Claim Missing Document
Check
Articles

Found 2 Documents
Search

Pengaruh Perilaku Konsumen terhadap Keputusan Pembelian dalam Transaksi di E – Commerce Shoppe Sinaga, Renni A.E; Situmeang, Debi J.; Simangunsong, Irmawati; Sinaga, Leony A.M; Simanjuntak, Nopriani; Silaban, Rayun A.R; Tampubolon, Lilianti; Purba, Rama R.; Panjaitan, Juni A.T; Simarmata, Felix C.; Waruwu, Niska S.; Saragih, Veny S.; Manalu, Rita P.; Saragih, Yeni Enjelina; Silalahi, Jhosua; Situmorang, Ririn S.W; Panjaitan, Raya
Jurnal Pendidikan Tambusai Vol. 9 No. 1 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v9i1.25733

Abstract

Penelitian ini bertujuan untuk menganalisis faktor-faktor yang memengaruhi keputusan pembelian konsumen di platform e-commerce Shopee. Berdasarkan hasil analisis data, ditemukan bahwa beberapa faktor utama berperan dalam keputusan pembelian, yaitu ulasan dan rating produk, diskon dan promo, variasi produk, kualitas produk yang sesuai dengan deskripsi, serta kepercayaan terhadap penjual. Temuan ini menunjukkan bahwa konsumen cenderung memilih produk dengan ulasan dan rating yang baik, tertarik dengan promosi dan diskon, serta lebih percaya pada penjual yang memiliki reputasi baik. Dengan memahami faktor-faktor ini, pelaku bisnis e-commerce dapat mengoptimalkan strategi pemasaran mereka guna meningkatkan penjualan dan kepuasan pelanggan. Studi ini juga memberikan wawasan bagi penelitian selanjutnya terkait perilaku konsumen dalam ekosistem e-commerce yang terus berkembang.
THE EFFECT OF USING WORD WALL AND BAMBOOZLE GAMES IN SPEAKING SKILLS OF SEVENTH-GRADE STUDENTS Simangunsong, Irmawati; Sinambela, Erika; Manurung, Lastri
Jurnal Pendidikan dan Pengajaran (JUPEJA) Vol. 2 No. 2 (2024): November
Publisher : Merwin Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69820/jupeja.v2i2.239

Abstract

English is an international language that plays a large role in many spheres, not only the national but also the global. The purpose of this study is to assess the impacts of using Wordwall and Baamboozle apps on the improvement of English-speaking skills among junior high school students at SMPN 37 Medan. Both applications offer unique and interesting teaching-learning pedagogy that can perhaps lessen students apprehension towards speaking the foreign language as well as increase their interactiveness during learning. Using a quasi-experimental research design, this study involved a pre-test and post-test to assess students speaking skills before and after the intervention. Quantitative data taken from the speaking skills assessment showed that both apps can improve students speaking skills, with Baamboozle showing a more significant improvement. Data analysis used descriptive statistics and inferential statistics to compare pre-test and post-test scores to determine the improvement of speaking ability. The results of this study are expected to provide evidence supporting the effectiveness of gamification apps in language learning, as well as provide recommendations for educators to integrate technology in their teaching strategies.