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Journal of Business and Management
ISSN : 22523898     EISSN : 22523308     DOI : -
Core Subject : Science,
Journal of Business and Management (JBM)is an online journal that is published three times a year. It publishes research papers that give rigorous theoretical and practical insight of business and managament. JBM aims to provide a forum for the dissemination of theory application and research in all areas of business and management, including but are not limited to marketing, business strategy, decision science and decision-making, strategic negotiation, finance, business risk, knowledge management, human capital management, technology management, entrepreneurship, and others relevant subjects. It is intended for researchers, students, business practitioners, and entrepreneurs to publish their ideas and experiences, and share their knowledge on business and management issues.
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Articles 793 Documents
Analyzing the Correlation between Psychosocial Factor and Happiness Among Millennial Workers in PT. Kereta Api Indonesia Head Office Mahmudah, Agisti Handayani; Ginting, Henndy
Journal of Business and Management Vol 8, No 3 (2019)
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Abstract. Nowadays, in the globalization era, millennials are the largest generation that occupying several roles in the company. Millennial employees have become a problem for almost companies because most of them have a hard to retain Millennials in the company. Millennial employees will leave their jobs if they are feel depressed and unhappy with their work. One of the important things to keep Millennial employees in the company is happiness at work. Psychosocial factors are elements that influence employees' happiness response to working conditions, which can potentially cause psychological health. This study analyzed the correlation between psychosocial factors and happiness. There are 10 psychosocial factor analyzed in this research. The data of this research has been collected by using descriptive statistics and Moderated Linear Regression method for statistical analytics. The result of this research shows that sense of community is experiencing psychosocial factors and that has a positive impact among other psychosocial factors. The happiness index level in PT. Kereta Api Indonesia Head Office in average is in Medium Level with 72,3%. And the most correlated psychosocial factor for happiness in millennial workers is organizational justice. It can be concluded that psychosocial factors have a correlation with the level of happiness for millennial workers at PT. Kereta Api Indonesia Head Office. Keyword:  Happiness, Happiness Index, Millennial generation, Psychosocial factors, PT. Kereta Api Indonesia Head Office. Abstract. Nowadays, in the globalization era, millennials are the largest generation that occupying several roles in the company. Millennial employees have become a problem for almost companies because most of them have a hard to retain Millennials in the company. Millennial employees will leave their jobs if they are feel depressed and unhappy with their work. One of the important things to keep Millennial employees in the company is happiness at work. Psychosocial factors are elements that influence employees' happiness response to working conditions, which can potentially cause psychological health. This study analyzed the correlation between psychosocial factors and happiness. There are 10 psychosocial factor analyzed in this research. The data of this research has been collected by using descriptive statistics and Moderated Linear Regression method for statistical analytics. The result of this research shows that sense of community is experiencing psychosocial factors and that has a positive impact among other psychosocial factors. The happiness index level in PT. Kereta Api Indonesia Head Office in average is in Medium Level with 72,3%. And the most correlated psychosocial factor for happiness in millennial workers is organizational justice. It can be concluded that psychosocial factors have a correlation with the level of happiness for millennial workers at PT. Kereta Api Indonesia Head Office. Keyword:  Happiness, Happiness Index, Millennial generation, Psychosocial factors, PT. Kereta Api Indonesia Head Office.
Factors Influencing Customer Repurchase Intention towards Online Product in Online Shopping Website (B2C E-commerce) " Pratiwi, Anastasia Galuh; Kusumawati, Nurrani
Journal of Business and Management Vol 9, No 2 (2020)
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Abstract. The development of e-commerce business could create an opportunity that has to be generated by e-commerce players, especially B2C E-commerce in order to become successful business by retaining customers through repurchase intention. This research aims to determine the factors influencing customer repurchase intention, to determine the effect of customer satisfaction towards repurchase intention, and to determine the factor that has biggest influence on customer repurchase intention in B2C E-commerce website. The data of this research obtained through in-depth interview to 11 informants who live in Java, aged 15-44 years old, and ever repurchase in B2C E-commerce website. The data that has been collected analyzed by using manual coding. The result shows that price, product quality, sales promotion, and customer satisfaction are the factors influencing online repurchase intention. Furthermore, product quality is the factor that has biggest influence towards online repurchase intention. This research also shows customers tend to repurchase when they feel satisfied with online shopping experience provided by the website. Therefore, satisfaction is animportant key to be considered by B2C E-commerce because it can encourage customer’s intention to repurchase in the website itself.Keywords: B2C E-Commerce, Online Repurchase Intention, Customer Satisfaction, Price, Product Quality, Sales Promotion.
The Effect of Fin-tech Usage Towards Millenial's Financial Literacy Astari, Yen Syifa; Damayanti, Sylviana Maya
Journal of Business and Management Vol 9, No 2 (2020)
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Abstract. The purpose of this study is to determine the effect of the use of fin-tech on millennial financial literacy in Jakarta and determine the level of millennial financial literacy in Jakarta. This research also aims at giving recommendations to improve financial literacy through fin-tech. The data collection technique was by distributing questionnaires to 385 respondents in Jakarta. By using multiple linear regression analysis, this study found that simultaneously transactional activity, informational activity, perceived usefulness, and perceived ease of use affect the level of millennial financial literacy in Jakarta. Partially, transactional activity, perceived usefulness, and perceived ease of use respectively affect the level of millennial financial literacy in Jakarta. Millennial financial literacy in Jakarta is 72,98, which means the level of Millennials financial literacy in Jakarta is intermediate level.Keywords: Fin-tech, Financial literacy, Transactional Activity, Informational Activity, Perceived Usefulness, Perceived Ease of Use
A study of discovering dominant employer branding factor to increase employee engagement in generation y employees of xyz company Antonia, Maria Rosana; Ginting, Henndy
Journal of Business and Management Vol 9, No 2 (2020)
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Abstract. Recruitment and Retention of employees is one of the concerns that need to be considered by the company because recruiting new employees requires a lot of costs, especially now when jobs began to be filled by generation Y employees. Generation Y employees have different characteristics compared to previous generation employees because they are more inclined to like to take risks and job-hopping. Therefore, to engage employees, an appropriate employer branding strategy is needed. This study aims to determine the dominant employer branding factor to increase employee engagement in XYZ companies. This research uses quantitative methods with Multilinear Regression to find out the most significant factor of employer branding. Data obtained by distributing questionnaires to XYZ company employees. The total of the respondent for this research is 135 employees. The results of this research found that significant factors were interesting work, job security, and appreciation & praise for work done. The most dominant employer branding factor in this research is Interesting Work. The recommendations given for XYZ companies are to give their employees challenging and interesting jobs, as well as provide opportunities for their employees to express their ideas.Keywords: Employer Branding, Employee Engagement, Generation Y
Brand equity of Compass rebranding Wiraputra, Rafif; Kusumawati, Nurrani
Journal of Business and Management Vol 9, No 2 (2020)
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Abstract. The growth of sneakers is followed by the rise of Indonesian sneakers market, as local brands are competing to show and improve their quality, and one of them is Compass. Compass is a local sneakers brand that was founded in 1998, but they had a financial crisis and rebrand in June 2018. Rebranding aims to create new values and perception by customers towards the brand, and rebranding can be said to be successful if customers have a good perception of quality. Aligned with that, brand equity will increase as the value of the brand ncreases, which will increase customer perception towards the brand. This research aims to determine the influence of rebranding and perceived quality on Compass’s brand equity. Therefore, to gain the best results, the researcher has determined several variables to support this research. Data collection is gathered by questionnaire, questionnaire items are based on theory and previous research and distributed through Google Forms. Data were gathered from 415 respondents and will be analyzed using the Partial Least Square Structural Equation Modeling (PLS-SEM) method. The results showed that both of rebranding and perceived quality have significant influence on brand equity.Keywords: Sneakers industry, brand equity, rebranding, perceived quality, PLS-SEM.
The Used of Gamification on Student's Understanding About Transportation Mode in The Supply Chain Hikmatullah, Hikmatullah; Handayati, Yuanita
Journal of Business and Management Vol 9, No 2 (2020)
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Abstract. In the early spring of 2020, most governments around the world have temporarily closed educational institutions to contain the spread of the COVID-19 pandemic. Due to the current condition, most universities  around the world change their system from conventional to online learning (e-learning). An alternative to a learning method that can be used in e-learning is gamification or game-based learning. The study aims to see the effect of the gamified method on learning outcomes related to transportation mode in the supply chain. The method is exploring the differences of student knowledge using methods built from the flow model, study- related flow inventory (WOLF-S) measurement. The study analyzed changes from pre-test to post-test, as a representation of learning outcomes, using t-test analysis. Furthermore, continue evaluating the significance of gamification, or suggested by the presence of flow, against adjusting the score using the Spearman’s correlation. Data analysis shows that there is a significant improvement in score test, and there is a positive correlation of gamification method against learning outcomes achievement. Using the flow theory and measured by study-related flow inventory (WOLF-S) has proven the gamification method is important in increasing in achieving learning outcomes. The WOLF-S score also has a positive correlation with a positive change in the score of learning outcomes. In general, the gamification design is can improve in achieving learning outcomes.Keywords: COVID-19; gamification; supply chain; transportation; WOLF-S
Identifying usage intention factors of branded running tracker applications in Indonesia using utaut2 model Yusuf, Muhammad Vevaldy; Nasution, Reza Ashari
Journal of Business and Management Vol 9, No 2 (2020)
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Abstract. Increased public awareness of health and fitness topics, as well as the development of cellular technology, have introduced mHealth technology (mobile health) to the health sector, which is expected to continue to grow over the next few years. mHealth is widely available in the community in the form of mobile applications that can be easily accessed via smartphones. Initially designed to meet health and medical needs, several people have developed the use of the mHealth app into a lifestyle. One of them is the use of a running tracker application that is popular among sports activists who need this application to support them by providing information and statistics regarding their running performance. This trend has begun to attract the attention of companies to also publish their own branded running tracker applications, which shows the identity of the brand through the application name or brand logo, as part of their marketing communication strategy. When the applications cannot maintain their current users and acquiring the new one, the applications will also fail tosurvive in the market and missed the opportunity to attract potential consumers to get into the brand. On the other hand, Indonesia with their number of population and increasing running trend is a promising prospect for application publishers and marketers to expand their market to Indonesia. In order to be able to acquire more of their application users, it is very important to identify the factors that encourage consumers to start adopting a running tracker application for Indonesian market. This study attempts to identify the behavioral intention factors from the perspective of consumer technology adoption by adapting the UTAUT2 acceptance model and investigate the relationship between the behavioral intention to the actual use of running tracker applications.Online surveys have been distributed to running tracker application users in Bandung and Jakarta, Indonesia, to collect the primary data needed to predict accurate results for this study. The results of the PLS-SEM analysis showed that effort expectancy factors, hedonic motivation, and habits, had an impact on the behavioral intention to use the running tracker application. This analysis is expected to expand the discussion regarding the  acceptance of mHealth applications, especially in the subcategory of fitness and sports. Also as a recommendation for application developers and marketers to consider features that can encourage more users to adopt a running tracker application.Keywords: Behavioral Intention, mHealth Apps, Mobile Apps, Running Tracker Apps, Technology Acceptance, UTAUT2
Repurchase Intention in Result of Omnichannel (Starbucks Loyalty Card Asia Afrika) Hartasti, Desideria Putri; Nasution, Reza Ashari
Journal of Business and Management Vol 9, No 2 (2020)
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Abstract. As the development of the internet, technology, and digitalization over time, it becomes vital for humans to be able to adapt to the situation. People expect convenience when they want to buy something or when they become a member of a loyalty program offered by a firm. Moreover, everyday teenagers and adults cannot be separated from their smartphones, laptops, and internet wherever they go. A smooth and seamless customer journey and experience are essential characteristics expected by these people. This development also occurs in the context of marketing, where there is a shift from multi-channel strategy to the omnichannel one. This omnichannel strategy has been applied by various companies or industries to improve the customer journey. Starbucks Asia Afrika outlet has also implemented omnichannel through its loyalty program, Starbucks Loyalty Card / Starbucks Reward Card. With this loyalty program, customers can access and compare various information about products, prices, services, or promos offered through various channels that integrated. Not only that, but the Starbucks Loyalty Card can also use as a substitute for payments at Starbucks outlets, and people can top up the balance on the card anytime, anywhere. By combining Simple Linear Regression and Multiple Linear Regression analysis, this research tries to explore whether the existence of a loyalty program in an omnichannel experience will affect customer loyalty, customer satisfaction and repurchase intention. The questionnaire was distributed to 227 respondents who have Starbucks Loyalty Card and used the card at Starbucks Asia Afrika outlet at least once, to be able to examine whether or not the experience gained by respondents will have an impact on the intention to repeat buying in the future. The results showed that the loyalty program in the omnichannel experience had a positive effect on customer loyalty and customer satisfaction. What is more, this loyalty program in omnichannel experience also has a positive effect on repurchase intention. Because the loyalty program is integrated into various channels, adding more feature in all channel where customers can deliver their opinions, suggestions, and report a problem would increase performance expectancy and service improvements. By that, Starbucks can directly follow up or evaluate to make improvements and customers will feel their needs and desires being heard and taken seriously. This analysis expected to improve various existing businesses by implementing omnichannel strategy to improve relationships with customers and also make businesses more profitable and sustainable.Keywords: Omnichannel, loyalty program, loyalty program in omnichannel experience, customer loyalty, customer satisfaction, repurchase intention, Starbucks Asia Afrika.
Job Analysis in Improving Employee Performance of Siliwangi Harley Davidson Putra, Miqdam Chakra Maulana; Pangestu, Aria Bayu
Journal of Business and Management Vol 9, No 2 (2020)
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Abstract. The employee of Siliwangi Harley Davidson feels demotivated about their work since they’re experiencing an overlapping work. They feel that they work more than they should with the same salary received. Therefore, the employee performance of Siliwangi Harley Davidson is also decreased. The purpose of this research is to analyse how are the current job description and what factor in the current job description in Siliwangi Harley Davidson, affecting the slow performance of its employees. Also, this researcher aims to redesign a suitable job description for Siliwangi Harley Davidson. The data was collected through interview both with the owner and the employee and analysed the current job description and organisational structure of Siliwangi Harley Davidson. The result shows that the company only had a job description that consists of what task the employee should do. Lack of coordination is also happened by not having a proper job description for all the employee. Therefore by implementing the job description and job specifications that made from job analysis it can help the company to regain the employee motivation to work again, places the employee in their best position, and a better workflow.Keywords: Demotivated, Employee performance, Job analysis, Siliwangi Harley Davidson, Standardisation
The Application of Gamification as a Strategy towards Customer Engagement and Customer Loyalty Factors on Gojek Rachman, Arief; Hudrasyah, Herry
Journal of Business and Management Vol 9, No 2 (2020)
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Abstract: There is a new method of marketing for a company to compete in digital era which is gamification. Gamification means inserting a game experience in non-game context to create value for the customer. Gamification could create customer engagement and customer loyalty for business and to achieve the business’ goals. This study want to investigate the relation of gamification with customer engagement and customer loyalty on Gojek. This research is using online survey for gathering the data from 232 respondents in Bekasi and Jakarta and the data will be analyse using PLS- SEM. Based on the findings, gamification is having a correlation towards customer engagement and customer loyalty on Gojek. The relationship between gamification and customer engagement are strong means gamification is an effective strategy to increase customer engagement, meanwhile relationship of customer engagement and customer loyalty are weak, so as gamification and customer loyalty means gamification is not always an effective strategy to create customer loyalty. It also concluded that rewards, challenges and points are the important gamification elements. Moreover, it is advised for the company to improve gamification elements as it to retain the engagement and loyalty for the customer and to support the gamification program with other marketing strategy.Keywords: Gamification, Customer Engagement, Customer Loyalty, Gojek.