Hasil Pencarian  ::  Simpan CSV :: Kembali

Hasil Pencarian

Ditemukan 107262 dokumen yang sesuai dengan query
cover
Waryuni
"Penelitian ini bertujuan untuk mengetahui Pengaruh Enam Antecedent Beliefs Terhadap Behavioral Intention dengan Mediasi Attitude. Responden dari penelitian ini adalah 259 nasabah dari Bank BCA, BNI, BRI dan MANDIRI. Penelitian ini merupakan penelitian kuantitatif dengan desain deskriptif serta menggunakan Structural Equation Modeling SEM . Hasil dari penelitian ini menunjukkan bahwa dari sepuluh hipotesis hanya empat hipotesis yang terbukti memiliki pengaruh yang signifikan. Hasil dalam penelitian ini juga menunjukkan bahwa subjective norm memiliki pengaruh yang lebih tinggi dibandingkan trust terhadap intensi menggunakan self-service technology Mesin Setor Tunai.

The aim of the research is to study about The effect of six antecedent beliefs toward behavioral intention Attitude as mediating variable. The respondens of this study were 259 customers rsquo bank of BCA, BNI, BRI and Mandiri. This research is quantitative descriptive and using structural equation modeling SEM . The results of this research found that four out of ten hypotheses are empirically supported. Results of this reseach indicate that subjective norm has more significan impact on behavioral intention towards adopting self sercive technology Cash Deposit Machine."
2017
S66764
UI - Skripsi Membership  Universitas Indonesia Library
cover
Sakinah Annur
"Indonesia memiliki potensi bisnis retail yang baik di kalangan negara berkembang dan di prediksi untuk terus berkembang di masa depan. Ditambah dengan karakteristik konsumen Indonesia yang lebih memilih dan mencintai produk lokal, hal ini seharusnya menjadi pertanda baik bagi para entrepreneur untuk menjalani bisnis retail di Indonesia. Namun, pada kenyataannya masih banyak retailer yang mengalami kerugian dan menutup bisnisnya karena penjualan yang terus menurun. Hal ini menjadi alasan perlunya penggunaan strategi diferensiasi seperti menggunakan aspek servicescape untuk mensiasati persaingan dan meraih loyalitas konsumen. Penelitian ini bertujuan untuk menganalisa pengaruh persepsi servicescape terhadap service quality dan behavioral intention pada Goods Dept.
Penelitian ini berbentuk conclusive design, descriptive research, dan single cross-sectional design. Teknik sampling yang digunakan adalah non-probability sampling yaitu judgment sampling. Responden penelitian ini adalah pengunjung Goods Dept yang berdomisili di Jabodetabek yang telah melakukan interaksi dengan karyawan Goods Dept serta memperhatikan lingkungan fisik dan desain tempat di sekelilingnya. Data diolah menggunakan metode Structural Equation Modeling. Hasil penelitian ini menunjukkan bahwa servicescape memiliki pengaruh positif terhadap employee service quality, overall service quality, dan behavioral intention. Di sisi lain, employee service quality juga memiliki pengaruh positif terhadap overall service quality. Serta overall service quality juga memiliki pengaruh positif terhadap behavioral intention. Kedua variabel employee service quality dan overall service quality juga masing-masing memediasi hubungan antara servicescape dan overall service quality serta servicescape dan behavioral intention.

Indonesia have good potential in retail business section among the developing countries and it is projected to keep developing in the future. With Indonesia rsquo s consumer characteristic which more likely want to choose and love local products, this should have become a good signal for entrepreneur to conduct retail businesses in Indonesia. However, in reality there are still a lot of retailers who suffer from loss and close its business because of the keep decreasing sales. This matter becomes a reason why entrepreneurs need another differentiation strategy such as using servicescape aspect to be able to compete in the market and gain consumer loyalty. This study aims to analyze the effect of servicescape perception towards behavioral intention using service quality as mediating variable in Goods Dept. Goods Dept is a retail business with the concept of curated department store operating in Indonesia.
The design of this study are conclusive design, descriptive research, and single cross sectional design. While the sampling method being used in this study is a non probability sampling with judgment sampling technique. The respondents of this study are Goods Dept visitors who live in Jabodetabek region, have interacted with Goods Dept rsquo s employees while also pay attention to Goods Dept rsquo s service environment and design. The data were analyzed using Structural Equation Modeling method. The result of this research shows that servicescape have positive effect towards employee service quality, overall service quality, and behavioral intention. On the other side, employee service quality also have positive effect towards overall service quality and overall service quality have positive effect towards behavioral intention. Both employee service quality and overall service quality are also proven to be mediating variables between servicescape overall service quality and servicescape ndash behavioral intention.
"
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2017
S66008
UI - Skripsi Membership  Universitas Indonesia Library
cover
Tisha Raisa Almira
"Penelitian ini akan membahas mengenai penerapan hyper-personalization yang di refleksikan melalui variabel attitude, subjective norm, perceived ease of use, dan perceive usefulness. Keempat variabel tersebut akan mengukur pengaruh terhadap consumer purchase behavior melalui behavioral intention pada pelanggan Zalora di Jakarta. Penerapan hyper-personalization diterapkan oleh Zalora melalui penawaran email, notifikasi, dan fitur aplikasi. Pengukuran penerapan tersebut dikaji melalui variabel attitude, subjective norm, perceived ease of use, dan perceived usefulness. Hubungan antar variabel ini diukur melalui pendekatan kuantitatif dengan pengumpulan data melalui kuesioner kepada 100 responden yang merupakan pelanggan Zalora. Ketentuan pelanggan tersebut pernah membeli produk Zalora dan pernah menerima penawaran email, notifikasi, dan mengetahui fitur personalisasi aplikasi Zalora. Hasil penelitian menunjukkan bahwa variabel perceived usefulness memiliki pengaruh paling signifikan terhadap consumer purchase behavior maupun behavioral intention secara hubungan langsung maupun tidak langsung. Hasil dari implementasi dari hyper-personalization di Zalora ditujukan untuk keberlanjutan startegi digital marketing di e-commerce pada industri pakaian dan kecantikan serta akan didiskusikan berserta saran bagi penelitian kedepannya.

This study will discuss the application of hyper-personalization which is reflected through the variables of attitudes, subjective norms, perceived ease of use, and perceived usefulness. The four variables in this study will measure the influence on consumer purchasing behavior through behavioral intention to Zalora customers in Jakarta. Zalora's application of hyper-personalization through email offers, notifications and application features. Measurement of the application is examined through the variables of attitudes, subjective norms, perceived ease of use, and perceived usefulness. The relationship between variables measured through a quantitative approach with data through a questionnaire to 100 respondents who are Zalora customers. The provisions of this customer have purchased Zalora products and have received email offers, notifications, and seen the Zalora application's personalization features. The results showed that the variable felt had the most significant influence on consumer purchasing behavior and behavioral intention in a direct or indirect relationship. The results of the hyper-personalization implementation at Zalora are aimed at the sustainability of digital marketing strategies in e-commerce in the clothing and beauty industry and will be discussed along with suggestions for future research."
Depok: Fakultas Ilmu Administrasi Universitas Indonesia, 2021
S-pdf
UI - Skripsi Membership  Universitas Indonesia Library
cover
Aditya Puja Ramadhan
"Teknologi memiliki peran yang signifikan dalam membentuk lansekap dari industri ritel. Kemajuan teknologi dalam proses pemberian pelayanan telah mempengaruhi proses interaksi antara konsumen dengan perusahaan. Namun, investasi teknologi tersebut tidak akan memberikan hasil maksimal jika tidak digunakan oleh konsumen. Penelitian ini bertujuan untuk menjelaskan pengaruh mediasi dari Attitude terhadap Self-Service Technology pada hubungan antara Antecedent Beliefs dan Intention to Use dengan cara lintas studi. 102 partisipan dengan beragam faktor demografi digunakan untuk menguji hipotesa bahwa Ease of Use dan Usefulness mempengaruhi Attitude secara positif, Need for Interaction dan Risk mempengaruhi Attitude secara negatif, dan Attitude terhadap Self-Service Technology memediasi hubungan antara Antecedent Beliefs dan Intention to Use.
Hasil dari penelitian ini mengindikasikan bahwa Ease of Use dan Usefulness adalah faktor utama yang mempengaruhi Attitude terhadap Self-Service Technology. Secara tak terduga, hasil penelitian ini juga mengindikasikan bahwa Risk mempengaruhi Attitude secara positif dan Need for Interaction merupakan satu-satunya faktor signifikan yang mempengaruhi Attitude terhadap Self-Service Technology yang berfungsi untuk memfasilitasi proses transaksi. Penelitian ini juga mendiskusikan eksplorasi lebih jauh dan saran untuk penelitian selanjutnya, dengan implikasi hasil penelitian untuk perusahaan dalam merencanakan dan mengelola Self-Service Technology.

Technology has played a significant role in shaping the landscape of retail industry. The advancement of technology in service delivery has affected the way customers interact with company. However, this capital invested by company will not pose its true benefits if not utilized by customers. This research attempted to elaborate the mediation influence of attitude towards Self Service Technology on the relationships between antecedent beliefs and intention to use Self Service Technology by using a cross sectional study. A sample of 102 individuals in a range of varied demographics was used to test the hypotheses that ease of use and usefulness positively influence attitude, need for interaction and risk negatively influence attitude, and that attitude towards Self Service Technology mediates the relationships between antecedent beliefs and intention to use Self Service Technology.
The results indicated that ease of use and usefulness are key determinants affecting people's attitude towards Self Service Technology. Unexpectedly, results suggested that perceived risk positively influences attitude towards Self Service Technology and that the need for interaction was found to be significant only to predict the attitude towards Self Service Technology facilitating transaction. Further exploration is elaborated, and the suggestions for future research avenues are discussed with practical implications of the findings critical for firms in planning and managing their Self Service Technologies.
"
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2017
S68799
UI - Skripsi Membership  Universitas Indonesia Library
cover
Gita Armelia Kawe
"Penelitian ini betujuan untuk menganalisis pengaruh service quality perception dan merchandise quality perception terhadap brand trust dan behavioral intentions pada industry Casual Dining Restaurant, yaitu pada restoran Warunk Upnormal. Penelitian ini menguji peran langsung dari service quality perception yang terdiri dari lima dimensi; tangible, reliability, responsiveness, assurance, dan empathy , dan merchandise quality perception, serta menguji peran brand trust sebagai variabel mediasi. Data dalam penelitian ini diperoleh dari 431 pelanggan Warunk Upnormal yang pernah mengunjungi dan makan di Warunk Upnormal, berusia 17-25 tahun, dan berdomisili di Jabodetabek. Data dianalisis menggunakan Structural Equation Modeling SEM dengan menggunakan Lisrel 8.80. Hasil dari penelitian ini menunjukkan bahwa: 1 service quality perception dan merchandise quality perception berpengaruh positif terhadap brand trust, 2 service quality perception and merchandise quality perception berpengaruh positif terhadap behavioral intentions, dan 3 brand trust berpengaruh positif terhadap behavioral intentions.

This research aims to analyze the effects of service quality perception and merchandise quality perception toward brand trust and behavioral intentions on Warunk Upnormal Restaurant as a casual dining restaurant. This research examine direct role of service quality perception that consist of five dimensions tangible, reliability, responsiveness, assurance, and empathy , and merchandise quality perception, and also examine the role of brand trust as mediating variable. The data were collected from 431 customer from Warunk Upnormal, that have an experience eating in Warunk Upnormal, aged 17 25 years old, and live in Jabodetabek. Data analysis was performed using structural equation modeling SEM with Lisrel 8.80. The result shows that 1 service quality perception and merchandise quality perception positively influence brand trust, 2 service quality perception and merchandise quality perception positively influence behavioral intentions, 3 brand trust positively influences behavioral intentions. "
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2017
S68314
UI - Skripsi Membership  Universitas Indonesia Library
cover
Ghina Putri Wiyasti
"Niat berpindah karyawan merupakan prediktor dari perilaku perpindahan karyawan yang menjadi salah satu tantangan yang dihadapi perusahaan dalam mengelola sumber daya manusia. Terdapat berbagai faktor yang dapat memengaruhi niat berpindah, salah satunya adalah keterikatan karyawan. Namun berdasarkan beberapa penelitian sebelumnya, pengaruh dari keterikatan karyawan tersebut tidak signifikan. Hal tersebut mengindikasikan bahwa keterikatan karyawan tidak secara langsung memengaruhi niat berpindah, melainkan dengan dimediasi dengan variabel lain yaitu kebahagiaan kerja.
Oleh karena itu, penelitian ini bertujuan untuk menganalisis pengaruh keterikatan karyawan terhadap niat berpindah dengan kebahagiaan kerja sebagai variabel mediasi. Keterikatan karyawan diukur menggunakan kuesioner UWES-17; kebahagiaan kerja diukur dengan Oxford Happiness Questionnaire; dan niat berpindah diukur dengan model Mobley et al. (1978).
Penelitian ini menggunakan pendekatan kuantitatif. Data penelitian dikumpulkan melalui survei kuesioner dengan sampel sebanyak 60 orang karyawan tetap di KSPPS Karisma dengan menggunakan teknik total sampling. Penelitian ini menggunakan analisis regresi, analisis mediasi (causal step), dan analisis sobel test untuk menguji pengaruh langsung dan pengaruh mediasi di antara variabel-variabel. Hasil analisis regresi menunjukkan bahwa keterikatan karyawan memiliki pengaruh negatif signifikan terhadap niat berpindah; keterikatan karyawan memiliki pengaruh positif signifikan terhadap kebahagiaan kerja; dan kebahagiaan kerja memiliki pengaruh negatif signifikan terhadap niat berpindah.
Hasil Sobel Test menunjukkan bahwa kebahagiaan kerja tidak memediasi pengaruh keterikatan karyawan terhadap niat berpindah dalam penelitian ini.

Turnover intention is a predictor for employee turnover behavior, which becomes a companys challenge in managing their workforce. There are various factors that could affect turnover intention, one of them is employee engagement. However, based on previous studies, the effect is not significant. This indicates that employee engagement does not directly affect turnover intention, but mediated by another variable namely happiness at work.
This study aims to examine the effect of employee engagement on turnover intention through happiness at work as a mediating variable. UWES-17 Questionnaire, Oxford Happiness Questionnaire, and turnover intention model by Mobley et al. (1978) were used to measure employee engagement, happiness at work, and turnover intention.
This research used quantitative approach. Data was collected through questionnaire survey which is conducted on 60 permanent employees at KSPPS Karisma by total sampling method. To test the direct effect and mediating effect among the variables, this research used regression analysis, causal step analysis, and Sobel Test. Regression analysis shows that employee engagement has a negative effect towards turnover intention significantly; employee engagement has a positive effect towards happiness at work significantly; and happiness at work also has a negative effect on turnover intention significantly. The result of Sobel Test reveals that happiness at work does not mediate the relationship of employee engagement and turnover intention."
Depok: Fakultas Ilmu Administarsi Universitas Indonesia, 2020
S-Pdf
UI - Skripsi Membership  Universitas Indonesia Library
cover
Iman Ismail
"Penelitian ini bertujuan untuk mengetahui pengaruh digital marketing yang terdiri dari search engine advertising, content marketing, sosial media dan e-mail marketing terhadap attitude toward digital marketing dan purchase intention dan pengaruh moderasi dari brand awareness, tujuan berikutnya adalah mengetahui saluran digital marketing mana yang paling berpengaruh terhadap membangun sikap dan intensi pembelian konsumen. Data dikumpulkan melalui kuesioner, kepada responden yang berada di Indonesia, memiliki usia minimal 17 tahun, pernah terekspos digital marketing dalam 2 bulan terakhir, dan memiliki sosial media yang aktif. Kuesioner disebar melalui Whatsapp, Instagram dan Line. Responden yang didapatkan sebanyak 253 dan yang lulus tahap screening sebanyak 242. Peneliti menggunakan Partial Least Square Structural Equation Modelling (PLS-SEM) untuk mengalisis pengaruh peran digital marketing terhadap attitude toward digital marketing dan purchase intention dan peran moderasi dari brand awareness. Hasil penelitian ini adalah media sosial berpengaruh secara positif dan signifikan terhadap attitude toward digital marketing dan purchase intention, e-mail marketing berpengaruh positif dan signifikan terhadap attitude toward digital marketing. Attitude toward digital marketing juga memiliki pengaruh positif terhadap purchase intention.

This research aims to determine the impact of digital marketing which consist of search engine advertising, content marketing, social media and e-mail marketing on attitude toward digital marketing and purchase intention and moderating effect of brand awareness, the next goal is to find out which digital channels marketing has the most influence on building consumer attitude and intention. Data was collected through a questionnaire, the responden who are in Indonesia, have a minimum age of 17 years old, have been exposed by digital marketing in the last 2 month, and have active social media. Questionnaires were distributed via Whatsapp, Instagram and Line. There were 253 responden obtained and only 242 who passed screening stage. Reaseacher use Partial Least Square Structural Equation Modeling (PLS-SEM) to analyze the influence of the role of digital marketing on attitude toward digital marketing and purchase intention and moderating role of brand awareness. The result of this study are that social media has positive and significant effect on attitude toward digital marketing and purchase intention, e-mail marketing has a positive and significant effect on attitude toward digital marketing. Attitude toward digital marketing also has a positive influence on purchase intention. "
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2022
S-pdf
UI - Skripsi Membership  Universitas Indonesia Library
cover
"Dunia Fantasi (Dufan)  located in Taman Impian Jaya Ancol is one leading recreational unit with specific characteristics as a theme park.  A research was done towards with service quality and implementation of experiential direct effect, marketing applied in using path analysis.  Experiential marketing was to a is to positive and significant impact on variables.  The objec of this research and determine the effect implementation of experiential marketing to its impact on customer intention of Dufan.  Data collection was conducted through questionnaire given to Dufan visitors.  From the results of data analysis we found that service quality has not significantly influenced customer's attitude.  The study revealed that the direct effect between experiential marketing and customer intention is strong As a subsequent finding,  service quality has not given a significant effect on intention.  However, experiential marketing was found having an indirect influence on customer intent mediated by attitude,  in which the results of the study suggested that the indirect effect customer attitude has a direct positive and significant impact on customer intention variables.  The direct influence of customer attitude to customer intention in Fantasy World, was "strong""
WINER 13:2 (2012)
Artikel Jurnal  Universitas Indonesia Library
cover
Gagah Triyuniar Prabowo
"Perkembangan internet sebagai media yang tumbuh secara pesat di Indonesia membuat masyarakat Indonesia memiliki tendensi untuk melakukan segala sesuatunya melalui fasilitas internet dan aplikasi pendukung lainnya. Konsumen Indonesia kini juga memiliki kecenderungan untuk memilih berbelanja secara online karena dianggap lebih memberikan kenyamanan, kemudahan, dan nilai ekonomis yang lebih baik bila dibandingkan dengan berbelanja secara tradisional. Tren ini juga terjadi pada sektor penjualan makanan dan minuman, yang mana kemudian mendorong munculnya layanan pemesanan dan jasa antar makanan secara online.
Studi ini bertujuan untuk menguji tingkat penerimaan teknologi masyarakat terhadap aplikasi online food delivery OFD yakni Go-Food, melalui pengukuran sikap dan perilaku konsumen terhadap aplikasi pemesanan dan pengantaran tersebut. Sampel dari penelitian ini adalah pengguna aplikasi Go-Food di berbagai kota dan daerah di Indonesia, terutama pada kota-kota dan wilayah yang masuk ke dalam daerah jangkauan layanan Go-Food.
Hasil dari studi ini menunjukkan bahwa beberapa faktor seperti faktor penghematan uang, pengalaman pembelian terdahulu, serta motivasi kenyamanan cenderung tidak berpengaruh secara signifikan terhadap sikap dan perilaku intensi dari konsumen, sedangkan untuk hipotesis dan variabel lainnya terbukti berpengaruh signifikan.

The development of the internet as one of the media that grows big enough in Indonesia makes the people of Indonesia have tendency to do various things through internet facilities and other supporting applications. Consumers Indonesia also tend to prefer to shop online because it is considered to provide comfort or convenience motivation and economic value better than traditional shopping. It also occurs in the food and beverage sector, which encourages the emergence of online food delivery services or OFD services.
This study aims to examine the effects of convenience motivation and post usage usefulness as well as several other factors toward attitudes toward online food delivery service AODS and behavioral intention toward online food delivery service BIOFDS, using case study of mobile application service Go Food's users . The sample of this study is the users of Go Food service in various regions in Indonesia, following the service area covered by Go Food service.
The results imply that most of the proposed hypothesis were proven supported, except for some relationships from price saving orientation, prior online purchase experience, and convenience motivation to attitude towards OFD service.
"
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2018
S-Pdf
UI - Skripsi Membership  Universitas Indonesia Library
cover
Shera Amalia Humaira
"Semakin majunya teknologi saat ini, media digital tentunya berpotensi besar untuk dimanfaatkan sebagai sarana pemasaran brand, dan mengintegrasikan strateginya dengan teknologi canggih. Diantaranya adalah gamifikasi dalam konteks pemasaran. Gamifikasi adalah penggunaan elemen- elemen game dan teknik design game dalam konteks non-game. Model yang dipergunakan dalam penelitian ini merujuk pada model yang dikemukakan oleh Yang et al (2017) untuk melihat pengaruh perceived usefulness, perceived ease of use, perceived social influence, dan perceived enjoyment terhadap intention of engagement towards gamification dan brand attitude dengan objek yang diteliti adalah Wearable Fitness Technology (WFT). Responden dalam penelitian ini diperoleh melalui metode snowball. Dengan menggunakan metodologi kuantitatif, hasil penelitian menunjukkan dukungan empiris untuk perceived usefulness dan perceived ease of use sebagai prediktor terhadap intention of engagement towards gamification dan brand attitude. Namun, perceived social influence secara mengejutkan ditemukan tidak secara signifikan mempengaruhi intention of engagement towards gamification. Sebaliknya, perceived enjoyment secara signifikan berpengaruh terhadap intention of engagement towards gamification dan tidak terhadap brand attitude. Penelitian ini memberikan bukti empiris bahwa gamifikasi merupakan salah satu strategi marketing yang inovatif yang dapat digunakan oleh marketer dalam mempromosikan brand nya, meningkatkan loyalitas, engagement, hingga mengubah perilaku masyarakat dengan cara yang menarik.

Digital media has a huge potential to be used as a strategy marketing for a brand, and integrates its strategy with sophisticated technology. For example, gamification in marketing context. Gamification is the use of game elements and game design techniques in non-game contexts. This research will talk about the influences of gamification marketing towards intention of engagement towards gamification and brand attitude with study on Wearable Fitness Technology (WFT). Respondents in this study are collected through snowball method. The model that used in this study refers to the model that proposed by Yang et al (2017). By using quantitative methodology, results of study shows that, empirical support for perceived usefulness and perceived ease of use as predictor towards intention of engagement towards gamification and brand attitude. However, perceived social influence surprisingly found not significantly effect the intention of engagement towards gamification but has an effect towards brand attitude. Conversely, perceived enjoyment significantly affects the intention of engagement towards gamification and not towards brand attitude. This study provides empirical evidence that gamification is one of innovative marketing strategies that can be used by markets in promoting their brand, increase the loyalities, engagement, up to change people’s behavior in an interesting way."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2017
T-pdf
UI - Tesis Membership  Universitas Indonesia Library
<<   1 2 3 4 5 6 7 8 9 10   >>