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Game Edukasi pada Mata Pelajaran Dasar Listrik dan Elektronika Berbasis Android Badruzzaman, Muhammad; Aribowo, Didik Aribowo; Desmira, Desmira
PROtek : Jurnal Ilmiah Teknik Elektro Vol 7, No 2 (2020): Protek : Jurnal Ilmiah Teknik Elektro
Publisher : Program Studi Teknik Elektro Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/protk.v7i2.1908

Abstract

Motivation for studetns in learning is due to the lack of attractive interactive learning media that makes students easy to underatand the material in class so that students have difficulty understanding the material presented by the teacher. The purpose of the study is to develop educational games as media on basic subjects of electricity and electronics and proxy tests on learning media based on student responses. The subjects of this study is an X class of electrical engineering at SMK public school of 4 serang cities of 21 people as responders. Research and development (RD) and use the waterfall model as a stage for developing the software. The development model consists of 5 stages, whoch are (1) analyses and rems, (2) system design and software, (3) implementation and testing of units, (4) integration and testing of system, (5) operations and maintenance. Studies show that an average value of 48,8 from student responses. Where as the results of the material worthiness show an average value of 51,7 with a range of scores x ≥ 45 “most appropriate”, 45 x ≥ 37,5 “appropriate” and x 30 “not appropriate”. Based on the research that has been done, it can be concluded that android based educational games are based on basic subjects of electricity and electronics can be made into interactive learning media in the classroom with the “Most Appropriate” category of student responses as well as material tests and media
Factors Contributing to Buying Interest (Study on Yakult Product Consumers in Solo City) Badruzzaman, Muhammad; Widyaningsih, Dewi; Sumarlin, Tantik
Jurnal Akuntansi, Keuangan, dan Manajemen Vol. 6 No. 4 (2025): September
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/jakman.v6i4.4832

Abstract

Purpose: The purpose of this study is to determine and examine how field selling tactics, brand perception, customer experience, and social media directly affect consumers' desire to purchase Yakult products in Solo. Methodology/approach: This study employs a quantitative methodology and a survey approach with a questionnaire for data collecting. Purposive sampling was utilized in the sample withdrawal procedure, and 100 respondents who bought Yakult products in Solo were included in the sample. IBM SPSS Statistics 25 was used to analyze the data using multiple linear regression analysis tests. Results/findings: The study found that field selling strategy, brand image, customer experience, and social media each have a significant positive effect on consumer purchase interest in Yakult products. Additionally, these variables collectively influence buying interest in a significant and positive manner.Conclusions: It can be concluded that all four factors—field selling, brand image, customer experience, and social media—play an important role in increasing consumer buying interest. An integrated marketing approach that focuses on these aspects can effectively boost consumer intention to purchase Yakult in Solo. Limitations: Determinants of interest in buying Yakult products, such as field selling strategies, brand image, customer experience, and social media, affect an individual's repurchase interest, even though there are health drink products other than Yakult. Contribution: In this study, it is intended to be able to understand the perceptions and preferences of Generation Z to enable companies to develop effective marketing strategies, strengthen brand image, and increase competitiveness in the market.