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Consumer Satisfaction with Chill Coffee Gubuklakah Evaluated via Customer Experience, Brand Ambassadorship, and Store Atmosphere
Profit: Jurnal Manajemen, Bisnis dan Akuntansi
Vol 3
, No 4
(2024)
This research aims to identify the influence of Customer Experience, Brand Ambassador and Store Atmosphere on Consumer Decisions among Chill Coffee Gubuklakah consumers. The sample used in this research used the Malhotra formula which had a sample size of 75 respondents who could represent consumers of Chill Coffee. The results of this research show that the influence of Customer Experience, Brand Ambassador and Store Atmosphere simultaneously has a positive and significant effect on consumer de...
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Pengaruh Brand Experience, Price, terhadap Customer Satisfaction dan Customer Loyalty Pengguna Smartphone Oppo
Transformasi: Journal of Economics and Business Management
Vol 3
, No 4
(2024)
The rapid development of information and communication technology has caused significant changes to people's lives, especially in terms of communication. People's needs in this era of globalization in the form of smartphones are high because technology continues to experience development. This study aims to determine the effect of Brand Experience, Price and Customer Satisfaction, on Oppo Smartphone Customer Loyalty. In this study, the population studied was all people who bought and used an Opp...
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ANALISIS KINERJA FORKLIFT BERBASIS OVERALL EQUIPMENT EFFECTIVENESS (OEE) DI GUDANG TERMINAL PETI KEMAS SEMARANG
Jurnal Universal Technic (UNITECH)
Vol 3
, No 2
(2024)
Pengelolaan kinerja forklift di Gudang Terminal Peti Kemas Semarang memiliki peran penting dalam keefektifan stripping barang impor Less Container Load (LCL). Tujuan penelitian (1) mengetahui hasil perhitungan nilai rata-rata availability ratio pada kinerja forklift dalam kegiatan stripping di Gudang Terminal Peti Kemas Semarang, (2) mengetahui hasil perhitungan nilai rata-rata performance ratio pada kinerja forklift dalam kegiatan stripping di Gudang Terminal Peti Kemas Semarang, (3) mengetahui...
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Increasing Scientific Literacy using a Guided Inquiry Approach assisted by PhET Simulations in Wave Material
Jurnal Penelitian Pembelajaran Fisika
Vol 15
, No 4
(2024)
This research was conducted to assess the growth of students' scientific literacy skills using the Guided Inquiry learning model assisted by PhET Simulation on Wave material. The method used in this research is Penelitian Tindakan Kelas (PTK) or Action Research with the research subjects were 39 students of SMA Negeri 6 Kabupaten Tangerang class XI MIPA 3. This research design consists of three cycles with each cycle consisting of four stages: planning (plan), implementation (action), observatio...
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Improving Critical Thinking using a Guided Inquiry Approach assisted by PhET Simulations in Wave Material
Jurnal Penelitian Pembelajaran Fisika
Vol 15
, No 4
(2024)
This research shows that using guided inquiry with PhET simulations significantly improves students' critical thinking skills. In this study, Classroom Action Research (Penelitian Tndakan Kelas) method was used with the participation of 39 students of Class XI IPA 3 SMAN 6 Tangerang Regency. Data collection spanned three learning cycles comprising planning, action implementation, observation, and reflection. outcomes consistently showed progress across cycles, with the average score on critical...
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The Effectiveness of the Games Based Learning Model Using LUAK Game Media (Physics Kid’s Ludo) on Understanding Concepts in the Material on Climate Change and Global Warming
Jurnal Penelitian Pembelajaran Fisika
Vol 15
, No 4
(2024)
This study aims to improve students' conceptual understanding by implementing a game based learning model using the LUAK (Ludonya Anak Fisika) game media on climate change and global warming material. Concept understanding data were collected through a test using a pre-experimental method with a One Group Pretest-Posttest design involving one class in class X with a total of 36 students, but the researcher only used 32 students because 4 students had other roles to help researchers in conducting...
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Development of E-Modules Assisted By Augmented Reality on Alternative Energy Material
Jurnal Penelitian Pembelajaran Fisika
Vol 15
, No 4
(2024)
The ability to interpret, use, and create visual media to improve processes, decision-making, communication, and learning is known as visual literacy. Learning that trains visual literacy is needed to prepare students' abilities in the future. The purpose of this research is to develop and identify the feasibility of Augmented Reality-assisted E-Module on alternative energy materials in training literacy. The research method used is Research and Development (R&D) with the ADDIE development m...
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Innovation of Aksawa Scrapbook Learning Media to Learn Javanese Script for Elementary School Students
Kawruh: Journal of Language Education, Literature and Local Culture
Vol 6
, No 2
(2024)
Javanese language is a compulsory local content in schools from primary to secondary level in Central Java, East Java and Yogyakarta. However, Javanese language lessons, especially Javanese script material for some children, are considered difficult. Based on the results of a survey conducted in several elementary schools in Central Java and Yogyakarta, it is known that almost 90% of students have difficulty reading and writing using Javanese characters. Based on these problems, this research is...
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Analisis Pengaruh Fluktuasi Harga Hasil Pertanian Hortikultura Terhadap Keuntungan Penjualan Karipap Pada UMKM Mamapiet Tegal
Journal of Agribusiness, Social and Economic
Vol 4
, No 2
(2024)
This study aims to analyze the effect of the increase in the price of horticultural agricultural products on the profit of curry sales in Mamampiet Tegal MSMEs. This research focuses on three main horticultural commodities, namely carrots, potatoes, and chili, which are the main raw materials in making curry. The research method used is a simple linear regression analysis with independent variables in the form of horticultural raw material prices and dependent variables in the form of curry sale...
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EFEKTIVITAS MEDIA PEMBELAJARAN GAME EDUKASI MATEMATIKA DENGAN PENDEKATAN ETNOMATEMATIKA BERBANTU APP INVENTOR UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI TRIGONOMETRI
JIPMat (Jurnal Ilmiah Pendidikan Matematika)
Vol 9
, No 2
(2024)
Penelitian ini bertujuan untuk mengetahui efektivitas penggunaan media pembelajaran game edukasi matematika dengan pendekatan etnomatematika untuk meningkatkan hasil belajar siswa SMK. Media pembelajaran tersebut dikembangkan menggunakan App Inventor dengan pendekatan etnomatematika Lawang Sewu yang merupakan peninggalan sejarah yang berada di kota Semarang. Penelitian dilakukan di SMK Diponegoro Semarang dengan menggunakan 2 kelas yang terdiri dari 13 siswa kelas eksperimen dan 12 siswa kelas k...
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