Fitriana, Risa Naili
Unknown Affiliation

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Performance evaluation and measurement of SMEs king of honey using the green SCOR method Fitriana, Risa Naili; Ifada, Alda Bernika; Lestari, Tiffany Ovilia Putri Dwi; Hidayah, Sayidah Rohmatul
Journal of Soft Computing Exploration Vol. 3 No. 1 (2022): March 2022
Publisher : SHM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52465/joscex.v3i1.63

Abstract

Assessment of the application of the concept of Green Supply Chain Management (GSCM) in each business unit is something that is important to do considering that currently environmental issues are a very urgent matter. Therefore, this study will focus on assessing the GSCM process and measuring performance to determine the value of GSCM performance in King of Honey SMEs. The method used in this research is Green SCOR with 6 management processes, namely plan, source, make, delivery, return, and waste. From the research conducted, the priority level of GSCM indicators and the value of GSCM performance on King of Honey SMEs are generated. The results of this study showed that the total performance value of GSCM King of Honey in September was 86.03, October was 86.45 and November was 86.48.
Analysis of Gamification Implementation on the Marketplace: Testing the Effect of User Feedback on the Marketplace Using Self Determination Theory and Technology Acceptance Models Fitriana, Risa Naili; Abidin, Zaenal
Journal of Advances in Information Systems and Technology Vol 5 No 2 (2023): October
Publisher : Department of Computer Science, Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v5i2.61457

Abstract

The development of the marketplace produces a variety of features to attract users to engage with content. Gamification is one of the marketing tools that is currently trending and many are already using it, one of which is the marketplace. The purpose of this study is to examine the impact of the application of gamification in the marketplace on the effect of marketplace user feedback. The marketplaces used in this research are Shopee and Tokopedia. This study uses a quantitative method using the Self Determination Theory model combined with the Technology Acceptance Model. The results of the questionnaire data collection from 252 data contained 208 valid data. The results of data processing using SmartPLS produced four indicators with values ​​below 0.7 including A1, A5, PEU4, and C5, so modifications were made to the research model. Based on the results of data processing, all of the hypotheses of this study were significant or accepted as many as 9 hypotheses. The results show that user attitudes greatly determine the sustainability of users towards the use of the marketplace and the pleasure of users when playing games on the marketplace is one of the main factors in determining user attitudes towards the marketplace. This study provides recommendations that related parties in making game features on the marketplace focus more on user enjoyment when playing games, because user pleasure is one of the main factors in determining user attitudes and user attitudes towards game features on the marketplace encourage users' intentions to use the marketplace.