Ammalia, Adinda Risky
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Dampak Self-Management terhadap Mindset Entrepreneurial: Studi Kasus pada UMKM di Kota Pangkalpinang Ramadona, Dista; Raferdy, Lionnardo Savira; Ammalia, Adinda Risky; Aryansyah, Ary Fakturrachman
J-MAS (Jurnal Manajemen dan Sains) Vol 9, No 2 (2024): Oktober
Publisher : Universitas Batanghari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33087/jmas.v9i2.2040

Abstract

This study aims to analyze the impact of self-management on entrepreneurial mindset among Micro, Small, and Medium Enterprise (MSME) owners in Pangkalpinang City. This research uses a quantitative approach with a data collection method through a questionnaire involving 100 respondents of MSME owners in Pangkalpinang City. The data obtained were analyzed using Statistical Package for the Social Sciences (SPSS) software to test the validity, reliability, and relationship between self-management variables and entrepreneurial mindset. The results of the analysis show that there is a significant positive impact between self-management and entrepreneurial mindset, with a coefficient of determination of 0,947. This indicates that improving self-management skills significantly contributes to the development of a proactive, innovative, and adaptive mindset among MSME owners. This research is expected to provide deeper insights and policy recommendations for the development of training and support programs that focus on improving self-management skills and strengthening entrepreneurial mindset, in order to improve the performance and competitiveness of MSMEs in Pangkalpinang City.
PERAN NILAI-NILAI GAMIFIKASI DAN SOSIAL TERHADAP ADOPSI E-COMMERCE Ammalia, Adinda Risky; Sumar, Sumar
Jurnal Bisnis dan Manajemen (JBM) JBM Vol 20 (2024): Issue 1
Publisher : Faculty of Economics and Business University of Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jbm.v20i1.2041

Abstract

This study aims to identify the factors that generate social and shopping motivations that lead to favorable attitudes toward e-commerce applications in gamification. The research methodology used primary data from an online questionnaire. A sample of 151 e-commerce application users who play games on e-commerce platforms was collected and analyzed using structural equation modeling. The results showed that exposure to the network through gamification significantly impacts social influence, perception, and mutual benefit. The more a user interacts with other users in the network, the greater his or her participation in the gamification system. Thus, the more extensive the network, the greater the potential for recognition and exposure to more social environments. Recognition and reciprocal benefits were found to have no significant effect on attitudes. This study provides practical recommendations for implementing gamification in e-commerce application platforms. This study provides a better understanding of the application of gamification in e-commerce by examining social interactions within the game and shopping behavior in e-commerce that continuously use the platform. Keywords: Gamification; Network Exposure; Social Influence; Reciprocal Benefit; Recognition Abstrak Tujuan dari penelitian ini adalah untuk mengidentifikasi faktor-faktor yang menciptakan motivasi sosial dan belanja yang mengarah pada sikap positif untuk aplikasi e-commerce dalam konteks gamifikasi. Metodologi penelitian menggunakan data primer dari kuesioner online, 151 pengguna aplikasi e-commerce yang memainkan game di platform e-commerce dikumpulkan sebagai sampel penelitian dan dianalisis menggunakan model persamaan struktural. Hasil penelitian menunjukkan bahwa paparan jaringan melalui gamifikasi berpengaruh secara signifikan terhadap pengaruh sosial, pengakuan dan manfaat timbal balik. Semakin banyak pengguna yang terpapar ke pengguna lain dalam jaringan, mereka akan lebih terlibat dalam sistem gamifikasi. Dengan demikian, ketika jaringan semakin besar, kemungkinan mendapatkan pengakuan dan terpapar lebih sosial di lingkungan juga akan lebih besar. Pengakuan dan manfaat timbal balik tidak ditemukan signifikan mempengaruhi sikap. Penelitian ini memberikan rekomendasi praktis untuk aplikasi e-commerce dalam menerapkan gamifikasi ke dalam platform mereka. Penelitian ini memberikan pemahaman yang lebih baik tentang penerapan gamifikasi di e-commerce dengan mengkaji interaksi sosial dalam game dan perilaku belanja di e-commerce yang terus menggunakan platform tersebut. Kata Kunci: Gamifikasi; Paparan Jaringan; Pengaruh Sosial; Manfaat Timbal Balik; Pengakuan