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The Influence of Brand Image and Service Quality towards Customer Loyalty in Pharmacy Retail Stores Putri, Natalia Christiani; Fristiohady, Adryan; Ruslin, Ruslin; Wahyuni, Wahyuni; Akib, Nur Illiyyin
Indonesian Journal of Pharmaceutical Science and Technology Vol 12 (2025): Vol. 12 Suppl. 3
Publisher : Indonesian Journal of Pharmaceutical Science and Technology

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24198/ijpst.v12i3.62768

Abstract

The pharmaceutical business in Indonesia, including in Kendari City, has shown a positive growth trend in recent years. Pharmacies compete by applying different marketing strategies, with some adopting a conventional model and others utilizing a modern retail approach, such as self-service pharmacies. Pharmacy X, a modern self-service pharmacy, is perceived to have a strong brand image and standardized services. This study evaluates the influence of brand image and perceived service quality on customer loyalty in a modern pharmacy setting. Data were collected via a Google Form questionnaire from 100 customers who had visited twice during the period of October to November 2024. The data were analyzed using descriptive statistics and Structural Equation Modelling (SEM) with SmartPLS. Results revealed that brand image significantly affects customer loyalty, while service quality does not show a significant impact. Brand image contributed to customer loyalty with an influence value of 33.3% based on the R-squared value, indicating a moderate effect, and a Q-squared value of 0.275, reflecting moderate predictive accuracy. Brand image is critical in enhancing customer loyalty at Pharmacy X, while service quality may require further improvement or reassessment in its current implementation.
Development of Interactive Games by Teachers at RA Al-Ikhlas Duyu in English Language Learning : Pengembangan Permainan Interaktif oleh Guru di RA Al-Ikhlas Duyu pada Pembelajaran Bahasa Inggris Syam, Hijrah; Nurmala, Marifah; Ruslin, Ruslin; Faqih, Mutiara Nafilah; Wirana, Siti
CONSEN: Indonesian Journal of Community Services and Engagement Vol. 6 No. 1 (2026): Consen: Indonesian Journal of Community Services and Engagement
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/consen.v6i1.2677

Abstract

This community service research is motivated by the low student motivation. This is limited English teaching methods at RA Al-Ikhlas Duyu, particularly due to teachers’ lack of formal background in English education. Therefore, the development of these interactive games were chosen as a solution to create more engaging and developmentally appropriate learning for young learners. This study employed a descriptive qualitative approach supported by quantitative data from pre-test and post-test result. The Participants consisted of 8 teachers and 60 early childhood students aged 5-6 years. The program was conducted from February to March 2026 through workshop, classroom mentoring, and direct teaching practice. The findings showed that interactive games such as Flashcard Matching, Sing and Move, and Role-Playing increased students’ participation, confidence and vocabulary mastery. The average students score improved from 58 in the pre-test to 81 in the post-test, indicating 39,6% increase. In addition, more than 75% of teachers were able to independently implement game-based learning activities. The study concludes that the interactive games are an effective, low-cost, and practical strategy for improving English learning in early childhood education