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Creating An Alternative Design for Asita Corporate Identity Elise, Michelle; Basiroen, Vera Jenny
Humaniora Vol 6, No 4 (2015): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v6i4.3384

Abstract

The objective of the study is to find the solution to the problem outlined, which is to create an alternative design for corporate identity of ASITA. ASITA is a non-profit organization to foster tours and travel agencies in Indonesia. The writer conducted interview to the ASITA Jakarta Chapter, which was appointed to represent ASITA in providing the data needed by the writer. The writer interviewed the advisor of the organization, which had once served as chairperson of ASITA. The result of the research is new corporate identity system of ASITA based on a concept that ASITA as an organization, serves as a compass that guides and assists in every direction. The writer found that corporate identity is an important element to define an organization as well as giving impact on its first impression. To create good corporate identity, several things such as elements of design, color, typography, etc need to be put into attention. 
Creating An Alternative Design for Asita Corporate Identity Michelle Elise; Vera Jenny Basiroen
Humaniora Vol. 6 No. 4 (2015): Humaniora
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v6i4.3384

Abstract

The objective of the study is to find the solution to the problem outlined, which is to create an alternative design for corporate identity of ASITA. ASITA is a non-profit organization to foster tours and travel agencies in Indonesia. The writer conducted interview to the ASITA Jakarta Chapter, which was appointed to represent ASITA in providing the data needed by the writer. The writer interviewed the advisor of the organization, which had once served as chairperson of ASITA. The result of the research is new corporate identity system of ASITA based on a concept that ASITA as an organization, serves as a compass that guides and assists in every direction. The writer found that corporate identity is an important element to define an organization as well as giving impact on its first impression. To create good corporate identity, several things such as elements of design, color, typography, etc need to be put into attention. 
Gamification Marketing and Service Quality in Student Enrollment Decisions: Gamification Marketing dan Kualitas Layanan dalam Keputusan Pendaftaran Mahasiswa Mulyandi, M. Rachman; Lapian, Michelle Elise; Hartadi, Haris; Santoso, Swaniesha Ophelia
Indonesian Journal of Innovation Studies Vol. 26 No. 4 (2025): October
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v26i4.1749

Abstract

Background: The growing number of private universities in Banten Province has intensified competition for student recruitment. Specific background: Universities have adopted gamification marketing and improved service quality to attract potential students, but their effectiveness in higher education remains unclear. Knowledge gap: Previous studies have mainly examined these strategies in retail and e-commerce sectors, leaving limited evidence in the educational context. Aim: This study investigates how gamification marketing using game-based learning and university service quality relate to students’ enrollment decisions. Results: Quantitative analysis with 240 respondents revealed that both gamification marketing and service quality showed a very small and statistically insignificant relationship with enrollment decisions (R² = 13%, p > 0.05). Novelty: The findings challenge prior studies by showing that gamification and service quality, though well-designed, do not directly influence student decision-making in short-term exposure. Implications: Universities should continue employing gamified marketing and service enhancement as complementary strategies while exploring other influential factors such as reputation, tuition fees, and career prospects. • Gamification marketing and service quality show minimal association with student enrollment.• Game-based learning offers engagement benefits but limited short-term behavioral outcomes.• Further studies should explore long-term effects and additional influencing factors. Keyword Gamification Marketing, Game-Based Learning, University Service Quality, Student Enrollment, Higher Education