Lidyana, Liza
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THE ROLE OF WORK SKILLS AND DIGITALIZATION IN THE RELATIONSHIP BETWEEN GASTRONOMY INVOLVEMENT, LOCAL FOOD CONSUMPTION VALUE, AND PURCHASE INTENTION OF MALANG'S CULINARY SPECIALTIES Lidyana, Liza; Rachmawati, Ike Kusdyah; Handoko, Yunus
PERFORMANCE: Jurnal Bisnis & Akuntansi Vol 14 No 2 (2024): Performance: Jurnal Bisnis & Akuntansi
Publisher : Fakultas Ekonomi dan Bisnis, Universitas Wiraraja Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24929/feb.v14i2.3732

Abstract

This study was conducted in the city of Malang, involving 230 respondents who are local culinary enthusiasts. The analysis technique used is SmartPLS to examine the relationships between gastronomy involvement, Local Food Consumption value, culinary skills, digitalization, and purchase intention. The results show that Gastronomy Involvement does not have a direct effect on purchase intention. However, this involvement positively influences culinary skills and digitalization, indicating that increased engagement in gastronomy can enhance skills and the utilization of digital technology. Additionally, Local Food Consumption value significantly affects both culinary skills and digitalization.Culinary skills have been shown to positively impact purchase intention, emphasizing the importance of skill development in enhancing consumer buying intentions. Meanwhile, digitalization does not exhibit a direct effect on purchase intention. The study also found that both Gastronomy Involvement and Local Food Consumption can increase purchase intention through culinary skills, but not through digitalization. These findings provide important insights for culinary industry stakeholders in Malang to focus on skill development as a strategy to enhance purchase intention.
The Influence of Learning Contents, Virtual Class Interaction, and Game-Based Learning Platform on Distance Learning Participants’ Satisfaction Lidyana, Liza; Rahmawati, Ike Kusdyah; Handoko, Yunus; Wahyuni, Tri
Indonesian Journal of Instructional Media and Model Vol 6 No 2 (2024): Indonesian Journal of Instructional Media and Model
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v6i2.6043

Abstract

PT PLN (Persero) as a State-Owned Enterprise (BUMN) has the responsibility to provide electricity to the people of Indonesia, including households, government agencies, and the industrial sector. To support employees’ competence and quality, PLN has an Education and Training Center (Pusdiklat PLN) which functions as a center for employees’ skill and career development. However, since the COVID-19 pandemic, Pusdiklat PLN has faced challenges in conducting face-to-face training and then switched to digital learning methods to ensure that training activities ran well. This study aims to analyze the effect of learning content, classroom interaction, and game-based learning platforms on the satisfaction of participants who take part in the digital learning program. This study uses a quantitative approach with PLN employees who took part in digital learning training in April 2024 as subjects. A total of 100 participants were selected using a purposive sampling technique. Data analysis was carried out using multiple linear regression with the assistance of SPSS 25 software. The results of the study showed that learning content, classroom interaction, and game-based learning platforms has a significant positive effect on participant satisfaction, both partially and simultaneously.