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ANALISIS PERILAKU HEDONISME MAHASISWA DALAM PEMBELIAN SKINCARE SECARA ONLINE SELAMA MASA PANDEMI  Beatrice Karmila Devi; Bunga Widiantoro Putri; Irene Iola Auxilia Benedecas; Chrismada Melvin Teodes Sitepu; Putri Nastiti
Jurnal Ekonomi Sakti Vol 11 No 1 (2022)
Publisher : LPPM - STIE SAKTI ALAM KERINCI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36272/jes.v11i1.230

Abstract

The current Covid-19 pandemic has an impact on various sectors of life, especially in the economic and shopping sectors. During the pandemic, many students stayed at home and conducted lectures online. The existence of e-commerce provides a sense of security in transactions, where students can buy various kinds of their needs. However, with the existence of e-commerce, students make purchases that are not controlled. Problems like this will change the behavior of students to live hedonism and behave consumptively. Supported by the widespread sense of wanting to beautify themselves among students which can lead to excessive online skincare purchases. Based on the above phenomenon, the researcher wants to analyze the consumptive behavior and hedonism of students. Therefore, this study aims to determine the factors that cause the tendency of hedonistic behavior among students to purchase skincare online. The method used is the Hedonic Motivation System Adoption Model (HMSAM) and Descriptive Analysis. The target of this research is 120 students from Atma Jaya University, Yogyakarta. The result of the study found that the e-commerce convenience (Perceived Ease of Use) was able to increase the shopping intensity of Atma Jaya University Yogyakarta students, resulting in hedonism and consumptive behavior.
ANALISIS TINGKAT PENERIMAAN PENGGUNAAN NOTION DALAM MENERAPKAN AGILE SCRUM PADA PROYEK GAMELAN METAVERSE Yohanes Malvin Buntoro; Putri Nastiti; Clara Hetty Primasari; Yohanes Priadi Wibisono; Julius Galih Prima Negara
Jurnal Sistem Informasi dan Informatika (Simika) Vol 6 No 1 (2023): Jurnal Sistem Informasi dan Informatika (Simika)
Publisher : Program Studi Sistem Informasi, Universitas Banten Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/simika.v6i1.2351

Abstract

The Gamelan Metaverse Project is a project for creating the Virtual Reality Metaverse Gamelan application with an Agile Scrum framework that aims to educate people about gamelan and how to play it. This project was carried out by apprentices from PT Arutala, which consisted of students from several universities in Yogyakarta. Project participants were asked to use a project management tool, Notion, in the hope of facilitating coordination and reducing miscommunication. The purpose of this study is to determine what factors influence apprentices' acceptance of Notion at PT Arutala, as well as how helpful the apprentices are when using Notion. This research will use the Technology Acceptance Model (TAM) model in analyzing Notion acceptance factors for PT Arutala apprentices. The author used the TAM model to investigate the variables that influenced the acceptance of Notion among the Arutala internship.The research used seven hypotheses in the TAM model to determine its level of acceptance, and found that all hypotheses had a positive relationship, with six of them are significant and one is not significant.These results was obtained by running path coefficient and t-stistic test on the TAM model that author used.This research concludes that while the interns have acknowledged the benefits form using Notion, it requires time for them to incorporate its usage into their project management routine.