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Hasil Pencarian

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Rts. Tiara Hilda Safitri
"Penelitian ini dilakukan di UPT Perpustakaan Universitas Sriwijaya (UNSRI) Palembang. Tujuan dari penelitian ini adalah untuk menganalisis pengaruh layanan perpustakaan digital melalui website terhadap flow experience pemustaka di Perpustakaan UNSRI. Penelitian ini menggunakan metode kuantitatif inferensial. Metode pengumpulan data yang digunakan dalam penelitian ini menggunakan kuesioner, 388 kuesioner online yang valid. Teknik penentuan sampel menggunakan metode simple random sampling. Adapun metode pengukuran instrument menggunakan skala likert dan pengolahan data menggunakan SPSS (Statistical Product and Solution) versi 25. Teknik pengujian hipotesis menggunakan analisis koefisien korelasi, koefisien determinasi dan analisis regresi linier sederhana. Hasil penelitian ini menunjukkan bahwa layanan perpustakaan digital melalui website berpengaruh positif dan signifikan terhadap flow experience. Berdasarkan hasil yang diperoleh dari analisis korelasi dan dibuktikan dengan analisis regresi linier sederhana menghasilkan t hitung sebesar 25,336. Pengujian hipotesis taraf signifikansi (a) ditetapkan 0,05 (5%) dan menggunakan uji dua pihak (sig. 2-tailed), serta didasarkan pada derajat kebebasan (degree of freedom) dk =n-2, yaitu 388-2 = 386, sehingga diperoleh nilai t tabel = -1,64881. Maka nilai t hitung > t tabel (25,336 > -1,64881), sehingga Ho ditolak dan Ha diterima yang bermakna flow experience dapat dipengaruhi oleh layanan perpustakaan digital melalui website.
......This research was conducted at UPT Sriwijaya University Library (UNSRI) Palembang. The purpose of this study was to analyze the effect of digital library services through websites on the user experience flow in the UNSRI Library. This study uses quantitative inferential methods. Data collection methods used in this study used a questionnaire, 388 valid online questionnaires. The technique of determining the sample using a simple random sampling method. The instrument measurement method uses a Likert scale and data processing uses SPSS (Statistical Product and Solution) version 25. Hypothesis testing techniques using correlation coefficient analysis, coefficient of determination, and simple linear regression analysis. The results of this study indicate that digital library services through the website have a positive and significant effect on flow experience. Based on the results obtained from the correlation analysis and proved by simple linear regression analysis produces a count of 25.336. Hypothesis testing significance level (a) is set at 0.05 (5%) and uses a two-part test (sig. 2-tailed), and is based on the degree of freedom dk = n-2, which is 388-2 = 386, so we get the value of t table = -1,64881. Then the value of t count> t table (25.336> -1.664881), so that Ho is rejected and Ha is accepted, which means that the flow experience can be influenced by digital library services through the website."
Depok: Fakultas Ilmu Pengetahuan dan Budaya Universitas Indonesia, 2020
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UI - Tesis Membership  Universitas Indonesia Library
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Dwi Sumarni Apriliani
"Penelitian ini bertujuan untuk memberi penjelasan hasil analisis pengaruh modal psikologis terhadap kebahagiaan di tempat kerja melalui flow experience sebagai variabel mediasi. Metode kuantitatif digunakan dalam penelitian ini dan data primer didapatkan melalui penyebaran kuesioner secara daring kepada responden. Sampel yang diambil adalah pekerja kantoran/white-collar workers di wilayah Jakarta dan Depok yang telah bekerja minimal selama satu tahun sehingga pekerja lebih mengetahui kondisi tempat kerjanya dan mampu menjawab pertanyaan kuesioner. Teknik sampling yang digunakan adalah convenience sampling, lalu didapatkan responden sebanyak 119 orang. Mengambil banyak teori utama dari psikologi positif terkait variabel yang diambil, didapatkan hasil temuan bahwa terdapat pengaruh modal psikologis terhadap kebahagiaan di tempat kerja dengan flow experience yang memediasi secara parsial. Selain melalui variabel mediasi, hasil penelitian juga menunjukkan adanya pengaruh simultan dan parsial dari modal psikologis dan flow experience terhadap kebahagiaan di tempat kerja. Perlu diperhatikan bahwa penelitian ini mengasumsikan kedua wilayah tersebut memiliki karakteristik yang sama sehingga tidak dilihat perbedaannya

This study aims to provide an analysis of the effect of psychological capital on happiness at workplace through flow experience as a mediating variable. Quantitative methods were used in this study and primary data was obtained through online questionnaires. The samples taken are white-collar workers in Jakarta and Depok who have worked for at least one year so that workers know more about the conditions of their workplaces and are able to answer the questions. The sampling technique used was convenience sampling, and then obtained 119 respondents. Taking many of the main theories from positive psychology related to the variables taken, it is found that there is an effect of psychological capital on happiness at workplace with flow experience that mediates it partially. Apart from mediating variables, the results of the study also show a simultaneous and partial effect of psychological capital and flow experience on happiness at workplace. It should be noted that this study assumes that the two regions have the same characteristics so that there are no differences"
Depok: Fakultas Ilmu Admnistrasi Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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Endah Kusumarini
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2019
T52109
UI - Tesis Membership  Universitas Indonesia Library
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Silalahi, Debora Kristina
"Perkembangan informasi dan teknologi telah mendorong peningkatan dan pentingnya media sosial. Dapat dilihat dengan berkembangnya tren belanja online melalui social media, yang mana dalam hal ini social commerce muncul sebagai evolusi dari e-commerce tradisional. Teknologi media sosial dan social commerce memungkinkan kegiatan komersial yang memanfaatkan fungsi interaksi yang terjadi melalui sosial media. Faktor penting yang mempengaruhi pengguna dalam mengambil keputusan dalam social commerce adalah trust dan flow experience yang dirasakan pengguna. Pengguna membangun kepercayaan dan terlibat dalam aktivitas belanja melalui social commerce melalui kemudahan pengguna dalam mencari informasi yang dibutuhkan melalui penilaian konsumen lain, komentar, dan rekomendasi. Penelitian ini merupakan penelitian kuantitatif, menggunakan data primer melalui survey online dari 229 responden pengguna Facebok di Indonesia, yang belum pernah melakukan pembelian produk fashion. Hasil penelitian ini menunjukkan visibility, forum and communities, serta rating and reviews berpengaruh positif terhadap trust, sedangkan metavoicing, guidance shopping, rating and reviews, recommendation and referrals tidak berpengaruh terhadap trust. Visibility, metavoicing, guidance shopping dan forum and communities berpengaruh positif terhadap flow experience, sedangkan rating and reviews, recommendation and referrals tidak berpengaruh terhadap flow experience. Dalam penelitian ini trust dan flow experience berpengaruh positif terhadap intention to buy. Diharapkan penelitian ini dapat membantu untuk mengoptimalkan penggunaan social commerce dengan memperhatikan pengaruh it-affordance dan social commerce constructs.
......The development of information and technology has encouraged the increase and the importance of social media, it can be seen with the rising trend of online shopping through social media, in this case, Social Commerce emerged as an evolution of traditional E-Commerce. Social media technology and Social Commerce enable commercial activities that take advantage of the interaction function of social media. In Social Commerce, trust and experience of user interaction are important factors that influence users in making decisions. Users build trust and engage in shopping activities on social commerce by easily finding important information needed through other consumer ratings, comments, and recommendations. This study aims to develop a research model to determine the effect of IT-Affordance and Social Commerce Constructs on intention to buy mediated by Trust and Flow experience on Facebook users in the perspective of the Stimulus-Organism-Response (SOR) model. This research is quantitative, purposive sampling approach is used to achieve the research objectives. Data were collected from 229 respondents of Facebook users in Indonesia, through online surveys and analyzed using PLS-SEM. The result is visibility, forum and community, rating and review on Facebook influenced trust, and visibility, guidance shopping, forum and community, rating and review on Facebook social commerce can affect the flow experience. In this study, it can also be seen how trust and flow experience have a positive effect on intention to buy. Thus, can help to optimize the use of social commerce in commercial activities."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2022
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UI - Tesis Membership  Universitas Indonesia Library
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Nabila Netrianda Heryadi
"Pembelajaran daring akibat pandemi Covid-19 menjadi tantangan tersendiri bagi mahasiswa untuk dapat merasakan pengalaman belajar yang optimal atau flow experience. Penelitian korelasional ini hendak melihat hubungan mindfulness dan flow experience pada mahasiswa yang menjalani pembelajaran daring, serta peran mediasi dari fleksibilitas kognitif terhadap hubungan tersebut. Hasil penelitian pada mahasiswa (N=407) menggunakan alat ukur EduFlow-2, CFI, dan MAAS menunjukkan bahwa mindfulness berhubungan positif dengan flow experience (β = 0,14, SE = 0,04, t = 3,43, p<0.01, CI = [0,06-0,22) dan fleksibilitas kognitif memediasi hubungan keduanya secara parsial (β = 0,05, SE = 0,02, p<0.01, CI = [0,02-0,09]). Temuan ini membuktikan bahwa fleksibilitas kognitif memediasi hubungan mindfulness dan flow experience, namun hubungan tersebut dapat dipertahankan tanpa peran dari fleksibilitas kognitif......Due to the Covid-19 pandemic, learning is carried out online, and it challenges students to be able to experience an optimal learning experience or flow experience. This correlational study aims to identify the relationship between mindfulness and flow experience in students undergoing online learning and the mediating role of cognitive flexibility in this relationship. Involved a total of 407 college students, this study used the EduFlow-2, CFI, and MAAS measuring instruments showing that mindfulness is positively related to flow experience (β = 0.14, SE = 0.04, t = 3.43, p<0.01, CI = [0.06-0.22) and cognitive flexibility partially mediates the relationship between the two (β = 0.05, SE = 0.02, p<0.01, CI = [0.02-0.09]). These findings prove that cognitive flexibility mediates the relationship between mindfulness and flow experience, but the relationship can be maintained without the role of cognitive flexibility."
Depok: Fakultas Psikologi Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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Christopher Yohanes Hasian
"Gift-giving dalam konteks layanan live streaming merujuk kepada pemberian hadiah dalam bentuk uang maupun barang virtual yang tersedia pada platform live streaming oleh penonton tayangan live streaming kepada seorang live streamer. Pemberian hadiah ini dilakukan penonton untuk berinteraksi dengan live streamer atau memberikan dukungan kepada live streamer. Penelitian ini bertujuan untuk menganalisis faktor-faktor yang memengaruhi intensi perilaku gift-giving kepada live streamer. Teori utama yang digunakan pada penelitian ini adalah teori flow experience dan parasocial interaction. Penelitian ini menggunakan metode kuantitatif dengan menyebarkan kuesioner secara daring. Dari penyebaran kuesioner yang dilakukan, diperoleh 480 responden valid yang kemudian datanya diolah dengan metode CB-SEM. Hasil penelitian menunjukkan adanya pengaruh yang signifikan antara parasocial interaction dan flow experience terhadap gifting intention. Penelitian juga mengungkapkan bahwa parasocial interaction dipengaruhi secara signifikan oleh faktor entertainment, social attractiveness, attitude homophily, dan physical attractiveness. Sementara itu, flow experience dipengaruhi secara signifikan oleh faktor entertainment, social attractiveness, dan parasocial interaction. Penelitian ini berkontribusi dalam mengisi kesenjangan teori terkait intensi perilaku gift-giving kepada live streamer menggunakan teori flow experience dan parasocial interaction, khususnya dengan konteks masyarakat Indonesia. Hal ini dikarenakan belum terdapat penelitian serupa yang menggunakan kedua teori tersebut sebagai konsep utama. Penelitian ini juga diharapkan dapat memberikan implikasi praktis kepada para live streamer untuk mengevaluasi konten live streaming yang selama ini disajikan dan kepada para penyedia layanan live streaming untuk mengimplementasikan strategi bisnis yang tepat dan melakukan inovasi yang sesuai.
...... Gift-giving in live streaming context refers to giving of gifts in the form of money or virtual items which are available on live streaming platforms by viewers towards live streamers. This act is being done by viewers to interact with the live streamers or as a form of support to the live streamers. This study aims to analyze the factors influencing the gift-giving behavior toward live streamers. The main theories used in this research are flow experience and parasocial interaction. This study uses quantitative method by distributing online questionnaires. From the distributed questionnaires, there were 480 valid respondents which were successfully obtained. Next, the data were analyzed using CB-SEM. The result of this study shows that there is a significant effect between parasocial interaction and flow experience on gifting intention. This study also revealed that parasocial interaction is significantly influenced by entertainment, social attractiveness, attitude homophily, and physical attractiveness. Meanwhile, the flow experience is significantly influenced by entertainment, social attractiveness, and parasocial interaction. This research contributes to filling the theoretical gap related to the intention of gift-giving to live streamers using flow experience theory and parasocial interaction theory, specifically in the context of Indonesian society. This is because there has been no similar research that uses those two theories as the main concept. This research is also expected to provide practical implications for live streamers to evaluate their live streaming contents and for live streaming service providers to implement appropriate business strategies and make appropriate innovations."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2022
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UI - Skripsi Membership  Universitas Indonesia Library
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Theresa Victory Gloria
"At its introduction, instant messaging (IM) was predicted to facilitate communication between businesses and customers. Growing numbers of smartphones coupled with internet penetration then led to the development of mobile instant messaging (MIM). Some MIM provides a feature for businesses to communicate to customers, which enables businesses to send promotions and information directly to customers. For this to be effective, loyalty is crucial for continued MIM use, especially MIM that can be used as a promotional tool, or mobile instant messaging promotion (MIMP). This study focuses on the factors that affect loyalty and satisfaction in MIMP. The results suggest that loyalty is affected by satisfaction and perceived usefulness, satisfaction by perceived enjoyment and attention focus, and perceived usefulness by referent network size and attention focus. MIMP should increase the user referent network size by offering rewards for inviting contacts. Perceived enjoyment and attention focus can be strengthened by enhancing the user experience and offering additional features."
Management Research Center (MRC) Department of Management, Faculty of Economics, University of Indonesia and Philip Kotler Center, 2016
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Artikel Jurnal  Universitas Indonesia Library
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Ayuning Puji Widya W.
"ABSTRAK
Penelitian ini bertujuan untuk mengetahui faktor dari online impulsive buying dalam perspektif impulse shopper dan system users. Impulse buying merupakan pembelian yang tidak direncanakan yang merupakan hasil dari perbandingan dari niat awal pembelian dengan apa yang benar-benar dibeli. Dengan perkembangan teknologi maka pola pembelian pun juga sedikit banyak bergeser ke arah digital dengan memanfaatkan gawai. Penelitian ini berusaha melihat faktor mana saja yang dinilai signifikan dalam mempengaruhi konsumen sehingga melakukan pembelian tiba-tiba. Faktor dari online impulse buying sendiri dapat dilihat dari flow experience, perceived usefulness, dan trust. Flow experience dapat dijelaskan oleh dimensi concentration, perceived control, dan perceived enjoyment dan juga dapat dilihat dari pengaruh variabel web skills dan challenges. Perceived usefulness dapat dilihat dari pengaruh variabel website design dan trust. Sementara itu, trust dapat dijelaskan oleh dimensi benevolence, competence, dan integrity. Penelitian ini berhasil mengumpulkan 433 responden dengan kriteria pernah mengalami pembelian impulsif di situs belanja. Pengolahan data di penelitian ini menggunakan metode Partial Least Square PLS . Hasil penelitian menunjukkan bahwa hanya flow experience yang mempengaruhi secara positif dari online impulse buying.

ABSTRACT
This research aims to determine the factors of online impulsive buying in the perspective of impulse shopper and system users. Impulse buying is an unplanned purchase which is the result of a comparison between the initial intentions of purchase with what is actually purchased. With the development of technology, the pattern of purchase was also a bit much shift toward digital by utilizing the device. This study tried to see which factors are considered significant in influencing consumers to make a sudden purchase. Factors of online impulse buying itself can be seen from flow experience, perceived usefulness, and trust. Flow experience can be explained by the dimensions of concentration, perceived control, and perceived enjoyment and can also be seen from the variables of web skills and challenges. Perceived usefulness can be seen from variables of website design and trust. Meanwhile, trust can be explained by the dimensions of benevolence, competence, and integrity. This research succeeded in collecting 433 respondents with the criteria of having experienced in impulsive purchased on shopping sites. Data processing in this research using Partial Least Square PLS method. The results show that only the flow experience that affects positively from online impulse buying. "
2018
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UI - Skripsi Membership  Universitas Indonesia Library
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Muhammad Arafat
"Penelitian ini bertujuan untuk mengetahui pengaruh positif signifikan pada variabel perceived fairness, balance of challenges and skill of game, social value, monetary value, enjoyment value dan in-game items purchase intention. Penelitian ini menggunakan desain penelitian eksploratori yang dilakukan pada satu periode. Responden penelitian ini berjumlah 178 orang yang sedang bermain PUBG Mobile dan membeli game items di 3 bulan terakhir. Model penelitian ini menggunakan 5 hipotesis yang diuji dengan menggunakan SEM. Penelitian ini menemukan bahwa perceived fairness memiliki pengaruh positif terhadap enjoyment value serta social value dan enjoyment value memiliki hubungan positif terhadap in-game items purchase intention. Selain itu juga penelitian ini menemukan bahwa balance of challenges and skill of game memiliki pengaruh negatif signifikan terhadap enjoyment value dan monetary value memiliki pengaruh yang tidak signifikan terhadap in-game items purchase intention.
......This study goals are to understand the positive relation and significance of perceived fairness, balance of challenges and skill of game, social value, monetary value, enjoyment value and In-Game Item Purchase Intention. This study is using exploratory research design which was conducted in at one periods of time. There are 178 respondents participated. The model of this study has 5 hypotheses and calculated using structural equation model. This study has found that perceived fairness has a positive effect towards enjoyment value. Social value and enjoyment value also have a positive effect toward in-game item purchase behavior. Meanwhile this study also found that balance of challenges and skill of game has a negative effect towards enjoyment value. monetary value has insignificant relation towards in-game purchase behavior"
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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Indira Yasmine Ramadhani
"Pariwisata di Indonesia sudah mengalami perbaikan pasca Covid-19. Pemerintah lewat Kemenparekraf sudah melakukan upaya untuk membantu destinasi wisata agar dapat mengembalikan jumlah wisatawan. Bali merupakan destinasi wisata yang didukung untuk pemulihan karena jumlah wisatwan yang kembali mengunjugi Bali belum kembali seperti sebelumnya. Wisatawan domestik merupakan potensi besar untuk wilayah Bali karena angka kunjungan yang tinggi untuk wisatawan domestik. Penelitian ini bertujuan untuk menganalisis peran dan hubungan Destination Attribute Perception, Flow Experience, Satisfaction, Destination Loyalty, dan eWOM generation intention. Metode yang digunakan pada penelitian ini adalah kuantitatif melalui survei menggunakan kuesioner pada 209 responden secara langsung kemudian dianalisis menggunakan SPSS dan PLS-SEM. Hasil penelitian menunjukkan dimensi loss of self-consciousness dan goal clarity berpengaruh secara positif terhadap kepuasan turis. Sedangkan dimensi focus attention dan time distortion tidak mempengaruhi kepuasan turis di Bali. Penlitian berkontribusi pada teori flow experience pada lingkup pariwisata di suatu destinasi wisata terutama dalam penggunaan atribut destinasi wisata dan dimensi lain dari flow experience.
......Tourism in Indonesia has experienced improvements after Covid-19. The government, through the Ministry of Tourism and Creative Economy, has made efforts to help tourist destinations to restore the number of tourists. Bali is a tourist destination that is supported for recovery because the number of tourists returning to visit Bali has not returned to what it was before. Domestic tourists have great potential for the Bali region because of the high number of visits for domestic tourists. This research aims to analyze the role and relationship of Destination Attribute Perception, Flow Experience, Satisfaction, Destination Loyalty, and eWOM generation intention. The method used in this research is quantitative through a survey using a questionnaire on 209 respondents directly and then analyzed using SPSS and PLS-SEM. The research results show that the dimensions of loss of self-consciousness and goal clarity have a positive effect on tourist satisfaction. Meanwhile, the dimensions of focus attention and time distortion do not affect tourist satisfaction in Bali. The research contributes to flow experience theory in the tourism sphere in a tourist destination, especially in the use of tourist destination attributes and other dimensions of flow experience."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2024
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UI - Tesis Membership  Universitas Indonesia Library