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PEMBERDAYAAN IBU RUMAH TANGGA MELALUI BATIK ECOPRINT Dina Alafi Hidayatin; Latifah Anom; Ari Kuntardina; Hafidza Nash’ul Amrina; Eka Adiputra
Jurnal Pengabdian Masyarakat : BAKTI KITA Vol 4 No 2 (2023): Jurnal Bakti Kita
Publisher : LPPM Universitas Islam Darul 'Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/baktikita.v4i2.4890

Abstract

STIE. Cendekia Bojonegoro Community Service Program were conducted in Ngunut Village, Dander District, Bojonegoro Regency. Its programs include training on making eco print tote bags, training on calculating selling prices and training on product branding. The training program collaborates with PKK of Ngunut Village, Dander District, Bojonegoro Regency. The program is carried out for 21 days. Eco print training was chosen because of the abundance of teak trees in this region. Teak leaves are one of the leaves that have a strong color, so they are good as eco print materials. The program can be carried out well and welcomed by the community.
REMINDER IMPULSE BUYING PADA GAME ONLINE “THE ANTS UNDERGROUND KINGDOM” Eka Adiputra; Ari Kuntardina; Waghfirotul Afkar; Nik Amah
CAPITAL: Jurnal Ekonomi dan Manajemen Vol. 8 No. 2 (2025)
Publisher : UNIVERSITAS PGRI MADIUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25273/capital.v8i2.21365

Abstract

Impulse buying triggered by reminders can happen to game players. This is influenced by several factors such as hedonic shopping motivation and availability of money. This research aims to determine whether there is an influence between hedonic shopping motivation and availability of money on impulse buying reminders in the online game The Ants Underground Kingdom with research objects in the IDE (Indonesia Eksplore) community. Quantitative research using saturated sampling techniques, namely using all members of the community as samples. Data was collected through a questionnaire given to 70 members of the IDE community. Data analysis using multiple linear regression. The analysis shows that hedonic shopping motivation has a significant effect on impulse buying reminders. Meanwhile, availability of money has an insignificant influence on impulse buying reminders. In conclusion, players who have hedonic shopping tendencies will tend to carry out impulse buying which is triggered by reminders. Whether or not funds are available can trigger impulse buying reminders. This can be caused by the player's level of addiction to the game.