The spread of the Covid-19 virus impacts all aspects, one of which is the economic aspect. To maintain coffee MSME products during the pandemic, MSME Coffee players have adapted to government policies, namely by utilizing digital technology to synergize with today's digital transformation. Observing and studying literature is used as a research method, collecting information so that the adaptation process can run smoothly as expected. After the MSMEs of Coffee Products have adapted the digital business in the digital marketing section, the results obtained are the presence of Instagram Social Media, Blogs, Online Stores, and new Payment Methods. The use of this technology certainly impacts both MSME actors and consumers who find it easy. The hope is that the research will be able to develop an online marketplace and also assess the level of consumer satisfaction with the use of digital media on this MSME Coffee product.
Associated with the current development of the emergence of many technologies that have increased in the world, especially in industry, one of which is the blockchain which is a new technology that is undergoing drastic density, this technology has data that is difficult to manipulate so that the blockchain has data security very trusted, and every record of all the contents of the transaction data can be known from one server to another server so that both parties know each other what the activities are carried out. The recording of transactions in this blockchain technology is connected in one block that is secured directly by a computer network, the blockchain itself has several applications such as Cryptocurrency or can also be called digital currencies, and Smart Contracts. This Smart Contracts is an application owned by blockchain technology that carries out an agreement or digital agreement in the computer program code that is entrusted by both parties stored in the blockchain database, so that it cannot be changed by anyone or the help of other parties, then no longer needed entities that can be trusted in using Smart Contracts. These Smart Contracts help to process the exchange of money, shares and property. Currently there are many industries that use Smart Contracts, such as the business industry that records financial services, the health industry which records data on patient health history, even the insurance and government industries also use Smart Contracts, therefore the existence of Smart Contracts is useful to avoid an intermediary service so that a transaction process will be trtransparent.
Curug SMPN 1 is one of the state senior high schools in Tangerang regency, precisely in Curug district. The teacher absentee system in implementing learning has been running and is considered ineffective because it still has to record in books which are considered inefficient. To facilitate the need for teachers to record reports in books and to make it easier for supervisors, a web-based information system design was created. The method used is a prototype model using the help of an application from Adobe. With the prototype it is expected that the use of the WhatsApp service can be used to provide information to parents. The use of this prototype method is expected to be developed in other schools.
A public blockchain simulation, which bears some resemblance to Bitcoin. All players are interconnected with several possibilities to form coin and block transactions and the power to get a taste of the consensus algorithm controlling transactions and blocks. A software medium that is based on blockchain games began using whiteboards to become web-based simulation games with various teaching scenarios. Contributive tool-based instruction with experience in blockchain concepts that can be used in the classroom as well as online. Along with this, simulations can give students the opportunity to experiment with all relevant blockchain operations like signing, creating transactions, building blocks, etc. This post was written to offer our firsthand experience teaching evolving blockchain technology to business and business information technology students at the undergraduate and graduate levels using newly built gamification teaching applications. This research is based on a design-based research methodology. We describe the process from identifying the problem, to designing the tool and demonstrating its implementation.
With the rise of world progress, information technology and telecommunications to the Internet have become a top priority. These advancements mark a watershed moment in mobile learning, or "mobile learning," as it is known (m-learning). M Learning has some extra learning capacity that can be accessed by anybody, at any time, from anywhere. The issues still exist in m-learning, including a shortage of hardware and platforms required by the system architecture and accessibility. In order to become comfortable for the user, a thorough examination of each component dealing with existing m-learning is also required. This research aims to address the problem by employing multimedia as a material that can provide more precise and detailed information. Multimedia m-learning services necessitate an internet connection, excellent access, and adequate hardware to benefit from the overall bias with good services provided by phones that offer mobile multimedia facilities. The study's primary goal is to create m-learning with multimedia services, and the expected results are a software-based content provider.
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