Lukman Abdul Azizul Hakim
Universitas Logistik dan Bisnis Internasional

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IMPLEMENTASI DIGITAL MARKETING BERBASIS WEB UNTUK MENINGKATKAN PEMASARAN UMKM SNEEW Nauro Cahya Kanthi; Muhammad Amrulloh; Lukman Abdul Azizul Hakim
Jurnal Ekonomi Bisnis dan Kewirausahaan Vol. 3 No. 4 (2026): Agustus : Jurnal Ekonomi Bisnis dan Kewirausahaan (JEBER)
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/yh60tc92

Abstract

This study aims to implement website-based digital marketing for Sneew, a small and medium-sized enterprise (SME), to support marketing activities that previously relied on social media and word-of-mouth promotion. The research methods included needs analysis, website design and development, implementation of digital marketing strategies, and system testing using the Black Box Testing method. An initial survey was also conducted among 45 respondents to determine consumer preferences regarding the use of digital platforms. The results show that the website was successfully developed with features including a product catalog, online ordering, payments via Midtrans, and integrated transaction management. Testing results indicate that all major system features function in accordance with functional requirements. Furthermore, the majority of respondents expressed interest in using digital platforms during the purchasing process and considered online reputation when making decisions. The website’s implementation has the potential to expand marketing reach, improve access to product information, and support the competitiveness of Sneew’s SMEs in the digital era. Thus, website-based digital marketing can serve as an effective alternative marketing strategy for SMEs in supporting their business’s digital transformation.
Evaluasi Faktor Pengaruh Keputusan Konsumen dalam Pembelian Sepeda Motor Listrik Menggunakan Analitical Hierarcy Process Dimas Fathurohman; Lukman Abdul Azizul Hakim; Muhammad Syadif; Aulia Putri Antariksa
TEMATIK Vol. 12 No. 2 (2025): Tematik : Jurnal Teknologi Informasi Komunikasi (e-Journal) - Desember 2025
Publisher : LPPM POLITEKNIK LP3I BANDUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38204/tematik.v12i2.2625

Abstract

Penelitian ini bertujuan untuk mengidentifikasi faktor dominan yang berperan dalam mempengaruhi keputusan pembelian kendaraan listrik melalui penerapan metode Analytical Hierarchy Process (AHP). Struktur hierarki penelitian terdiri dari lima kriteria utama, yaitu pengetahuan konsumen, harga kendaraan, infrastruktur, insentif pemerintah, dan biaya operasional, yang kemudian dianalisis melalui perbandingan berpasangan berdasarkan penilaian responden. Hasil pengolahan data menunjukkan bahwa pengetahuan konsumen merupakan faktor dengan bobot tertinggi (0,2850), diikuti oleh harga kendaraan (0,1925), infrastruktur (0,1854), insentif pemerintah (0,1725), dan biaya operasional (0,1633). Temuan ini menegaskan bahwa pemahaman konsumen memiliki peran sentral dalam mempercepat penerimaan kendaraan listrik, sementara harga dan infrastruktur tetap menjadi faktor penentu penting. Meskipun hasil penelitian memberikan gambaran prioritas yang jelas, namun terdapat beberapa keterbatasan, antara lain keterbatasan jumlah responden dan potensi subjektivitas dalam penilaian pairwise comparison. Selain itu, penelitian hanya mempertimbangkan lima kriteria utama, sehingga belum mencakup faktor lain seperti regulasi lingkungan, dukungan teknologi, dan aspek sosial. Penelitian selanjutnya disarankan untuk melibatkan responden yang lebih beragam dan mengintegrasikan metode AHP dengan pendekatan multi-kriteria lain guna menghasilkan hasil yang lebih komprehensif. Secara keseluruhan, penelitian ini berkontribusi dalam memberikan dasar empiris bagi pemerintah, produsen, dan pemangku kepentingan untuk merumuskan strategi percepatan penggunaan kendaraan listrik, dengan menekankan pentingnya edukasi konsumen, kebijakan harga yang kompetitif, serta penguatan infrastruktur pendukung.
IMPLEMENTASI STRATEGI PEMASARAN MELALUI WEBSITE SCALECRAFTERS UNTUK PRODUK DIORAMA Fiska Dewi; Ahmad Nouval Riant; Lukman Abdul Azizul Hakim
Jurnal Ekonomi Bisnis dan Kewirausahaan Vol. 3 No. 4 (2026): Agustus : Jurnal Ekonomi Bisnis dan Kewirausahaan (JEBER)
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/smfke253

Abstract

Limited market reach, promotional capital, and distribution barriers are the main constraints for diorama artisans. This study aims to develop ScaleCrafters, an e-commerce platform designed to enhance product visibility and operational efficiency through digital marketing strategies. The research method includes user needs analysis, web-based system design, and the implementation of integrated digital marketing strategies, including SEO, social media marketing, and User Experience (UX) optimization. This platform facilitates online transactions and product customization between artisans and consumers. The results indicate that ScaleCrafters effectively expands market penetration, reduces marketing costs, and optimizes sales management for the diorama craft industry sustainably.
IMPLEMENTASI PROSES PENYEWAAN DAN PENGIRIMAN BARANG MELALUI WEBSITE KERENT Elizabeth Fiona Agnesia; Lukman Abdul Azizul Hakim
Jurnal Ekonomi Bisnis dan Kewirausahaan Vol. 3 No. 5 (2026): Oktober: Jurnal Ekonomi Bisnis dan Kewirausahaan (JEBER)
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/1y6g8z24

Abstract

The rapid development of information technology has significantly transformed the rental industry, particularly in the electronics sector. One sector that has undergone a major transformation is the rental industry, particularly electronics. With higher demand for electronic devices and lower frequency of usage, the option to rent has become increasingly attractive. However, the manual process of renting electronic goods is often faced with various obstacles. Complex inventory management, manual transaction processes, and lack of information transparency are some of the common challenges. This can lead to customer dissatisfaction, low operational efficiency, and difficulty in finding accurate information. To overcome these challenges, a website-based “Kerent” was established that is expected to help solve problems related to the rental process. By utilizing technology, it is expected to improve operational efficiency, provide a better customer experience, and increase customer trust. The implementation of the "Kerent" platform is expected to improve the effectiveness of goods rental and delivery processes.
The Influence of the Roblox Business Model on Robux Usage Behavior through Perceived Value in the Digital Economy among Generation Z Trie Anantasya Febrianti; Yohanes Casmadi; Lukman Abdul Azizul Hakim
International Journal of Management Science and Information Technology Vol. 6 No. 2 (2026): July - December 2026
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA), Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijmsit.v6i2.7997

Abstract

This study aims to analyze the influence of the Roblox business model on Robux usage behavior through perceived value in the digital economy among Generation Z. Roblox is a digital platform that integrates entertainment, user-generated content, digital marketplace features, virtual items, and monetization through Robux as a virtual currency. This study used a quantitative approach with an explanatory research design. Data were collected through an online questionnaire distributed to 137 Generation Z respondents who had played Roblox and had purchased or used Robux. The data were analyzed using Structural Equation Modeling–Partial Least Squares (SEM-PLS) with SmartPLS 4. The results show that the Roblox business model has a positive and significant effect on perceived value (β = 0.750; p < 0.05), perceived value has a positive and significant effect on Robux usage behavior (β = 0.545; p < 0.05), and the Roblox business model directly affects Robux usage behavior (β = 0.286; p < 0.05). The mediation test shows that perceived value partially mediates the relationship between the Roblox business model and Robux usage behavior, with an indirect effect of 0.408 and p < 0.05. These findings indicate that Robux usage behavior among Generation Z is influenced not only by the platform business model but also by users’ perceived value regarding the benefits, convenience, and digital experience provided by Robux. This study contributes to digital business literature by demonstrating that perceived value serves as an important explanatory mechanism linking the Roblox business model with virtual currency usage behavior among Generation Z.