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Hasil Pencarian

Ditemukan 9962 dokumen yang sesuai dengan query
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Depok: UI Press, 2014
300 ABS
UI - Publikasi  Universitas Indonesia Library
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Depok: UI Press, 2011
080 EXT
Buku Teks SO  Universitas Indonesia Library
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Depok: Fakultas Teknik Universitas Indonesia, 1998
340 FAK a
Buku Teks  Universitas Indonesia Library
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Suchman, Edward A.
New York: Russell Sage Foundation, 1967
302.072 SUC e
Buku Teks SO  Universitas Indonesia Library
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Depok: DRPM-UI, 2007
R 001.4 RES
Buku Referensi  Universitas Indonesia Library
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Weiss, Carol H.
Boston: Colombia University, 1972
001.43 WEI e
Buku Teks  Universitas Indonesia Library
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Jakarta: Badan Penelitian dan Pengembangan Kesehatan Kementrian Kesehatan, 2014
R 614.016 ABS
Buku Referensi  Universitas Indonesia Library
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"Civil society has played a key role in reshaping the definition of the global commons. This article gives examples of how participatory action research has played a key role in the reframing process. International examples of leadership show how solidarity transnationally can bring about awareness as a precursor for change."
Artikel Jurnal  Universitas Indonesia Library
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Ajie Hanif Muzaqi
"This study aims to formulate a strategic regional development program through the SWOT Balanced scorecard approach. The focus of this research is on the Regional Development Planning Agency of Kediri Regency. The mapping of this program intending to become a recommendation material for the preparation of the Kediri District Development Plan (RPJMD) document for the period 2021 to 2025. This study's data were primary data from observations and surveys of stakeholders involved in preparing the RPJMD strategic plan. Meanwhile, secondary data was obtained from the analysis of planning documents and reports from previous years. The analysis technique used was the SWOT diagram, which aimed to find the quadrants' position, which processing into various alternative strategies. The results showed that the quadrant position of Kediri Regency was in the S-T position, so the strategy chosen was diversification. From these results, the researcher created 4 (four) alternative strategies. The four alternative strategies were reduced to priority programs and targets per year using the balanced scorecard approach."
Sumedang: Puslatbang Pkasn Lan, 2023
JWK 25:2 (2023)
Artikel Jurnal  Universitas Indonesia Library
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Muhammad Fahrezi
"Gamification menjadi bentuk marketing yang mulai banyak digunakan oleh berbagai bisnis, tidak sedikit perusahaan dan bisnis di Indonesia yang mulai menerapkan sistem gamfication, karena dianggap merupakan cara yang dapat meningkatkan engagement para konsumennya dan juga equity dari brand tersebut yang terdiri dari awareness dan loyalitasnya, salah satu perusahaan tersebut adalah Shopee dengan fitur gamifikasinya adalah Shopee Games. Penelitian ini dilakukan terhadap pemain Shopee Games di Indonesia, dengan tujuan untuk mengetahui pengaruh yang diberikan oleh gamification feature terhadap brand engagement dan brand equity, data dianalisis menggunakan Teknik PLS-SEM dan SPSS. Hasil penelitian ini menunjukan gamification feature, yaitu immersion, achievement, dan social interaction related feature berpengaruh terhadap masing- masing dimensi brand engagement, yaitu emotional, cognitive, dan social brand engagement. Hasil penelitian juga menemukan emotional dan cognitive brand engagement berpengaruh terhadap brand awareness dan loyalty, namun social brand engagement tidak berpengaruh terhadap kedua dimensi brand equity, peneliti juga melakukan analisis terhadap hubungan gamification feature terhadap brand equity, dengan hasil analisis tidak adanya hubungan yang signifika antara gamification feature terhadap brand equity. Hasil penelitian menunjukan adanya pengaruh gamification feature terhadap brand engagement yang juga berpengaruh terhadap brand equity.

Gamification became a marketing technique that many businesses already using, there’s a lot of companies and businesses in Indonesia that start using gamification, because it can increase the engagement of their customer and the equity of their brand that consists of awareness and loyalty. one of the companies that used gamification are Shopee with their gamification feature known as Shopee Games. this research was conducted on Shopee Games players, to know the effect of gamification features on brand engagement and brand equity. data were analyzed using PLS-SEM and SPSS, this research has shown gamification features that consist of immersion, achievement, and social interaction-related feature had a significant effect on each brand engagement dimension, that is emotional, cognitive, and social brand engagement. this research also shows there's a significant effect of emotional and cognitive brand engagement on brand awareness and brand loyalty, but social brand engagement doesn't have any significant effect on brand awareness and brand loyalty. the researcher also analyzed the effect of gamification features on brand equity, the result showed no significant effect of gamification features on brand equity. this research study showed the effect of gamification features on brand engagement was significant and consequently affecting brand equity."
Depok: Fakultas Ilmu Administrasi Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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