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From Interaction to Intention: Investigating Key Drivers of User Retention in Digital Marketplaces Nugraheni, Dinar Mutiara; Noranita, Beta; Isy, Auliya Daffa
Scientific Journal of Informatics Vol. 12 No. 2: May 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v12i2.24463

Abstract

Purpose: The rapid evolution of digital marketplaces has heightened the importance of understanding the drivers of user engagement. While prior research has focused on perceived ease of use and perceived usefulness, limited attention has been given to the impact of emerging interactive features such as affordances (metavoicing, guidance shopping, visibility, and trading). This study aims to bridge that gap by examining the combined effects of metavoicing, guidance shopping, visibility, trading, perceived ease of use, and perceived usefulness on users' perceptions and their continued intention to use a digital marketplace platform. These factors interact synergistically to create a cohesive and engaging user experience. Methods: A quantitative research design was adopted, utilizing structured questionnaires distributed to 200 active users of a leading Indonesian marketplace platform. Structural Equation Modeling (SEM) was employed to test the hypothesized relationships among the study variables. Result: The results reveal that affordances (metavoicing, guidance shopping, visibility, and trading) significantly influence user behavioral intention through their impact on perceived usefulness and ease of use, with trading affordance showing the strongest effect (β = 0.469) and perceived usefulness being the primary driver of behavioral intention (β = 0.753). Novelty: This study provides valuable insights for Digital marketplace developers to enhance user engagement by a comprehensive Digital Marketplace Requirements Framework that structures implementation around four core affordance categories: Trading Requirements (payment systems, checkout processes), Visibility Requirements (product display, visual search), Metavoicing Requirements (communication systems, review mechanisms), and Guidance Shopping Requirements (personalization, search functionality).
Pengembangan Game Edukasi Digital Tema Seni dan Bahasa dengan Metode Multimedia Development Life Cycle Nurul, Hanan; Nugraheni, Dinar Mutiara Kusumo; Noranita, Beta; Bahtiar, Nurdin
Jurnal Sistem Informasi Bisnis Vol 14, No 3 (2024): Volume 14 Nomor 3 Tahun 2024
Publisher : Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21456/vol14iss3pp302-310

Abstract

Education for early childhood, especially for PAUD TK-B in the age range of 4-6 years, is crucial in providing and shaping the foundation of children's knowledge. An engaging teaching method will enhance children's interest in learning, thus the need for digital learning media as an alternative. One step in implementing digital learning is through Educational Games. This research is conducted by developing the PAUD TK-B Nurussunnah Educational Game using the Multimedia Development Life Cycle (MDLC) method. The game's validation includes usability aspects such as effectiveness, satisfaction levels, and adaptation to the TK-B curriculum. After development, the educational game undergoes alpha and beta testing using the black box method. Beta testing involves evaluating usability for the efficiency and satisfaction of TK-B students, with an effectiveness rate of 98.94%  and satisfaction rate of 88.57%. The interview results with expert teachers indicate that the educational game aligns with the curriculum at the educational unit level for PAUD. Thus, based on the research findings, the PAUD TK-B Educational Game application can be considered an alternative learning media for TK-B students.