Abstract:The growing dominance of impulse buying within TikTok's live streaming commerce, particularly in the Fashion product segment, signifies a transformation in digital consumer behavior influenced by the dynamics of real-time…
e interactivity and incentive-based promotional strategies. This study empirically examines the effects of real-time interactivity and promotion incentive information on impulse buying behavior, with perceived trust serving as a mediating variable that explains the psychological pathway between digital stimuli and spontaneous purchase decisions. Employing a quantitative approach with an associative causal design, data were collected from 231 active TikTok users in Indonesia and analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM) version 4.0. The analysis reveals that both exogenous variables significantly enhance the tendency for impulsive purchases, both directly and indirectly through the mediation of perceived trust. Responsive real-time interactions and exclusive, time-sensitive promotions effectively foster consumer trust in sellers, which subsequently accelerates unplanned buying behavior. These findings advance theoretical discourse in digital marketing literature by emphasizing the critical integration of interactivity, promotional stimuli, and affective trust mechanisms in shaping purchasing decisions within persuasive and simultaneous digital environments. The practical implications of this study offer strategic insights for businesses, encouraging the optimization of interactive features and promotional tactics to establish credibility and drive instant sales conversions in the context of e-commerce live streaming.
Abstract:The mobile gaming industry has evolved into a strategic sector within the global digital economy ecosystem, contributing significantly to the overall revenue of the gaming industry. A concrete manifestation of this dynamic…
ic is Honor of Kings (HoK), a 5v5 MOBA game developed by TiMi Studio Group, which has recorded over 100 million daily active players worldwide. The success of HoK is not solely determined by the quality of its game mechanics but also by its ability to deliver an immersive user experience and implement adaptive Content Marketing strategies. This study aims to empirically examine the influence of Game User Experience (GUX) and Content Marketing on Player Loyalty, with Satisfaction serving as a mediating variable. Employing a quantitative approach through Structural Equation Modeling (SEM), data were collected from active HoK players using a validated survey instrument. The results of the analysis indicate that both GUX and Content Marketing have a significant positive effect on Satisfaction, which, in turn, mediates their influence on Loyalty. The proposed mediation model successfully illustrates the affective role of Satisfaction as a key determinant in the formation of player Loyalty in digital contexts. These findings not only reinforce theoretical foundations in the domain of experience-based marketing but also offer practical insights for game developers and marketers in designing sustainable retention strategies through the optimization of gameplay experience and value-driven content delivery. Accordingly, this study presents a relevant conceptual framework for understanding the mechanisms of Loyalty formation within the competitive and dynamic mobile gaming industry.
Abstract:This study aims to analyze and provide recommendations regarding the arrangement of pedestrian facilities in the Campus 1 area of Muhammadiyah University of Bengkulu. This area plays an important role as the center of academic,…
ademic, social, and mobility activities of the academic community, which heavily depends on pedestrian facilities. Field observations reveal several key issues with the pedestrian facilities in this area, including the sidewalk width not meeting the minimum standard, lack of accessibility features for people with disabilities, absence of vegetation or shade, and insufficient signage and road markings to guide users. These conditions result in discomfort and insecurity for pedestrians, as well as failing to support the principles of inclusivity in infrastructure planning. The research employs a descriptive qualitative and quantitative approach with a case study method. Data were collected through field observations, questionnaires, interviews, and literature reviews. Based on the analysis, the majority of respondents expressed the need for improvements to the sidewalk quality, addition of shade trees, enhanced accessibility for people with disabilities, and the installation of supporting facilities such as street lighting. The study then recommends several improvement measures, such as widening the sidewalks to at least 1.5 meters, providing ramps and Guiding blocks, planting vegetation along the pedestrian routes, and installing road signs and markings. These recommendations aim to improve pedestrian comfort and safety. It is hoped that the results of this study can serve as a reference for Muhammadiyah University of Bengkulu in creating a campus area that is more friendly, safe, comfortable, and inclusive for all users, while also supporting sustainable mobility.
Abstract:The media act as a go-between for the person sending the word and the person receiving it. “Media” refers to the people, things, or events that work together to create a setting that helps students learn facts, skills, or…
s, or attitudes. A Research and Development (R&D) methodology was used for this study. An R&D methodology is a set of activities or procedures that are used to make a new product or improve a current product so that it will persist in the future. The ADDIE development approach was used for the study, which combines the research and development (R&D) stages. To make learning plans for things, the ADDIE method is used. ADDIE stands for Analysis, Design, Development, Implementation, and Evaluation. What the study found the goal of making Android-based engaging learning materials for class VII Informatics topics at SMP Negeri 2 Pontianak City is to give students an interesting and useful way to learn. The Android operating system is based on a Graphical User Interface (GUI), which makes it easy for students to see how the system works on the outside. This makes using Android smartphones as teaching tools very helpful. Additionally, the portability and wide availability of Android tablets make it easy for students to access educational materials without being limited by time or space. The goal of making engaging learning materials about informatics for high school students in the seventh grade at SMP Negeri 2 Pontianak City is to make learning fun and useful. The Android operating system is based on a Graphical User Interface (GUI), which makes it easy for students to see how the system works on the outside. This makes using Android smartphones as teaching tools very helpful.
Abstract:Students can understand and master learning materials if the learning process uses tools and materials called learning media. The tool can be in the form of physical objects, technology or a combination of the two things…
that are made to communicate information effectively and provide good understanding facilities. Teachers will find it easier to teach when they are able to use learning media as a means when teaching, because the function of learning media is not only as a means of teaching, but also as a way for teachers to make students active and happy to learn. This study aims to describe the use of PhET simulation as a learning medium in traveling and stationary wave theory. This article uses the literature study methodology. The stages in using the literature method include observing, analyzing, then identifying, then providing interpretation, and finally in the form of some evaluation of the research that has been done. There are 25 publication articles obtained from various domestic sources analyzed in this article. The articles used were reported from 2018 to 2024. By using PhET simulation, it feels easier to practice compared to real practicum, because visible media allows users to be more active in presenting subjects that are mastered, especially in traveling and stationary wave material. And by using this PhET virtual media makes students tend to be active and very enthusiastic in the learning process because the appearance of the PhET media is very different from other media. Based on this research, it can be concluded that learning stationary wave and traveling wave material can improve learning outcomes and improve critical thinking skills.
Abstract:The objective of this study is to create augmented reality educational tools for teaching software introduction topics at Singkawang 4 State Middle School. Evaluating the viability and user reception of educational content…
nt delivered through augmented reality technology. Methods of data collection involving interviews and questionnaires. The data analysis technique employs descriptive statistics. The ADDIE paradigm is employed in the research and development process. This learning media is developed through a sequential process consisting of five stages: analysis, design, development, implementation, and evaluation. The participants in this study were eighth-grade students from Singkawang 4 State Middle School. The product feasibility testing step was conducted by a pair of media specialists and one material specialist. The research findings indicated that the feasibility evaluation conducted by media specialists obtained a score of 155 out of a total possible score of 168, placing it in the “very feasible” category. The examination conducted by material experts achieved a score of 71 out of a possible 80, placing it in the “very feasible” category. The mean score attained from the extensive evaluation of 33 eighth-grade students at Singkawang State Middle School 4 was 2550 out of a possible maximum score of 3036. The assessment categorized the score as “highly appropriate” for utilization as a learning tool.
Abstract:This article discusses issues related to the existence of artificial intelligence as a legal subject, and criminal liability when artificial intelligence commits criminal acts. The purpose of this study is to find out the…
e categorization of artificial intelligence as a legal object or legal subject, and to find out to whom criminal responsibility is assigned when artificial intelligence commits a crime. The research method used in writing this article is normative legal research, with a conceptual approach. The results of this study are that artificial intelligence is not a legal subject, because the actions carried out by artificial intelligence are only orders from its users, and for criminal acts committed by artificial intelligence, those who must be responsible are the creators of artificial intelligence or users of artificial intelligence
Abstract:Abstract: The development of network infrastructure in higher education environments demands a monitoring system capable of detecting disruptions quickly and accurately. Royal University does not yet have an integrated and…
nd real-time network monitoring system, so network administrators often discover disruptions after receiving reports from users. This condition results in slow response to disruption handling and suboptimal network performance. This study aims to implement The Dude as a network monitoring system to support the optimization of Royal University's network infrastructure performance. The research method used is a qualitative approach with the stages of problem identification, literature study, system analysis, system design, implementation, and system testing. The monitoring system is implemented with The Dude Server architecture running on MikroTik CHR, while The Dude Client is used by the administrator via a laptop. The results show that the system is capable of performing network discovery, monitoring device status in real-time, displaying network topology visualization, recording monitoring history, and providing notifications when disruptions occur. System testing proves that all monitoring functions run according to the analyzed requirements. Thus, the implementation of The Dude is proven effective in increasing the speed of disruption detection, troubleshooting efficiency, and optimizing the network performance of Royal University.
Keywords: mikrotik; network monitoring; network discovery; network optimization; the dude
Abstrak: Perkembangan infrastruktur jaringan di lingkungan perguruan tinggi menuntut adanya sistem pemantauan yang mampu mendeteksi gangguan secara cepat dan akurat. Universitas Royal belum memiliki sistem monitoring jaringan yang terintegrasi dan real-time, sehingga administrator jaringan sering mengetahui gangguan setelah menerima laporan dari pengguna. Kondisi ini berdampak pada lambatnya respons penanganan gangguan serta kurang optimalnya kinerja jaringan. Penelitian ini bertujuan untuk mengimplementasikan The Dude sebagai sistem monitoring jaringan guna mendukung optimalisasi kinerja infrastruktur jaringan Universitas Royal. Metode penelitian yang digunakan adalah pendekatan kualitatif dengan tahapan identifikasi masalah, studi literatur, analisis sistem, perancangan sistem, implementasi, dan pengujian sistem. Sistem monitoring diimplementasikan dengan arsitektur The Dude Server yang berjalan pada MikroTik CHR, sedangkan The Dude Client digunakan oleh administrator melalui laptop. Hasil penelitian menunjukkan bahwa sistem mampu melakukan network discovery, memantau status perangkat secara real-time, menampilkan visualisasi topologi jaringan, mencatat histori monitoring, serta memberikan notifikasi ketika terjadi gangguan. Pengujian sistem membuktikan bahwa seluruh fungsi monitoring berjalan sesuai dengan kebutuhan yang telah dianalisis. Dengan demikian, implementasi The Dude terbukti efektif dalam meningkatkan kecepatan deteksi gangguan, efisiensi troubleshooting, dan optimalisasi kinerja jaringan Universitas Royal.
Kata kunci: mikrotik; monitoring jaringan; network discovery; optimalisasi jaringan; the dude
Abstract:Abstract: Information Technology (IT) has played a crucial role in various sectors, including the transportation sector, as seen in the Department of Transportation of Asahan Regency, North Sumatra. One of the challenges…
in this area is the performance of parking attendants, which affects the effectiveness of parking management and traffic safety. Poor performance of parking attendants can cause various issues, including traffic congestion, rule violations, and user discomfort. Therefore, evaluating the performance of parking attendants is essential to improve service quality and parking safety. In this context, the implementation of a technology-based information system is an appropriate solution to enhance the effectiveness of the performance evaluation process for parking attendants. Classification methods, such as k-nearest neighbor (KNN), are used to evaluate the performance of parking attendants more accurately and efficiently. This method allows early detection of poor performance, such as fraud or traffic rule violations, and provides feedback for improvements. The primary goal is to measure effectiveness, identify areas for improvement, and recognize parking attendants with good performance.
Keywords: Information Technology, Parking Attendants, Performance Evaluation, KNN, Asahan Regency.
Abstrak: Teknologi Informasi (TI) telah memainkan peran penting dalam berbagai sektor, termasuk sektor transportasi, seperti yang terlihat pada Dinas Perhubungan Kabupaten Asahan, Sumatera Utara. Salah satu tantangan di wilayah ini adalah kinerja juru parkir yang mempengaruhi efektivitas pengelolaan parkir dan keselamatan lalu lintas. Kinerja juru parkir yang kurang optimal dapat menimbulkan berbagai masalah, termasuk kemacetan, pelanggaran aturan, dan ketidaknyamanan pengguna parkir. Oleh karena itu, penilaian kinerja juru parkir menjadi sangat penting untuk meningkatkan kualitas layanan dan keamanan parkir. Dalam konteks ini, penerapan sistem informasi berbasis teknologi menjadi solusi yang tepat untuk meningkatkan efektivitas proses penilaian kinerja juru parkir. Metode klasifikasi, seperti k-nearest neighbor (KNN), digunakan untuk mengevaluasi kinerja juru parkir dengan lebih akurat dan efisien. Metode ini memungkinkan deteksi dini terhadap kinerja buruk, seperti penipuan atau pelanggaran aturan lalu lintas, serta memberikan umpan balik untuk perbaikan. Tujuan utamanya adalah mengukur efektivitas, mengidentifikasi area perbaikan, dan memberikan apresiasi bagi juru parkir yang memiliki kinerja baik.
Kata Kunci: Teknologi Informasi, Juru Parkir, Penilaian Kinerja, KNN, Kabupaten Asahan.
Abstract:Abstract; This research aims to create and develop a web application as a place of information and complaints for visitors to the Harau European Village tour, which is located in the Harau Valley, Lima Puluh Kota Regency,…
, West Sumatra. This application was created to make tourists feel safe and comfortable. Its main features include problem reporting and an interactive map connected with Google Maps. This helps users search for nearby services and navigate easily. The system was created using the Agile method which includes planning, design, testing, and implementation stages. This research also includes user needs analysis and system testing with the black box method to ensure all functions work properly. The results showed that this application can work well according to user needs. This application makes it easier to access information, send reports online, and monitor reports directly. This application helps improve digital services at tourist attractions and makes the tourist experience safer and more efficient.
Keywords; web application; tourist report; information service; security; convenience; kampung eropa harau
Abstrak: Penelitian ini bertujuan untuk membuat dan mengembangkan aplikasi web sebagai tempat informasi dan pengaduan bagi pengunjung wisata Kampung Eropa Harau, yang berada di Lembah Harau, Kabupaten Lima Puluh Kota, Sumatera Barat. Aplikasi ini dibuat untuk membuat wisatawan merasa aman dan nyaman. Fitur utamanya termasuk pelaporan masalah dan peta interaktif yang terhubung dengan Google Maps. Ini membantu pengguna mencari layanan terdekat dan menavigasi dengan mudah. Sistem dibuat menggunakan metode Agile yang meliputi tahap perencanaan, desain, pengujian, dan pelaksanaan. Penelitian ini juga termasuk analisis kebutuhan pengguna dan pengujian sistem dengan metode black box untuk memastikan semua fungsi bekerja dengan baik. Hasil penelitian menunjukkan bahwa aplikasi ini bisa bekerja dengan baik sesuai kebutuhan pengguna. Hasil dari penelitian ini menunjukkan bahwa aplikasi ini mempermudah akses informasi, pengiriman laporan secara online, dan pemantauan laporan secara langsung. Aplikasi ini membantu meningkatkan layanan digital di tempat wisata dan membuat pengalaman wisatawan lebih aman dan efisien.
Kata kunci; aplikasi web; laporan wisatawan; layanan informasi; keamanan; kenyamanan; kampung eropa harau