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Journal : Formosa Journal of Science and Technology (FJST)

Analysis of the Penta Helix Model in Halal Tourism Development in Trowulan, Mojokerto Regency Lucky Abdul Herdiyanto; Maryam Bte Badrul Munir
Formosa Journal of Science and Technology Vol. 3 No. 6 (2024): June 2024
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/fjst.v3i6.9702

Abstract

The purpose of this study was to describe the role of Penta Helix Model actors on the development of Halal Tourism in Trowulan, Mojokerto Regency and to describe the supporting and inhibiting factors of the role of penta helix model actors on the development of halal tourism in Trowulan, Mojokerto Regency. The results of this study are five actors in the form of government, business, community, academics, and media that play a role in the development of halal tourism in Trowulan. The conclusion of this research is that the penta helix actors are not running optimally because there is no binding regulation for the five roles to collaborate with each other and there is no legal umbrella for the development of halal tourism. The research suggestion is that the government forms a team consisting of the roles of the penta helix and makes a legal umbrella for reference to the development of halal tourism in Trowulan, Mojokerto district.  
Influence of Gamification (Shoppertainment) and Hedonism Value on TikTok Purchasing Decisions: Islamic Economic Perspective Dinar Ekamanda; Maryam Bte Badrul Munir
Formosa Journal of Science and Technology Vol. 3 No. 6 (2024): June 2024
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/fjst.v3i6.9731

Abstract

This study examines at how gamification and hedonism value influence product purchasing decisions using the TikTok app, with a focus on Generation Z in Gresik, East Java. The study used quantitative methods and a correlational research design, with a questionnaire distributed to Muslim Generation Z individuals aged 18-28 who were selected through purposive sampling. The data were analyzed with linear regression. The results show that while hedonism value influences purchasing decisions, gamification does not. Gamification and hedonism value both influence product purchasing decisions.