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Analysis of The Influence of Technology Perceived Quality, Digital Advertising and Technology Digital Experiental Marketing on Customers Intention to Purchase at Marketplace Platform Tokopedia Sudirjo, Frans; Nurbakti, Rezky; Hadi Nugroho, Isfauzi; Ekaputra, Adriansyah; Yuniarti Utami, Eva
Jurnal Informasi dan Teknologi 2023, Vol. 5, No. 4
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60083/jidt.v5i4.454

Abstract

The study's goal is to examine how advertising, perceived quality, and experiential marketing affect consumers' decisions to buy. The judgment sampling approach is the sample technique employed in this study. Based on the assumption that respondents had shopped online, samples were chosen. One hundred samples will be collected for this study. In this study, the author employed two different types of data: primary and secondary. Using Cronbach's alpha, researchers assess a variable's dependability in this test. Multiple linear regression analyses are used in the examination of research data. Experience marketing, perceived quality, and advertising are found to have a major impact on the purchasing decisions of customers who actively use e-commerce applications, according to the research findings. The a-value of 13.4 shows the buyer's decision value when there is no influence from the experiential marketing, perceived quality, or advertising variables. The regression coefficients b1, b2, and b3 each show that a one-unit increase in the experiential marketing, perceived quality, and advertising variables will result in an increase in purchasing decisions by 0.24, 0.2, and 0.24 respectively.
PERMAINAN HAPPY BALL UNTUK MENGEMBANGKAN KEMAMPUAN MEMBACA PERMULAAN ANAK USIA DINI Yuliani, Dewi; Imani Khan, Rosa; Hadi Nugroho, Isfauzi
Konstruktivisme : Jurnal Pendidikan dan Pembelajaran Vol 12 No 2 (2020): Juli 2020
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/konstruk.v12i2.1114

Abstract

During the early age range, children experience rapid development in various aspects. Seeing the importance of this period, appropriate stimulation efforts from the environment are needed to optimize the development of all abilities of children, including the ability to begin reading. Kindergarten children have begun to be taught to read the beginning but must be in accordance with the stages of child development, without coercion, in a fun way and should be guided by the teacher because it basically provides learning to start reading in early childhood must be with a playful atmosphere pleasant and no pressure. But in reality the process of learning to begin reading in kindergarten is still rampant using reading learning strategies that are too academic and rigid like in Elementary Schools. Therefore, researchers designed an educational game called Happy Ball that uses picture word cards. Through this Happy Ball game, it is hoped that the atmosphere of early reading learning activities for young children will be interesting and fun, the ability to read the beginning of the child is expected to be directed and develop better in a happy atmosphere. It is hoped that this game can also be used by educators to develop early reading skills in early childhood.