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The Influence of Instagram Social Media and Product Innovation on Consumer Purchasing Decisions at Double Egg Coffee Medan Habibah, Nurul; Syahreza, Dina; Utami, Nabila; Simanjuntak, Tesya; Fiolin, Fuji; Geopani, Noprin
Economic: Journal Economic and Business Vol. 3 No. 2 (2024): ECONOMIC: Journal Economic and Business
Publisher : Lembaga Riset Mutiara Akbar (LARISMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56495/ejeb.v3i2.613

Abstract

This study aims to determine whether there is an influence of Instagram social media and product innovation on consumer purchasing decisions at double egg coffee Medan. This study uses quantitative methods with sample collection techniques using purposive sampling techniques, with a total sample of 116 people who have visited double egg coffee. The data collection technique in this study was carried out by distributing questionnaires whose measurements were on a Likert scale and statistically processed using multiple linear regression analysis which tested the hypothesis with the F test, T test, and the coefficient of determination, before which the data had been tested using validity tests, reliability tests and classical assumption tests. Data management using the SPSS 26 for windows programme. Partially, Instagram social media and product innovation have a positive and significant effect on consumer purchasing decisions at double egg coffee jln. Selamat ketaren no 49-51 mmtc complex (unimed intersection), medan, indonesia 20223.Based on the results of the study, it shows that the social media variables Instagram and product innovation simultaneously influence purchasing decisions. This can be seen from the results of the hypothesis test carried out with the results of the fcount> ftabel value 163.893> 3.07 and the significance value is 0.000 <0.05. The determination coefficient test shows a value of 0.744, which means that social media instagram and product innovation affect purchasing decisions by 74.4% while the rest is influenced by other variables.
Sosialisasi Gadget Sehat Untuk Membimbing Anak-Anak dalam Penggunaan Teknologi Dengan Bijak Ali Mahdi, Azra; Utami, Nabila; Syahrani, Nur; Br. Ginting, Siti Salamah
MENGABDI : Jurnal Hasil Kegiatan Bersama Masyarakat Vol. 2 No. 3 (2024): Juni : MENGABDI : Jurnal Hasil Kegiatan Bersama Masyarakat
Publisher : Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/mengabdi.v2i3.613

Abstract

This research aims to examine community service activities in an effort to realize healthy and wise use of gadgets among children in Bandar Magodang Village, Bintang Bayu District. Stages include planning, education, training and mentoring children. The service team from the Mathematics Education Study Program, North Sumatra State Islamic University carried out outreach on 19-20 August 2023, involving 10 village children. The results include preparation, coordination with related parties, outreach materials, and implementation activities. The research also looked at the positive and negative impacts of gadget use on children's development, emphasizing the need to limit gadget use to maintain physical and mental health. Activity documentation is available for further reference.
PENGARUH MODEL TEAM GAMES TOURNAMENT BERBANTUAN MEDIA LUDO TERHADAP KECEMASAN MATEMATIS DAN HASIL BELAJAR SISWA Utami, Nabila
Relevan : Jurnal Pendidikan Matematika Vol 5 No 4 (2025): Relevan : Jurnal Pendidikan Matematika
Publisher : Yayasan Amanah Nur Aman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58432/relevan.v5i4.1595

Abstract

Tujuan penelitian ini adalah untuk mengetahui bagaimana kecemasan dan kinerja matematis siswa kelas VIII berubah setelah berpartisipasi dalam model pembelajaran kooperatif Tipe Team Games Tournament (TGT) dengan bantuan media Ludo. Melalui desain Posttest Only Control Group, metodologi penelitian yang digunakan adalah kuantitatif. Pendekatan yang dikenal sebagai cluster random sampling digunakan untuk memilih sampel, kelas VIII–10 sebagai kontrol dan kelas VIII–6 sebagai subjek eksperimen. Untuk memeriksa data, Uji normalitas, Uji homogenitas, dan uji-t Sampel Independen dilakukan. Menurut temuan, variabel yang terkait dengan kecemasan matematis menghasilkan nilai signifikansi 0,024, yang lebih rendah dari batas statistik 0,05. Penelitian ini dilakukan dengan tujuan untuk mengetahui bagaimana kecemasan dan kinerja matematis siswa kelas VIII berubah sebagai hasil dari partisipasi mereka dalam model pembelajaran kooperatif Tipe Team Game Tournament (TGT), yang dilaksanakan dengan bantuan media Ludo, telah terbukti berhasil menurunkan tingkat kecemasan siswa SMP dalam hal matematika dan meningkatkan hasil belajar. ABSTRACT The purpose of this study was to determine how the anxiety and mathematical performance of eighth-grade students changed after participating in a cooperative learning model of the Team Games Tournament (TGT) type with the help of Ludo media. Through a Posttest Only Control Group design, the research methodology used was quantitative. An approach known as cluster random sampling was used to select the sample, classes VIII–10 as the control and classes VIII–6 as the experimental subjects. For data testing, a Normality Test, Homogeneity Test, and Independent Sample t-test were carried out. According to the findings, variables related to mathematical anxiety produced a significance value of 0.024, which is lower than the statistical limit of 0.05. This study was conducted with the aim of determining how the anxiety and mathematical performance of eighth-grade students changed as a result of their participation in a cooperative learning model Tipe Team Games Tournament (TGT), which was implemented with the help of Ludo media, has been proven to be successful in reducing the level of anxiety of junior high school students in terms of mathematics and improving learning outcomes.