This study thoroughly examined the use of different machine learning models to predict financial distress in Indonesian companies by utilizing the Financial Ratio dataset collected from the Indonesia Stock Exchange (IDX), which includes financial indicators from various companies across multiple industries spanning a decade. By partitioning the data into training and test sets and utilizing SMOTE and RUS approaches, the issue of class imbalances was effectively managed, guaranteeing the dependability and impartiality of the model’s training and assessment. Creating first models was crucial in establishing a benchmark for performance measurements. Various models, including Decision Trees, XGBoost, Random Forest, LSTM, and Support Vector Machine (SVM) were assessed. The ensemble models, including XGBoost and Random Forest, showed better performance when combined with SMOTE. The findings of this research validate the efficacy of ensemble methods in forecasting financial distress. Specifically, the XGBClassifier and Random Forest Classifier demonstrate dependable and resilient performance. The feature importance analysis revealed the significance of financial indicators. Interest_coverage and operating_margin, for instance, were crucial for the predictive capabilities of the models. Both companies and regulators can utilize the findings of this investigation. To forecast financial distress, the XGB classifier and the Random Forest classifier could be employed. In addition, it is important for them to take into account the interest coverage ratio and operating margin ratio, as these finansial ratios play a critical role in assessing their performance. The findings of this research confirm the effectiveness of ensemble methods in financial distress prediction. The XGBClassifier and RandomForestClassifier demonstrate reliable and robust performance. Feature importance analysis highlights the significance of financial indicators, such as interest coverage ratio and operating margin ratio, which are crucial to the predictive ability of the models. These findings can be utilized by companies and regulators to predict financial distress.
Over the past decade, the integration of technology, particularly gamification, has initiated a substantial transformation within the field of education. However, educators frequently confront the challenge of identifying suitable competitive game-based learning platforms amidst the growing emphasis on cultivating creativity within the classroom and effectively integrating technology into pedagogical practices. The current study examines students and faculty continuous intention to use gamification in higher education. The data was collected through an online survey with a sample size of 763 Pakistani respondents from various universities around Pakistan. The structural equation modeling was used to analyze the data and to investigate how continuous intention to use gamification is influenced by, extended TAM model with inclusion of variables such as task technology fit, social influence, social recognition and hedonic motivation. The results have shown that task technology has no significant influence on perceived usefulness (PU) where as it has a significant influence on perceived ease of use (PEOU). Social influence (SI) indicates no significant influence on perceived ease of use. Social recognition (SR) indicates positive influence on perceived usefulness, perceived ease of use, and continuous intention. The dimensional analysis indicated that perceived ease of use has insignificant influence on perceived usefulness. Both PEOU and PU exhibit positive influence on attitude. Hedonic motivation (HM) and attitude were observed to have a positive influence on continuous intention (CI). Moreover, gamification is found to efficiently and effectively achieve meaningful goals by tapping intrinsic motivation of the users through engaging them in playful experiences.
This article aims to analyze the role of the Medan City Religious Harmony Forum (FKUB) in shaping harmony in digital literacy-based virtual communities. FKUB has a central role as an institution that ensures that the aspirations and interests of religious communities can be accommodated effectively. In addition to making real improvements, FKUB also initiated its moderating role through the digital realm. This research adopts a qualitative method using a phenomenological approach. Primary data was obtained through interactions with key informants, while secondary data sources involved articles, books, reportage related to the context of the research theme. Data collection was conducted through interview, observation, and documentation techniques. Data analysis used the Miles and Huberman analysis model with the steps of data coding, data presentation, and conclusion drawing. The results showed that FKUB initiated digital literacy-based religious moderation through two development communication models. The first model is a linear model where FKUB acts as a community educator. The second model is a participatory model that is usually uploaded on Instagram, FaceBook and Youtube social media. This model allows the community to comment and have two-way communication with the FKUB. Both models are oriented towards creating collective intelligence as an indicator of building virtual harmony. Through digital literacy-based development communication, FKUB can be a mediator in meeting the Sustainable Development Goals (SDG’s), namely: Peace, justice and strong institutions, as well as promoting equality and reducing inequality.
Electronic Word of Mouth (eWOM) has become a pivotal factor influencing consumers’ decisions, particularly in the context of hotel services. With the advent of social media, it provides individuals with powerful tools to share its experiences and opinions about hotels. In this digital age, customers increasingly rely on online reviews and recommendations from their peers when selecting accommodations. eWOM on social media platforms has a substantial impact on customers’ perceptions and decision-making processes. This study aims to better understand the influence of eWOM by social media platforms on purchase intention of hotel services. To understand the influence of eWOM, this study uses the information adoption model as the model has been widely used in previous eWOM studies. The information quantity construct has been added to strengthen the model. The online questionnaire was distributed to social media users by using Google forms via social media platforms and only 210 of them were responded. The SmartPLS 4.0 software is used to analyze the data as the Partial Least Square-Structural Equation Modelling (PLS-SEM) is a method to confirm the structural equation models and to test the link between inert developments. Based on results, the information quantity and information quality of hotel services on eWOM positively influences the information usefulness and the information usefulness of hotel services on eWOM positively influences the purchase intention. The results lead to increase sales of hotel services and contribute to economic growth.
In the process of the kindergarten project implementation research, we have been thinking: how to combine the early childhood health education with the curriculum gamification concept? How to come from the activities of children's life materials, problems, situations, to close to the way of children's life permeated in children's daily life? How to integrate the GOALS, contents and requirements of health education into the game, attract children's participation, and make children become the subject of learning and development? ... The puzzles are pushing us to project implementation ways and strategies of thinking, to help children improve the level of awareness of health, to improve the attitude to personal hygiene and public health, the good habits of life and health, learning, health habit and the habit of physical exercise, cultivate children's health, happy, confident, studious, good quality.
Language is fundamental to human communication, allowing individuals to express and exchange ideas, thoughts, and emotions. In early childhood, some children experience communication disorders that impede their ability to articulate words correctly, posing significant challenges to their learning and development. This issue is exacerbated in developing countries, where limited resources and a lack of technological tools hinder access to effective speech therapy. Traditional speech therapy remains vital, but the latest technological advancements have introduced robotic assistants to enhance therapy for communication disorders. Despite their potential, these technologies are often inaccessible in developing regions due to high production costs and a lack of sustainable manufacturing models. For these reasons, this paper presents “FONA,” a robotic assistant that employs rule-based expert systems to provide tactile, auditory, and visual stimuli. FONA supports children aged 3 to 6 in speech therapy by delivering exercises such as syllable production, word formation, and pictographic storytelling of various phonemes. Notably, FONA was successfully tested on children with cochlear implants, reducing the number of sessions required to produce isolated phonemes. The paper also introduces an innovative analysis of the Make To Order (MTO) manufacturing system for producing FONA in developing countries. This analysis explores two key perspectives: collaborative networks and entrepreneurship, offering a sustainable production model. In a pilot experiment, FONA significantly improved children’s attention spans, increasing the period by 17 min. Furthermore, the economic analysis demonstrates that producing FONA through collaborative networks can significantly reduce costs, making it more accessible to institutions in developing countries. The findings suggest that the project is viable for a five-year period, providing a sustainable and effective solution for addressing communication disorders in children.
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