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From Tradition to Simulation: Representation of Asian Culture in The Sims 4: For Rent Aminah Ramadhani, Mila; Aulia Rahmawati
International Journal of Social, Economic, and Business Vol. 2 No. 1 (2025): September 2025 (In Press)
Publisher : Lavish Opulent Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.1512/beb8nc68

Abstract

This Journal aims to examine how Asian culture is represented in the video game The Sims 4: For Rent. As one of the most influential forms of interactive media, video games have the potential to convey cultural narratives through visuals, characters, and gameplay mechanics. This research adopts a qualitative approach using visual analysis based on Stuart Hall’s theory of representation and Gillian Rose’s visual methodology, particularly the site of the image (itself) and Discourse Analysis II. Data were collected through visual observation of elements reflecting Asian culture in the game, including architecture, clothing, objects, and social activities. The findings reveal that Asian culture, especially Southeast Asian culture, is represented through visual symbols such as traditional boarding house architecture, batik clothing, local cuisine, and communal values like mutual cooperation. These representations are framed positively, portraying warmth and the richness of local traditions. This study concludes that The Sims 4: For Rent functions not only as a form of entertainment but also as a cultural learning medium that shapes global perceptions of Asian identity.  
ANALISIS KEPUTUSAN GENERASI Z DALAM MEMILIH BANK DIGITAL: PRESPEKTIF TEORI DIFFUSION OF INNOVATION Aulia Rahmawati; Khaerunnisa Nur Fatimah Syahnur
AkMen JURNAL ILMIAH Vol. 20 No. 3 (2023): AkMen JURNAL ILMIAH
Publisher : Lembaga Penelitian, Publikasi dan Pengabdian Pada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37476/akmen.v20i3.4382

Abstract

This research examines the factors that encourage someone to use a digital bank where the context of this research is generation Z in Makassar. The Diffusion of Innovation (DOI) theory is the umbrella theory used in this research which aims to provide a different perspective where most research related to digital banks uses the Technology Acceptance Model (TAM) Theory. A quantitative approach with a cross-sectional design to explore factors that can influence a person's acceptance of using a Digital Bank. The sample in this research is generation Z who live in Makassar City. Data collection was carried out using an online questionnaire via Google Form with a total of 106 sample respondents. Data analysis uses Structural Equation Modeling (SEM) techniques with SmartPLS 3.0. This research found that perceived compatibility and perceived complexity have no influence on Generation Z's desire to adopt Digital Bank technology. On the other hand, perceptions of relative advantage and self-efficacy towards technology have a significant influence on their willingness to adopt technology in the Digital Bank context. Generation Z is a potential market for Digital Banks. It is important to study the decision to use a digital bank in more depth. This research provides input regarding factors that influence Generation Z's attitudes and interest in adopting technology from Digital Banks which have not been specifically researched.
Kekuatan Bundling Mainan dalam Meningkatkan Penjualan Makanan Cepat Saji Aulia Rahmawati; Yulda Aditya; Hikmal Fahri Ramadhan; Risky Putra Asikin; Bachri Cahyo Baskoro
Veteran Economics, Management, & Accounting Review Vol 3 No 2 (2025)
Publisher : Fakultas Ekonomi Dan Bisnis, Universitas Pembangunan Nasional Veteran Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59664/vemar.v3i2.9851

Abstract

This study aims to explore the effect of the bundling strategy in the form of toys in McDonald's “Happy Meal” packages on sales levels and customer satisfaction. The research used a quantitative approach through a questionnaire distributed to 50 respondents of various ages. The aspects studied include health, customer loyalty, psychological influence, and pricing. The results showed that the bundling strategy was effective in increasing purchase intention and customer satisfaction, especially through the appeal of toys targeted at children and parents. However, there were still some concerns regarding the nutritional value of the products, which could be improved by adding healthy food options. This successful bundling strategy shows the potential to expand market share and increase revenue, while maintaining a balance between price, added value, and consumer preferences Keywords: Happy Meal, consumer preferences, customer satisfaction   Abstrak Penelitian ini bertujuan untuk mengeksplorasi pengaruh strategi bundling berupa mainan dalam paket "Happy Meal" McDonald's terhadap tingkat penjualan dan kepuasan pelanggan. Penelitian menggunakan pendekatan kuantitatif melalui kuesioner yang disebarkan kepada 50 responden dari berbagai kalangan usia. Aspek yang diteliti meliputi kesehatan, loyalitas pelanggan, pengaruh psikologis, dan penetapan harga. Hasil penelitian menunjukkan bahwa strategi bundling efektif meningkatkan minat beli dan kepuasan pelanggan, khususnya melalui daya tarik mainan yang ditargetkan kepada anak-anak dan orang tua. Namun, masih terdapat beberapa kekhawatiran terkait nilai gizi produk, yang dapat ditingkatkan dengan menambahkan opsi makanan sehat. Strategi bundling yang berhasil ini menunjukkan potensi untuk memperluas pangsa pasar dan meningkatkan pendapatan, dengan tetap memperhatikan keseimbangan antara aspek harga, nilai tambah, dan preferensi konsumen.  Kata Kunci: Happy Meal, preferensi konsumen, kepuasan pelanggan
PENGEMBANGAN E-LKPD INTERAKTIF PENGENALAN BANGUN DATAR BERBASIS ETNOMATEMATIKA MAKANAN NUSANTARA Anwar Novianto; Aulia Rahmawati; Qurota `Aini Salsabila; Anifa Dwi Cahyani; Wifna Yanis Syafira; Dafid Slamet Setiana
Taman Cendekia: Jurnal Pendidikan Ke-SD-an Vol 9 No 1 (2025): Juni 2025
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/tc.v9i1.19495

Abstract

Pemanfaatan perangkat pembelajaran yang masih tergolong kurang interaktif memberikan kesan kegiatan pembelajaran yang membosankan dan memberikan contoh-contoh dalam pembelajaran yang kurang kontekstual sehingga menyebabkan siswa kurang memahami materi yang disampaikan. Penelitian ini bertujuan untuk mengembangkan E-LKPD interaktif melalui etnomatematika kelas I SDN Kemukus. Jenis penelitian yang digunakan adalah penelitian pengembangan dengan model pengembangan ADDIE. Subjek penelitian ini adalah siswa kelas I SDN Kemukus. Teknik analisis data yang digunakan adalah deskriptif kualitatif. Hasil penelitian menunjukkan bahwa penilaian kelayakan produk oleh ahli materi mencapai 76,25% dengan kategori “layak”, sedangkan penilaian ahli media sebesar 94,6% dengan kategori “sangat layak”. Hasil praktikalitas produk dinilai dari respon guru dan siswa pada uji coba kelompok kecil dan uji coba kelompok besar. Uji coba kelompok kecil memperoleh persentase sebesar 98,9% dan 94,97% dengan kategori “sangat layak”, sedangkan uji coba kelompok besar memperoleh persentase sebesar 100% dan 96,92% dengan kategori “sangat layak”. Berdasarkan hasil tersebut, maka E-LKPD Interaktif Pengenalan Bangunan Susun Berbasis Etnomatematika Pangan Nusantara ini layak dan praktis untuk digunakan dalam pembelajaran siswa kelas I SDN Kemukus.