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Journal : Journal of Educational Technology and Learning Creativity

From Virtual Carts to Real-Life Purchases: The Role of Digital Technology in Gen Z's Buying Decisions Isiaka, Gambari Amosa; Amosa, Abdulganiyu Alasela; Brdička, Bořivoj
Journal of Educational Technology and Learning Creativity Vol. 3 No. 1 (2025): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v3i1.1597

Abstract

Purpose of the study: The main objective of this study is to conduct a confirmatory factor analysis on the determinants of shopping behavior, as well as to conduct a difference test analysis to see the differences in shopping behavior between Gen Z and Gen Y. Methodology: The type of data used in this study is primary data, obtained through a questionnaire. The selected samples are Gen Z (aged 10-19 years) and Gen Y (aged 20-35 years) who shop online with e-commerce. The estimation method uses confirmatory factor analysis and independent t-test. Main Findings: The results of the confirmatory factor analysis show that cultural, social, personal, and psychological variables are confirmed as variables that shape shopping behavior. Then the results of the difference test show that Gen Z's shopping behavior is different from Gen Y's shopping behavior. Novelty/Originality of this study: This study offers new insights into how digital technology is bridging the gap between virtual shopping experiences and real-world purchasing decisions among Gen Z consumers. By examining the evolving influence of digital platforms, the study highlights new patterns in Gen Z consumer behavior, providing valuable perspectives for businesses adapting to the digital marketplace.
Development of E-Learning Media Using Adobe Flash Program in a Contextual Learning Model to Improve Students' Learning Outcomes in Junior High School Geographical Research Steps Materials Rustaminezhad, Mohammad Ali; Amosa, Abdulganiyu Alasela; Jamebozorg, Zahra
Journal of Educational Technology and Learning Creativity Vol. 1 No. 1 (2023): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v1i1.621

Abstract

Purpose of the study: This study aims to analyze the needs of students and teachers for the development of e-learning media with the Adobe Flash program, develop e-learning media with the Adobe Flash program, determine the feasibility of e-learning media with the Adobe Flash program. Methodology: The research method used is the research and development (R&D) method developed by Dick and Carey. The sampling technique used was purposive sampling and simple random sampling. Data collection was carried out using validation sheets from media experts, material experts, educators, student trial questionnaires, observation, posttest, and documentation. Main Findings: The results of this study are needs analysis based on dominant results includes visual learning characteristics, experience of using media with frequent categories, agreeing responses with media development, green visualization, and Comic Sans MS font type. Development of research products in the form of e-learning media with the Adobe Flash program equipped with pictures, maps, videos and animations used to support contextual learning models. Novelty/Originality of this study: The novelty of this research is that the results of this study can provide convenience for independent learning through the media and make it easier to implement material on real problems in the surrounding environment.