Claim Missing Document
Check
Articles

Found 3 Documents
Search

Pengaruh Customer Relationship Management dan Kepuasan Pelanggan Terhadap Loyalitas di Cafe Pelangi Salamena, Allgreat Meidelia Clarista; Emanuel, Andi Wahju Rahardjo
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 8 No 2 (2024): APRIL-JUNE 2024
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v8i2.1747

Abstract

This study aims to analyze the influence of Customer Relationship Management (CRM) implementation and customer satisfaction on customer loyalty at Cafe Pelangi. From 50 questionnaire respondents, the results of statistical analysis indicate that the implementation of CRM and customer satisfaction have a positive and significant impact on customer loyalty. All indicators of the CRM, customer satisfaction, and customer loyalty variables are valid and exhibit a high level of reliability. The data also meets the normality assumptions, allowing for the use of a multiple linear regression model. The regression results reveal that customer satisfaction significantly affects customer loyalty, with a coefficient of determination of 20.7%. This underscores the importance of enhancing customer satisfaction through CRM implementation to achieve a higher level of loyalty at Cafe Pelangi. These findings can serve as a strategic foundation for cafe management and other stakeholders to develop effective strategies in maintaining and expanding their market share
Responsivitas Pelayanan Publik Berbasis E-Government Dengan Inovasi Identitas Kependudukan Digital Salamena, Allgreat Meidelia Clarista; Emanuel, Andi Wahju Rahardjo
Jurnal Teknik Informatika dan Sistem Informasi Vol 10 No 2 (2024): JuTISI
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v10i2.8618

Abstract

This study aims to analyze the service responsiveness at the Population and Civil Registration Office of Ambon City, particularly regarding the implementation of Digital Population Identity (DPI). Public service responsiveness is considered crucial in meeting society's expectations towards technological advancements. The research method applied is qualitative, with data collection through direct observation and interviews at the Population and Civil Registration Office of Ambon City. The research results are expected to provide insights into the service responsiveness of this institution towards the needs and expectations of the community. Thus, this research can offer insights into how the office can enhance its responsiveness to technological changes and societal demands.
MODEL RANCANG BANGUN APLIKASI MEDIA PEMBELAJARAN PENGENALAN BAJU ADAT MALUKU MENGGUNAKAN AUGMENTED REALITY Thariq, Ahmad; Hatala, Zulkarnaen; Salamena, Allgreat Meidelia Clarista
IJIS - Indonesian Journal On Information System Vol 11, No 2 (2026): SEPTEMBER
Publisher : POLITEKNIK SAINS DAN TEKNOLOGI WIRATAMA MALUKU UTARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36549/ijis.v11i2.513

Abstract

Provinsi Maluku memiliki beragam busana tradisional yang sarat nilai budaya dan makna filosofis sebagai representasi identitas serta kearifan lokal masyarakat. Namun, perubahan kurikulum menyebabkan materi pakaian adat semakin terbatas dalam pembelajaran formal, sehingga pengetahuan generasi muda terhadap keberagaman busana tradisional Maluku berpotensi menurun. Penelitian terdahulu telah memanfaatkan Augmented Reality (AR) untuk memperkenalkan budaya dan pakaian tradisional, tetapi masih terbatas pada penyajian objek tiga dimensi dan belum mengintegrasikan narasi audio, animasi, serta evaluasi pembelajaran dalam satu aplikasi yang mencakup beberapa wilayah Maluku. Penelitian ini bertujuan mengembangkan aplikasi pembelajaran mobile berbasis AR untuk memperkenalkan pakaian adat Maluku secara interaktif. Pengembangan menggunakan metode Multimedia Development Life Cycle (MDLC) yang terdiri atas enam tahapan. Kebaruan penelitian terletak pada integrasi delapan objek 3D pakaian adat, terdiri atas empat pakaian pria dan empat wanita dari Maluku Tengah, Kepulauan Kei, Kepulauan Tanimbar, dan Kepulauan Kisar, yang dilengkapi narasi audio, animasi rotasi 360°, animasi duduk, dan kuis interaktif 10 pertanyaan acak berdurasi 180 detik. Hasil pengujian Black Box menunjukkan seluruh fungsi aplikasi berjalan sesuai rancangan. Kuesioner guru dan siswa juga menunjukkan respons positif terhadap fungsi, kelayakan, dan tampilan aplikasi. Aplikasi ini dapat menjadi media pembelajaran interaktif sekaligus mendukung pelestarian budaya Maluku di era digital.Kata Kunci: Augmented Reality, Pakaian Adat Maluku, Media Pembelajaran, Pelestarian Budaya, MDLC