The problem examined in this study is whether the perceived ease of use, perceived benefits and perceived risk partially have asignificant effect on the interest in using electronic money in Surabaya. This study aims to determine the significance of the effect of perceived ease to use, perceived benefits and perceived risk of interest in using electronic money in Surabaya. There are three independent variable studied, namely perceived ease to use, perceived benefits and perceived risk. The dependent variable is interest in using. The population is people in Surabaya who know electronic money. Determination of the sample using purposive sampling with criteria at minimal 18 year old and using electronic money. The number sample processed was 94 samples. The analysis technique uses multiple linear regression analysis. The hypothesis testing using t test. The result is that perceived ease of use and perceived benefits partially have a significant positive effect and risk perception has a significant negative effect on interest in using electronic money in Surabaya. The implication is that electronic money issuers should continue to innovate electronic money by increasing or adding service features found in application on smartphones and making their operation easier and opening more places to fill electronic money. Public understanding of electronic money needs to be improved again.
The problem in this study is whether entrepreneurial attitudes and education partially have a significant on entrepreneurial interest student of management study program, Faculty of Economics and Business, Wijaya Kusuma University, Surabaya. The aim is to determine the effect entrepreneurial attitudes and education on interest in entrepreneurship whether significant or not. Variable identification consists of independent ang dependent variables. The independent variables are entrepreneurial attitudes and education, while the dependent variable is interest in entrepreneurship. The sample is determined by purposive sampling while the analysis is using multiple linear regression. The results of hypothesis testing carried out by t test are attitudes have a positive and significant effect on entrepreneurial interest in students of management study program of Faculty of Economics and Business University of Wijaya Kusuma Surabaya while entrepreneurship education has a positive effect but does not have a significant on entrepreneurship in interest. To increase the interest in entrepreneurship among students, the cultivation of entrepreneurial attitudes needs to be fostered, among others, through the culvitation of self-confidence, inisiative, a spirit of leadership, courage in taking risks and being creative. The Faculty of Economics and Business, University of Wijaya Kusuma Surabaya and lecturers of the Entrepreneurship Course must do their best to make this course a trigger for the emergence entrepreneurial interes among students. Things that can be done include rearranging course materials, the learning process, lecture facilities and infrastructure as well as entrepreneurial practice activities. Keyword: attitude, entrepreneurship education, entrepreneurial interest.
This research was conducted in order to find out how important the influence of entrepreneurship education, income expectations and creativity is partly on the interest in entrepreneurship in students of the Faculty of Economics and Business, Wijaya Kusuma University, Surabaya. The research was conducted using a quantitative approach and the population was students of the Faculty of Economics and Business, Wijaya Kusuma University, Surabaya. Non-probability samples were taken using a purposive sampling technique. The number of samples is 100 respondents. The variables studied were entrepreneurship education, income expectations and creativity as independent variables, and entrepreneurial interest as the dependent variable. We collected data through a closed questionnaire. The result is entrepreneurship education, income expectations and creativity have an influence on the interest in entrepreneurship in students of the Faculty of Economics and Business, Wijaya Kusuma University, Surabaya. It is recommended that entrepreneurship education materials continue to be developed in accordance with developments in the business world, accompanied by entrepreneurial practices for students, instilling the hope of earning a high income if they become entrepreneurs and increasing the power of creativity in generating business ideas.
The behavior of students of university in their study have an effect in their character toward corruption. As motivation effects the behavior and the behavior effects the character of person [1]. Game is one of interactive digital media that can be used as educational tools. Game education is a digital game which structured for educational purpose [2]. Augmented Reality game is a live direct or indirect view from real word perspective whose elements are augmented by computer-generated in which a view of reality is modified even diminished by a computer [3]. This Journal contains the result of using Augmented Reality game as education media for anti corruption education in behavior of university students. Education materials consist of bad behavior of university students that appear on their study and their relation with corruption.Keywords – Augmented Reality, Game, Behavior, University, Student, Education
Sexual child abuse are direct or indirect action from people who is older than children are. People whose close and known by children 90% of them are being sexual child abuse offenders. Sexual child abuse preventive measure delivered through sexual education by media such as pictures, comic, and video. Create this media as a tool to guide parents to teach their children to keep them safe from child sexual abuse.Parents could choose video that provide animation with stories detailing and watching together with their child, or accompany children and tells story through comic and spending time together. Alternatively, by playing education game, children play it and parent accompany them, explain the story in the game, and enjoy the animation on the game.This research will discuss about drafting a game as a media to prevent sexual child abuse. Formulate appropriates story for children and information that will be presented in the game. Reviewing literature and media that already exist about sexual child abuse and the way to prevent it are materials gathering process. Discussion also has done with psychologist and childrens sex education expert to confirm literature review results, also to formulate games for children.
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