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Data-Driven Development of an E-Catalog for Youth Entrepreneurship Learning and Market Access Florentina Kurniasari; Jansen Wiratama; Andrey Andoko; Nicolaus Wahana Darato; Thomas Dwi Susmantoro; Akhmad Zainal Mubarak
Journal of Applied Data Sciences Vol 7, No 3: September 2026
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v7i3.1499

Abstract

This study aims to develop and evaluate the GEJUR electronic catalog as a continuation of a digital entrepreneurship learning platform that supports market access for young entrepreneurs in East Nusa Tenggara, Indonesia. The research contributes a user-data-informed approach to extending entrepreneurship education into a practical digital marketplace by integrating local cultural identity, product promotion, and business support within a single web-based platform. A descriptive quantitative design combined with information system development was employed, consisting of requirement analysis, platform design and implementation, and user evaluation. The platform was developed using modern web technologies and incorporates seller and buyer registration, product management, tutorial materials, local cultural design elements, and communication-based transaction support. The study involved forty-one young entrepreneurs selected through purposive sampling. Data were collected using questionnaires that measured usability, user experience, digital literacy, and perceived business impact, supported by qualitative user feedback. The research presents a methodology framework, system architecture, database design, user interface illustrations, descriptive respondent profiles, reliability and validity assessment, usability evaluation, and thematic analysis. The findings indicate that the platform achieved an average usability score of 64.8, demonstrating that it is functional and approaching an acceptable level of usability while highlighting the need for improvements in user onboarding, interface consistency, navigation, and transaction guidance. Participants also perceived the platform as beneficial for increasing product visibility, expanding market access, and promoting local cultural products. These findings demonstrate the potential of integrating digital learning and electronic commerce within a single ecosystem to strengthen youth entrepreneurship and regional economic development while providing a foundation for future enhancements, including secure digital payment integration, logistics support, and broader implementation.
Exploring User Experience of an Interactive LMS for Green Entrepreneurship: An Empirical Study of the GEJUR Platform Florentina Kurniasari; Jansen Wiratama; Elissa Dwi Lestari; Andrey Andoko; Antonius Sony E N; Muhammad Fadhlan; Yohanes Brian Caesaryano Lala; Fayed Abdul Hakim; Akhmad Zainal Mubarak
Journal of Applied Data Sciences Vol 6, No 4: December 2025
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v6i4.1041

Abstract

This article aims to assess the design, development, and User Experience (UX) of GEJUR, a web-based interactive Learning Management System (LMS) designed to foster green entrepreneurship among youth in Nusa Tenggara Timur (NTT), Indonesia. This study defines green entrepreneurship as entrepreneurial activities that combine economic value creation with environmentally responsible practices that promote sustainability in business. This research enhances the domains of Human–Computer Interaction (HCI) and entrepreneurship education by illustrating how user-centered digital platforms may cultivate youth business competencies while promoting the Sustainable Development Goals (SDGs). GEJUR incorporates interactive learning modules, e-mentoring, and specific cultural features like weaved motifs (pola tenun), providing contextual relevance alongside essential LMS functions. A mixed-methods approach was employed, integrating surveys, Focus Group Discussions (FGDs), semi-structured interviews, and usability testing. Quantitative data were gathered via the System Usability Scale (SUS), whilst qualitative data documented user impressions of obstacles and anticipations. The usability evaluation, conducted with 33 individuals, resulted in a mean SUS score of 48.9, which corresponds to approximately 71.9% of the benchmark score of 68. This positions GEJUR beneath the established threshold, classified as having “poor” usability, although it remains functionally workable. Participants effectively accomplished critical tasks including authentication, course access, and quizzes, and offered favorable feedback regarding the system’s cultural integration. The results highlighted critical areas for enhancement, such as interface uniformity, minimization of response times, and more explicit user feedback. The study finds that GEJUR offers a viable yet improvable foundation for digital entrepreneurship training platforms in underprivileged areas. Subsequent study ought to broaden testing to encompass bigger and more heterogeneous user populations and implement sophisticated UX evaluation criteria beyond the SUS. Through iterative refinement, GEJUR can develop into a scalable platform that facilitates youth empowerment, sustainable business practices, and extensive socio-economic advancement.