In this era technology has become the field most widely used by the wider community, one of the most widely used technology fields is the internet. The advantages of the internet can be used by many people, even these users have urged their users to switch. For example, in this era a lot of business is done using the internet. The use of the internet is not solely for marketing but far from that companies use it even to the stage of buying and selling transactions. However, the convenience of the internet also makes business people have many competitors that have sprung up, so that in this day and age companies are not only tasked with attracting consumers but also must make consumers loyal. So that consumers do not switch to competing companies, companies need to meet customer satisfaction and also make consumers believe. This study aims to examine the effect of the service user interface, service information quality, perceived security, E-commerce service feedback on the satisfaction, trust, and loyalty of Agoda customers in Indonesia. The population used in this study is people who have made transactions in the Agoda application at least 2 times. The data used is primary data with the number of respondents as many as 166 people. The sampling technique used in this study is convenience sampling. As for the analysis using the SEM method and processed using the AMOS program. The results showed that the eleven hypotheses in this study were significant. User interface service quality, information quality, feeling of security, E-commerce service feedback, electronic customer satisfaction, and electronic customer trust have a positive effect on E-commerce customer loyalty.
Technological advancements have rapidly impacted society, transforming the way gadgets are utilized for social interaction. Among students, the use of gadgets for socializing has been on the rise. However, differences in interaction patterns between gadget-mediated and face-to-face interactions have yet to be fully understood. Therefore, this study aims to investigate student social interaction activities through gadgets and in real-life settings. Additionally, the research explores social interaction patterns and experiences among students at SMA IT Plus Bina Bangsa Sejahtera Bogor, a high school that initially prohibited smartphone use during learning but later modified their policy prior to the Covid-19 pandemic. A descriptive qualitative approach was employed, utilizing observation, documentation, and interviews with 30 randomly selected respondents. The study was conducted over a two-month period, from January to February 2023, at SMA IT Plus Bina Bangsa Sejahtera Bogor. The analysis reveals that gadget-mediated interaction patterns involve cooperation, accommodation, assimilation, acculturation, competition, and opposition. Prolonged gadget usage for extended hours was observed, emphasizing their significance in students' lives. Interpretation of gadget-mediated text messages sometimes leads to misunderstandings. However, communication differences between virtual and face-to-face interactions were minimal, as both modes effectively addressed problems. This research deepens our understanding of student social interaction dynamics and highlights the impact of gadget usage on interpersonal communication. It provides insights for schools, families, and policymakers to enhance positive gadget usage and improve the quality of student interactions.
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