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Analysis of the Use of Mobile-Based Aceh Culinary Menu Applications to Improve Customer Experience in the Culinary Industry Azzahra, Putri latiffa; Yusmaneli; Fathurrahmad
Journal Mobile Technologies (JMS) Vol. 1 No. 2 (2023): September
Publisher : Divisi Riset, Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59431/jms.v1i2.295

Abstract

This research analyzes the implementation of mobile-based menu applications for Acehnese cuisine and their impact on enhancing customer experience in the culinary industry. The study examines information technology applications, particularly mobile applications, as tools for improving accessibility and convenience in ordering and obtaining information about Acehnese culinary dishes. The research methodology includes surveys of active users of mobile-based menu applications in the Acehnese culinary industry, focusing on their perceptions of user experience, application effectiveness in presenting information, and impact on customer satisfaction. Case studies were conducted to examine successful implementations of mobile-based menu applications in Acehnese culinary settings. Data analysis provides understanding about the potential of mobile-based menu applications as tools for improving service quality and customer experience in the Acehnese culinary industry. Research findings benefit culinary industry stakeholders and information technology developers in optimizing mobile application utilization to enhance service quality and customer satisfaction
The Effectiveness of Educational Game Applications in Enhancing Learning Motivation Among Elementary School Students in the Digital Era Azzahra, Putri Latiffa; Khaira, Alesha
International Journal Education and Computer Studies (IJECS) Vol. 5 No. 1 (2025): MARCH
Publisher : Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijecs.v5i1.3993

Abstract

The purpose of this study is to assess the degree to which educational game apps increase the learning motivation in elementary school students with regard to the occurrence of digitization. The study, using a mixed methodology, was conducted in 5 elementary schools with 150 students, 15 teachers, and 5 school principals. Three questionnaires were issued with regard to the SYB schemes, structured observations, interviews and documents being drawn in order to obtain consistent data. The results indicate that the students are significantly more enthusiastic to learn, (d = 0.82). The best usage model was determined to be 15 to 20 min per trial, 2-3 trials per week. In terms of intrinsic motivation there were increases due to curiosity (∆+1.2), independence (∆+1.1) and willingness to take challenges (∆+1.4). Main factors supporting the implementation of learning through trainees include the presence of technological infrastructure (85%), teachers’ competences (79%), and the school system support. These results offer useful insight for the design of tech-based learning interventions at the elementary level, indicating the need for consistent implementation protocols and for school-developer partnerships to be forged.