This research aims to analyse how the market reacts to fund placement policy by the Ministry of Finance, viewed from the differences in Abnormal Return and Trading Volume Activity of the five state-owned banks' stocks before and after the announcement. The research is a quantitative study using an event study approach, that analysed abnormal return and trading volume activity of 5 state-owned b…
Tujuan dari penelitian ini untuk mengetahui pengaruh dari literasi keuangan digital, gaya hidup non- tunai, dan kemudahan bertransaksi menggunakan QRIS terhadap impulsive buying Generasi Z di Indonesia, dan untuk mengetahui pengaruh dari variabel independent terhadap variable dependen. Penelitian ini menggunakan jenis pendekatan kuantitatif dan sumber data primer yang diperoleh dari kues…
Penelitian ini bertujuan untuk menganalisis variabel return, self-efficacy, dan persepsi risiko yang mempengaruhi minat investasi Reksa Dana pada Generasi Z di Indonesia baik secara simultan dan parsial. Penelitian ini menggunakan metode penelitian kuantitatif dengan pendekatan analisis linier berganda dengan menguji signifikansi antar variabel dependen dan variabel independen. Teknik pengambil…
Dwi Hersha Rizkasari NIM 3.42.23.1.15 “Implementasi Pengetahuan Akuntansi Pelaku Usaha Mikro Kecil dan Menengah (UMKM) Terhadap Laporan Keuangan di Kabupaten Kendal Jawa Tengah”. Tugas Akhir Jurusan Akuntansi Politeknik Negeri Semarang, dibawah bimbingan Maharani Rona Makom, S.E., M.Sc dan Drs. Moh. Muslikh, M.Pd. Juli 2026. Usaha Mikro, Kecil, dan Menengah (UMKM) memiliki kontribusi pen…
Saputra, Hendri Hadi, 3.42.23.2.13, “Pengaruh Literasi Keuangan, Gaya Hidup, dan Financial Technology terhadap Perilaku Keuangan Mahasiswa Politeknik Negeri Semarang di Era Digital”, Tugas Akhir Jurusan Akuntansi Politeknik Negeri Semarang, di bawah bimbingan Dr. Sam’ ani, S.E., M.M.. dan Drs. Moh. Muslikh, M.Pd., 89 halaman, ...Agustus 2026. ABSTRAK Penelitian ini bertujuan untuk m…
The rapid development of online games has led to the emergence of various digital products and features that can be purchased by players, such as skins, characters, items, and additional features. The convenience of payments through QRIS and e-wallets also supports transactions for purchasing online game products. This condition may encourage consumptive behavior among online game players. This…
The development of digital payment technology (QRIS) is considered capable of improving work efficiency and payment effectiveness for MSME. However, the development of QRIS has also raised concerns regarding the cybersecurity of the QRIS system. The purpose of this study is to analyze the effect of ease perception, risk perception, and benefit perception on the use of the Quick Response Indones…
This study aims to analyse the influence of family financial education, peer socialization, and digital financial literacy on cryptocurrency investment decision among the public in Indonesia. The data used in this study are primary data collected through a Google Form questionnaire distributed to the public in Indonesia. Sample selection used a purposive sampling technique with the criteria of …
This study aims to analyze the simultaneous and partial effects of Financial Influencer, Parasocial Relationship, and Fear of Missing Out (FOMO) on Generation Z's decision to use the SeaBank application. Data were collected via questionnaires from 200 Generation Z respondents who use the SeaBank application, selected using a purposive sampling technique. The study employed Partial Least Squares…
Abstract Putri, Anggia Jelita, SIN 3.42.22.2.03 "The effect of Corporate Social Responsibility, Green Banking, Service Quality and Customer Experience on Customer Loyalty at PT. Bank Rakyat Indonesia (Persero), Tbk." Final Project of DIII Finance and Banking of the Department of Accounting, Semarang State Polytechnic, under the guidance of Septian Yudha Kusuma, S.E., M.Si.Ak., and Drs. Moh. …