Claim Missing Document
Check
Articles

Found 2 Documents
Search

PENDAMPINGAN SERTIFIKASI HALAL DAN SUPPORT BANNER SEBAGAI PENINGKATAN DAYA SAING PADA UMKM DI DESA SUKOPURO Sya’bani, A Rizki Munshif; Indriani, Arsita; Alfarizi, Salman; Ridha, Hayati; Nabila, Bilqis; Amalina, Sharfina Nur
As-Sidanah Vol 6 No 1 (2024): APRIL
Publisher : LP2M Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35316/assidanah.v6i1.100-116

Abstract

UMKM are an important component in the economic structure in Indonesia, because of their significant presence in the economy and provide broad employment opportunities for enthusiasts. However, there are still many UMKM players who do not understand efforts to increase competitiveness, one of which is the need to have a halal certificate and also the importance of branding UMKM products. Therefore, this Student Work Lecture activity aims to be able to contribute to providing halal certification assistance and making banners for UMKM in Sukopuro Village, Jabung, Malang Regency. Assistance activities are carried out using the ABCD (Asset Base Community Developmenet) approach method. The results of this community service activity are assistance in registering halal certification and supporting banners for UMKM.
Pengaruh Gamifikasi Terhadap Repurchase Intention Pada Aplikasi ByU Indriani, Arsita; Vania, Amelindha
ISTIKHLAF: Jurnal Ekonomi, Perbankan dan Manajemen Syariah Vol. 7 No. 1 (2025): (Maret 2025)
Publisher : Institut Agama Islam Yasni Bungo Jambi, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51311/istikhlaf.v7i1.661

Abstract

This study aims to analyze the impact of gamification on customer repurchase decisions. Using linear regression methods, the research involved 50 respondents who are ByU users in Malang City, focusing on gamification elements. The analysis results indicate that gamification has a significant positive effect on repurchase, with a regression coefficient of 0.817 and a significance level of p < 0.001. Additionally, ANOVA analysis revealed that the developed model substantially explains the variability in repurchase (F = 184.228, p < 0.001). These findings suggest that implementing gamification elements in marketing strategies can enhance customer engagement and loyalty. While this study provides valuable insights, limitations related to sample size and research design indicate the need for further studies to deepen the understanding of this dynamic. This research is expected to serve as a reference for companies in designing effective strategies to improve customer retention through gamification.