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PENGARUH WORD OF MOUTH, HARGA, DAN KUALITAS PRODUK TERHADAP KEPUTUSAN PEMBELIAN MOTOR LISTRIK DI KABUPATEN PONOROGO Firdaus, Ferry Brian Nicholas; Rafida, Veni
Jurnal Pendidikan Tata Niaga (JPTN) Vol. 12 No. 3 (2024)
Publisher : Program Studi Pendidikan Tata Niaga Fakultas Ekonomika dan Bisnis Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jptn.v12n3.p404-413

Abstract

As progress in the automotive sector progresses, motorbikes are starting to switch to using electric motors. When buying an electric motorbike, potential consumers will consider the influence of word of mouth, price and product quality. The aim of this research is to analyze the influence of word of mouth, price and product quality on purchasing decisions for electric motorbikes in Ponorogo Regency. Primary data was obtained through a Google Form questionnaire filled in by 105 respondents. Data analysis was carried out using a quantitative descriptif approach using multiple linear regression with the SPSS 25 application. The results of this research show that word of mouth and product quality influence purchasing decisions, while price has no influence on purchasing decisions for electric motorbikes in Ponorogo Regency. It is hoped that the implications of this research will provide a deeper understanding of the factors that influence the decision to purchase electric motorbikes in Ponorogo Regency, as well as provide recommendations for manufacturers or related industry players to improve their marketing strategies in facing the increasingly growing electric motorbike market.
Pengembangan Game Card Memory Madness Pada Mata Pelajaran Produk Kreatif dan Kewirausahan Terhadap Kelas XI SMKN 2 Buduran Sidoarjo Lestari, Elsa Widiya; Rafida, Veni
Jurnal Ilmiah Profesi Pendidikan Vol. 10 No. 4 (2025): November
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v10i4.3926

Abstract

Pendidikan memiliki peran penting dalam membentuk karakter dan kompetensi peserta didik. Salah satu upaya untuk meningkatkan kualitas pembelajaran adalah dengan memanfaatkan media ajar yang kreatif dan sesuai dengan kebutuhan siswa. Media pembelajaran yang inovatif mampu menciptakan pengalaman belajar yang lebih menarik, menyenangkan, dan bermakna. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbentuk Game Card Memory Madness dengan pendekatan game-based learning pada mata pelajaran Produk Kreatif dan Kewirausahaan di kelas XI Bisnis Digital SMKN 2 Buduran. Instrument penelitian menggunakan lembar telaah, lembar validasi ahli dan respon siswa. Teknik analisis data dilakukan dengan menganalisis hasil validasi ahli dan respon siswa. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE. Teknik pengumpulan data dilakukan melalui validasi oleh ahli materi, media, dan bahasa serta angket respon siswa, yang dianalisis secara deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa media Game Card Memory Madness tergolong sangat layak, dengan penilaian dari ahli bahasa sebesar 84%, ahli media 80%, dan ahli materi 90%. Sementara itu, tanggapan siswa terhadap penggunaan media ini juga sangat positif dengan rata-rata sebesar 89,73%. Temuan ini menunjukkan bahwa media tersebut mampu meningkatkan motivasi, pemahaman, dan partisipasi siswa dalam proses pembelajaran. Dengan demikian, media Game Card Memory Madness dapat dijadikan sebagai alternatif media ajar yang interaktif dan efektif dalam mendukung proses pembelajaran.
PENGARUH BRAND IMAGE DAN KUALITAS PRODUK TERHADAP KEPUTUSAN PEMBELIAN SEPEDA MOTOR HONDA MATIC PADA DRIVER OJEK ONLINE DI KOTA SURABAYA Isnawati, Linda; Rafida, Veni
ANALISIS Vol. 14 No. 2 (2024): ANALISIS VOL. 14 NO. 02 TAHUN 2024
Publisher : FACULTY OF ECONOMICS AND BUSINESS FLORES UNIVERSITY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/als.v14i2.4493

Abstract

This research aims to analyze the influence of Brand Image and Product Quality on the purchasing decisions of Honda Matic motorcycles among Online motorcycle taxi Drivers in Surabaya. The research employs a quantitative approach. The sample consists of 350 Online motorcycle taxi Drivers who use Honda Matic motorcycles in the city of Surabaya. Data collection is done through a questionnaire, which is validated and tested for reliability using SPSS 26. The data analysis techniques include classical assumption tests, linear regression, t-tests, f-tests and the coefficient of determination (R-Square). The results of this study indicate that both Brand Image and Product Quality partially influence the purchasing decisions of Honda Matic motorcycles. Simultaneously, these two variables significantly impact the purchasing decisions of Honda Matic motorcycles.
Pengembangan Buku Ajar Layanan Prima dengan Pendekatan Search, Solve, Create, Share (SSCS) untuk Memberdayakan Kemampuan Berpikir Kritis Mahasiswa Veni Rafida
Jurnal Pendidikan dan Kebudayaan (JURDIKBUD) Vol. 6 No. 1 (2026): Maret : Jurnal Pendidikan dan Kebudayaan (JURDIKBUD)
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurdikbud.v6i1.10930

Abstract

This research aims to develop a prima service textbook based on the Search, Solve, Create, and Share (SSCS) model to empower students' critical thinking skills. The research uses the Research and Development (R&D) method with the ADDIE development model which includes the stages of analysis, design, development, implementation, and evaluation. The research instruments consist of needs analysis, validation sheets of material experts, design experts, and linguists, student response questionnaires, and pretest and posttest tests to measure critical thinking skills. The results of the study show that the SSCS-based excellent service textbook was declared suitable for use based on the results of the validation of experts with the excellent category. The results of the limited trial also showed a positive response from students and an increase in critical thinking skills after using textbooks. This textbook is designed systematically by containing problem-solving-based learning activities that encourage students to actively seek information, analyze problems, develop creative solutions, and share the results of their thoughts. Thus, SSCS-based textbooks are effectively used as a learning resource that is able to integrate theory and practice and support student-centered learning and is oriented towards the development of high-level thinking skills.
Pengembangan Buku Ajar Layanan Prima dengan Pendekatan Search, Solve, Create, Share (SSCS) untuk Memberdayakan Kemampuan Berpikir Kritis Mahasiswa Veni Rafida
Jurnal Pendidikan dan Kebudayaan (JURDIKBUD) Vol. 6 No. 1 (2026): Maret : Jurnal Pendidikan dan Kebudayaan (JURDIKBUD)
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurdikbud.v6i1.10930

Abstract

This research aims to develop a prima service textbook based on the Search, Solve, Create, and Share (SSCS) model to empower students' critical thinking skills. The research uses the Research and Development (R&D) method with the ADDIE development model which includes the stages of analysis, design, development, implementation, and evaluation. The research instruments consist of needs analysis, validation sheets of material experts, design experts, and linguists, student response questionnaires, and pretest and posttest tests to measure critical thinking skills. The results of the study show that the SSCS-based excellent service textbook was declared suitable for use based on the results of the validation of experts with the excellent category. The results of the limited trial also showed a positive response from students and an increase in critical thinking skills after using textbooks. This textbook is designed systematically by containing problem-solving-based learning activities that encourage students to actively seek information, analyze problems, develop creative solutions, and share the results of their thoughts. Thus, SSCS-based textbooks are effectively used as a learning resource that is able to integrate theory and practice and support student-centered learning and is oriented towards the development of high-level thinking skills.
Pengembangan Game Card Memory Madness Pada Mata Pelajaran Produk Kreatif dan Kewirausahan Terhadap Kelas XI SMKN 2 Buduran Sidoarjo Elsa Widiya Lestari; Veni Rafida
Jurnal Ilmiah Profesi Pendidikan Vol. 10 No. 4 (2025): November
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jipp.v10i4.3926

Abstract

Pendidikan memiliki peran penting dalam membentuk karakter dan kompetensi peserta didik. Salah satu upaya untuk meningkatkan kualitas pembelajaran adalah dengan memanfaatkan media ajar yang kreatif dan sesuai dengan kebutuhan siswa. Media pembelajaran yang inovatif mampu menciptakan pengalaman belajar yang lebih menarik, menyenangkan, dan bermakna. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbentuk Game Card Memory Madness dengan pendekatan game-based learning pada mata pelajaran Produk Kreatif dan Kewirausahaan di kelas XI Bisnis Digital SMKN 2 Buduran. Instrument penelitian menggunakan lembar telaah, lembar validasi ahli dan respon siswa. Teknik analisis data dilakukan dengan menganalisis hasil validasi ahli dan respon siswa. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE. Teknik pengumpulan data dilakukan melalui validasi oleh ahli materi, media, dan bahasa serta angket respon siswa, yang dianalisis secara deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa media Game Card Memory Madness tergolong sangat layak, dengan penilaian dari ahli bahasa sebesar 84%, ahli media 80%, dan ahli materi 90%. Sementara itu, tanggapan siswa terhadap penggunaan media ini juga sangat positif dengan rata-rata sebesar 89,73%. Temuan ini menunjukkan bahwa media tersebut mampu meningkatkan motivasi, pemahaman, dan partisipasi siswa dalam proses pembelajaran. Dengan demikian, media Game Card Memory Madness dapat dijadikan sebagai alternatif media ajar yang interaktif dan efektif dalam mendukung proses pembelajaran.
Pengembangan Buku Ajar Layanan Prima dengan Pendekatan Search, Solve, Create, Share (SSCS) untuk Memberdayakan Kemampuan Berpikir Kritis Mahasiswa Veni Rafida
JURNAL PENDIDIKAN DAN ILMU SOSIAL (JUPENDIS) Vol. 4 No. 2 (2026): APRIL : JURNAL PENDIDIKAN DAN ILMU SOSIAL
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jupendis.v4i2.3930

Abstract

This study aims to develop a comprehensive service excellence textbook based on the Search, Solve, Create, and Share (SSCS) model to significantly enhance university students’ critical thinking skills. The research employed a Research and Development (R&D) method using the ADDIE development model, which consists of analysis, design, development, implementation, and evaluation stages. Research instruments included initial needs analysis, validation sheets from content, design, and language experts, student response questionnaires, as well as pretest and posttest instruments to specifically measure critical thinking skills. The results indicate that the SSCS-based service excellence textbook is highly feasible for use, as validated by experts with a very good category. Limited field testing also revealed positive student responses and a measurable improvement in students’ critical thinking abilities after using the textbook. Therefore, the developed SSCS-based textbook is highly effective as an innovative learning resource that seamlessly integrates theory and practice, while strongly supporting student-centered learning environments.
Pengaruh Entrepreneurship Education dan Self-efficacy terhadap Entrepreneurial Intention Mahasiswa Cahya, Septyan Budy; Rafida, Veni
JURNAL PENDIDIKAN DAN ILMU SOSIAL (JUPENDIS) Vol. 4 No. 2 (2026): APRIL : JURNAL PENDIDIKAN DAN ILMU SOSIAL
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jupendis.v4i2.3959

Abstract

This study aims to analyze the influence of entrepreneurship education and self-efficacy on the Entrepreneurial intention of students in the Business Education Study Program at Universitas Negeri Surabaya. Entrepreneurial intention is considered an important factor in encouraging students to pursue entrepreneurship as a career option and contribute to economic development. Therefore, understanding the factors that shape Entrepreneurial intention is essential for higher education institutions in designing effective entrepreneurship programs. This study employed a quantitative approach using a survey method. The sample consisted of 150 students selected from the Business Education Study Program. Data were collected through a structured questionnaire based on a five-point Likert scale. The collected data were analyzed using multiple linear regression analysis, supported by validity, reliability, normality, multicollinearity, and heteroscedasticity tests to ensure the quality and accuracy of the research findings. The results revealed that entrepreneurship education has a positive and significant effect on students’ entrepreneurial intention. Self-efficacy was also found to have a positive and significant effect on entrepreneurial intention. Furthermore, entrepreneurship education and self-efficacy simultaneously influence students’ entrepreneurial intention. These findings indicate that strengthening entrepreneurship education and enhancing students’ self-confidence are important strategies for fostering Entrepreneurial intention among university students.
PENGARUH LIVE STREAMING TIKTOK, HARGA, DAN GAYA HIDUP KONSUMTIF TERHADAP PERILAKU IMPULSE BUYING PRODUK THRIFT PADA MAHASISWA S1 UNIVERSITAS NEGERI SURABAYA Mela Reva Heningtyas; Veni Rafida
Jurnal Pendidikan Tata Niaga (JPTN) Vol. 14 No. 2 (2026): (In Press)
Publisher : Program Studi Pendidikan Tata Niaga Fakultas Ekonomika dan Bisnis Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jptn.v14n1.p88-100

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh live streaming TikTok, harga, dan gaya hidup konsumtif terhadap perilaku impulse buying produk thrift pada mahasiswa S1 Universitas Negeri Surabaya. Responden penelitian berjumlah 398 mahasiswa S1 Universitas Negeri Surabaya yang dipilih menggunakan teknik nonprobability sampling. Metode analisis yang digunakan adalah regresi linear berganda dengan bantuan SPSS versi 26.0. Hasil penelitian menunjukkan bahwa secara parsial live streaming TikTok dan harga berpengaruh signifikan terhadap perilaku impulse buying produk thrift, sedangkan gaya hidup konsumtif tidak berpengaruh. Secara simultan, live streaming TikTok, harga, dan gaya hidup konsumtif berpengaruh terhadap perilaku impulse buying produk thrift pada mahasiswa S1 Universitas Negeri Surabaya.
PENGARUH BUZZ MARKETING, PRICE, PERCEIVED QUALITY TERHADAP KEPUTUSAN PEMBELIAN PRODUK LIP TINT JOLLY TINT PINKROULETTE DI KALANGAN MAHASISWA Hasna Rafifa; Veni Rafida
Promosi: Jurnal Program Studi Pendidikan Ekonomi Vol 12 No 1 (2024): Promosi
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/jp.v12i1.10422

Abstract

This study aims to analyze the influence of buzz marketing, price, and perceived quality on the purchasing decisions of Jolly Tint Pinkroulette Lip Tint products among Surabaya University students. Primary data was obtained through a survey using questionnaires distributed to 400 respondents who are students in Surabaya. Data analysis was conducted using a descriptive quantitative approach employing the multiple linear regression method. The research findings indicate that buzz marketing, price, and perceived quality simultaneously have a significant influence on the purchasing decisions of Jolly Tint Pinkroulette Lip Tint products. The practical implications of this research emphasize the importance for companies to consider buzz marketing strategies, competitive pricing, and product quality enhancement to influence consumer purchasing decisions. This study is expected to contribute to understanding consumer behavior in the digital era and serve as a reference for companies in designing effective marketing strategies.