Abstract:This study examines how core marching band structures can be adapted for Indonesian early childhood education through developmentally appropriate practice and performance theory. The study responds to concerns that preschool…
hool marching band activities may reproduce discipline-oriented rehearsal models designed for older learners. A one-group pre-test and post-test mixed-methods design was used with twenty Indonesian preschool children aged four to five years. Over six weeks, children participated in twelve adapted marching band sessions that combined simplified rhythmic patterns, child-scaled instruments, neat but developmentally adjusted formations, cooperative music-making, visual-motor activities, and responsive teacher facilitation. Quantitative data were collected using a four-point developmental observation rubric covering rhythmic competence, motor coordination, and socio-emotional engagement. Qualitative data were obtained from teacher reflective journals and post-intervention interviews. Paired-sample analysis showed higher post-test scores across the three developmental domains. The largest observed improvement appeared in socio-emotional engagement, followed by rhythmic competence and motor coordination. However, because the study did not include a control group, the findings should be interpreted as developmental changes observed after participation rather than definitive causal effects of the intervention. Qualitative findings indicated that children participated more confidently when teachers simplified rhythmic tasks, used clear and neat formations with reduced technical pressure, provided child-scaled instruments, supported safe movement, and acted as co-players and emotional co-regulators. The study reconceptualizes marching band routines not as rigid disciplinary scripts, but as adaptable performative frames that may support social participation, emotional regulation, rhythmic learning, motor coordination, cooperation, and creative agency when aligned with children’s developmental readiness.
Abstract:Honey consumption in Indonesia is still relatively low, at only around 10–15 grams per capita per year, far behind developed countries. This low consumption presents a challenge for honey industry players, including PT.…
. Kembang Joyo Sriwijaya, which actively welcomes educational visits from young children. These visits have the potential to shape healthy consumption habits through direct interaction with the beekeeping process and education on the benefits of honey. This study aims to analyze the social factors that influence young visitors' interest in honey consumption, including product appeal, destination image, and knowledge. The study used a quantitative method with a convenience sampling technique on 50 respondents who were parents or guardians of children aged 4–5 years who visited PT. Kembang Joyo Sriwijaya for educational purposes. Data were collected through questionnaires, interviews, and observations, then analyzed using multiple linear regression to test the influence of each variable on consumption interest. The results showed that all three social factors product appeal, destination image, and knowledge play a significant role in shaping young children's interest in honey consumption. Product appeals such as packaging, flavor, and interactive experiences have been shown to increase children's interest. The image of a clean, safe, educational, and child-friendly destination strengthens visitors' positive perceptions. Meanwhile, knowledge about the benefits of honey and its production process increases parents' motivation to introduce honey as a healthy consumption. This research provides strategic recommendations for PT. Kembang Joyo Sriwijaya in developing more effective educational and marketing programs to increase interest in honey consumption in children from an early age.
Abstract:The CCTV industry continues to grow rapidly and is projected to reach a global market value of USD 75 billion by 2025. Amid strong competition from international players such as Hikvision and Dahua, PT Telkom Indonesia seeks…
eeks to strengthen the position of its Antares Eazy CCTV product in the B2B market. This study analyzes the determinants of Purchase Intention toward Antares Eazy using the PLS-SEM approach, focusing on Service Quality, product quality, Pricing, Trust, and Brand Awareness as a moderating variable. Data were collected from 47 companies that use or potentially use CCTV solutions. The findings demonstrate that Service Quality, product quality, and Pricing exert significant effects on Trust, which subsequently influences Purchase Intention. Brand Awareness reinforces this relationship. The findings highlight the need for improved after-sales service, product enhancement, and more competitive Pricing strategies to strengthen Antares Eazy’s competitiveness in the B2B CCTV market.
Abstract:This study aims to determine the extent to which financial literacy affects the financial management behavior of MSME actors in DKI Jakarta, by considering the role of attitudes towards financial risk and the use of financial…
ncial technology as mediating variables. The background of this study comes from the fact that there are still many MSME players who are not able to manage their finances optimally, even though access to information and digital financial services is quite widespread. Using a quantitative approach, data were collected from 156 individual business owners and analyzed through the Partial Least Squares Structural Equation Modeling (PLS-SEM) method. The results showed that financial literacy did not have a significant direct effect on financial management behavior. However, financial literacy has a positive and significant effect on financial risk attitudes and financial technology. These two variables directly influence financial management behavior, and act as mediators in the relationship between financial literacy and financial management behavior. These findings emphasize the importance of a financial literacy approach that not only focuses on increasing knowledge, but also includes the formation of rational risk attitudes and the practical use of financial technology. This kind of literacy strategy is considered more relevant and effective in improving the financial management of MSME actors, especially in the current digital era.
Abstract:The phenomenon of online shopping has driven business players to be more innovative in promoting their products on existing digital platforms. There is a technological innovation that allows online businesses to showcase…
and demonstrate their products in real-time, known as live streaming shopping. TikTok has become one of the popular social-commerce platforms with beauty content within its application. This study aims to better understand the influence of TikTok live streaming shopping on the purchase intention of the local beauty brand through emotional factors. We applied the S-O-R (Stimulus, Organism, Response) model, with influencer credibility variables added to the emotional factors in the S-O-R model. Data were collected from 300 respondents who registered through a Google Form survey with predetermined criteria. PLS-SEM using Smart PLS was chosen for data analysis. The study revealed that attraction, cognitive assimilation, and influencer credibility mediate the relationship between real-time interaction, shopping guidance, visibility, media richness, and consumer purchase intention. Therefore, live streaming shopping through emotional factors significantly influences consumers' purchase intention. This research found that the enrichment of material living standards has transformed people’s purely demand-oriented shopping style. This study result help enterprises to better apply live streaming more effectively and expanding channels promotion strategies.
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:The capital market has become a cornerstone of modern economies, facilitating the flow of funds between investors and business entities to support growth and innovation. However, interest in investing in the Indonesian capital…
apital market still faces significant challenges, particularly in terms of risk understanding, perception, and individual motivation for investment. This research aims to explore the factors influencing individual investment interest in PT. Indonex Bangun Investama, a key player in the Indonesian capital market. The research adopts a quantitative approach involving 82 active investors of PT. Indonex Bangun Investama. Data analysis utilizes various statistical techniques such as normality tests, multicollinearity tests, and multiple linear regression analysis to examine the impact of risk, motivation, and investment knowledge variables on investment interest. The analysis results indicate that risk and motivation significantly affect investment interest, while investment knowledge, although important, does not significantly influence investment interest individually. These findings provide deeper insights into the psychological and economic factors underlying individual investment decisions in the Indonesian capital market. The implications of this research suggest the need for a more holistic and strategic educational approach to enhance financial literacy and effective risk mitigation in individual investment strategies. Thus, this research makes a significant contribution to the development of education strategies and risk management in the Indonesian capital market context, laying a foundation for further discussions on expanding accessibility and participation in investment among the public.
Abstract:Ernest Cline's novel Ready Player One depicts the impact of Virtual Reality (VR) on individual identity. The aim of this research is to analyze how VR is constructed as a space for testing individual identity in the novel…
l Ready Player One. This research uses qualitative methods with a discourse analytic approach to examine how virtual identities are constructed in novels. Research data was obtained through novel analysis. Analysis was carried out by re-reading the novel and noting each scene that symbolized virtual identity. The research results show that Virtual Reality can be a place for individuals to experiment with their identity. In this novel, the main character Wade Watts uses an Avatar named Parzival to take part in a competition in the OASIS, a virtual world created by James Halliday. Wade chose this Avatar because he wanted to be a brave and strong figure, different from his true identity in the real world. Virtual Reality can have both positive and negative impacts on an individual's identity. On the one hand, Virtual Reality can be a place for individuals to experiment with their identity and find a more authentic identity. On the other hand, Virtual Reality can also influence individual identity by creating false and unrealistic virtual identities.
Abstract:Tourism and the creative industry have an inseparable link, these two things are an emotional link between visitors and the tourist destinations they visit, namely in the form of souvenirs, as mementos to take home after…
traveling. Advances in digital technology have increased the distribution of information related to work and creativity so that the risk of work theft and copyright infringement is very vulnerable to occurring and this can be detrimental to creative industry players. This research uses qualitative methods with a literature approach in the form of laws, government regulations, articles and books that are relevant to the research topic. This research aims to provide an understanding of the importance of registering Intellectual Property Rights for creative industry to ensure the law protection of the intellectual property that has been created. The research results show that every creative industry player needs to register copyrighted works with the Directorate General of Intellectual Property. Apart from that, synergy is needed between the Government and the public in increasing awareness of creators or creative industry players to register copyrighted works as Intellectual Property Rights through regulations and facilities provided by the authorized government institution, namely the Directorate General of Intellectual Property, Ministry of Law and Rights. Indonesian Human Rights so that creative works receive legal protection.
Abstract:In the era now, the rapid development of technology makes people use the internet. E-commerce players use the internet as a digital marketing medium. One of the e-commerce that developed at that time was Bukalapak. This…
study aims to determine the effect of trust and ease of use of applications on purchasing decisions on the Bukalapak site in East Lombok. The method used in this research is associative method and the type of data used is quantitative data. The population of this study were all people who used the Bukalapak application in East Lombok. Determination of the sample using Non-Probability Sampling with a total of 75 respondents. The data analysis method uses validity test, reliability test, classical assumption test, hypothesis testing and multiple linear regression. The results of this study indicate that the trust variable has a positive and significant influence on purchasing decisions The Ease-of-Use variable has a positive and significant influence on purchasing decisions.