing di dunia kerja, sekaligus memberikan kontribusi nyata terhadap peningkatan kompetensi generasi muda di era digital. Selain itu, pelatihan ini juga membuka peluang pengembangan lebih lanjut dalam penggunaan Flutter untuk proyek-proyek inovatif di lingkungan sekolah.