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FAKTOR-FAKTOR YANG MEMPENGARUHI KEPUTUSAN KONSUMEN BERBELANJA DI HYPERMART DUTA MALL BANJARMASIN Helmi, Rahman; Marnah, Marnah
At-Taradhi Vol 16, No 2 (2015): JURNAL STUDI EKONOMI
Publisher : IAIN Antasari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18592/taradhi.v16i2.560

Abstract

Abstract: The purpose of this study was to determine the effect of simultaneous cultural, social, personal, and the psychology of the consumers decision to shop at Hypermart Duta Mall Banjarmasin, and to determine the dominant influence between the cultural, social, personal, and the psychology of the consumers decision to shop at Hypermart Duta Mall Banjarmasin. The analytical method used is multiple linear regression with SPSS. The results of the multiple linear regression analysis showed there are significant cultural, social, personal and psychological simultaneously to the consumers decision to shop at Hypermart Duta Mall Banjarmasin, seen from the sig value obtained was 0,000. Partially there are three factors that influence the consumers decision to shop at Hypermart Duta Mall Banjarmasin, namely, social factors, personal, and psychology. The dominant psychological factors influence the decision of consumers to shop at Hypermart Duta Mall Banjarmasin.
Intensity Analysis of Gadget Use on Learning Disciplines of Elementary School Age Children Arifin, Moch. Bahak Udin By; Marnah, Marnah
DIDAKTIKA: Jurnal Pendidikan Sekolah Dasar Vol. 6 No. 2 (2023): VOLUME 6, NUMBER 2, 2023
Publisher : Program Studi PGSD, Fakultas Ilmu Pendidikan, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/didaktika.v6i2.64939

Abstract

The gadget is a technology with interesting features and applications so its use is very high. The use of gadgets is not only among adults but also among students. The use of gadgets that parents do not give limits and attention to will have a negative impact on students. This research aims to determine the intensity of using gadgets in the learning discipline of elementary school-age children. The research method used is descriptive qualitative. The data source used in this research is article documents obtained from Publis or Perish as primary data. At the same time, secondary data was obtained from cluster analysis and analysis graphs in research data collection techniques using Publis or Perish and Vos Viewer. The research data analysis technique uses the Milles and Huberman model, which consists of several stages: data collection, data reduction, data presentation, and drawing conclusions. The results of this study indicate that the high intensity of using gadgets can hurt students. When students are already addicted to gadgets, they are likely to become dissidents, ignore the assignments given by the teacher, and become lazy to do practical activities. The impact is physical changes in students, decreased learning discipline, lack of interest in learning, disturbed learning concentration, and children becoming anti-social. At the same time, the positive impact is obtaining information without any restrictions and increasing friendship networks on social media.