This study aims to determine and analyze the effect of gamification, e-service quality and e-trust variables on online purchase decision through online purchase intention at the Shopee marketplace in Medan City. This type of research is using a quantitative approach. The nature of this research is associative research and the data used are primary data and secondary data obtained through documentation and a list of questions that measure it using a Likert scale. The sample in this study is the community in Medan City at least 17 years old, has a Shopee marketplace application and is a consumer who has purchased and used the Shopee marketplace at least 1 time as many as 175 respondents. Researchers collected data by distributing questionnaires to all respondents in this study. The data analysis method used descriptive statistical analysis and path analysis. Statistical results show that the majority of respondents agree with all the statements shared. The results of the research on the first substructure show that gamification has a positive and significant effect on online purchase intention with a significance of 0.000, e-service quality has a positive and insignificant effect on online purchase intention with a significance of 0.836 and e-trust has a positive and significant effect on online purchase intention with a significance of 0.000. The results of the research on the second substructure show that gamification has a positive and significant effect on online purchase decision with a significance of 0.031, e-service quality has a negative and insignificant effect on online purchase decision with a significance of 0.721, e-trust has a positive and significant effect on online purchase decision with a significance of 0.002 and online purchase intention has a positive and significant effect on online purchase decision with a significance of 0.000. The path analysis test using the sobel test shows that online purchase intention is able to mediate between gamification and e-trust with online purchase decision, but online purchase intention are not able to mediate e-service quality with online purchase decision. Keywords: Gamification, E-Service Quality, E-Trust, Online Purchase Intention and Online Purchase Decision.
Tujuan literatur untuk memberikan gambaran metode proyek terhadap proses stimulasi kecerdasan linguistik anak usia 4-5 tahun. Kecerdasan linguistik adalah kecerdasan bahasa kecerdasan dalam mengolah kata atau kemampuan menggunakan kata secara efektif baik secara lisan maupun tertulis. Metode proyek adalah Metode proyek adalah salah satu metode yang digunakan untuk melatih kemampuan anak memecahkan masalah yang dialami anak dalam kehidupan sehari-hari. Berdasarkan hasil literature dapat disimpulkan stimulasi kecerdasan linguistic melalu kegiatan dan penggunaan media sesuai dengan kegiatan stimulasi kecerdasan linguistic, dan metode yag sering digunakan adalah metode bercerita dan bermain. Melalui metode bercerita saja tidak cukup dalam proses stimulasi, dilakukan uji coba menggunakan metode proyek
Kemuning (Murraya paniculata L) is a shrub growing in tropical climates and wildly in bushland or forest. The local people of Serawai ethnic in Bengkulu often use kemuning leaves as a traditional medicine for asthma disease. This research was a descriptive study by using interview method with purposive sampling techniques. Respondence samples of this study were five traditional medicine healer. This study aims to analyze the potential and benefits of Kemuning (Muraya paniculata L) leaves as a traditional medicine for asthma disease. The results found that the plant parts that are used as an asthma medicine that is the leaf organs by processing squeezed, filtered, smeared and drunk. Kemuning leaves have the potential to be developed as an asthma medicine, but further research needs to be conducted before used in pharmaceutical industry.
The researcher conducted a study to understand the impact of work discipline and non-physical work environment on employee performance in a local government agency in Bandung. Additionally, this research aims to analyze the most dominant factors influencing employee performance between work discipline and the non-physical work environment in this particular local government agency being studied. The researchers interviewed 65 employees using questionnaires. The research using path analysis found that the variables of work discipline and non-physical work environment in one of the local government agencies in the city of Bandung are valid. The conclusions and considerations regarding the research results emphasize the importance of paying attention to work discipline and non-physical work environment to enhance employee performance. The research findings indicate that Work Discipline (X1) significantly influences Employee Performance (Y). Furthermore, the Non-Physical Work Environment (X2) also significantly influences Employee Performance (Y). To improve work discipline in one of the local government agencies in Bandung, we recommend that supervisors allocate time to supervise the implementation of company tasks and impose appropriate sanctions on employees who violate discipline. Leaders must pay attention to and be aware of any violations committed by anyone without discrimination among the employees. The company should also provide recognition to employees who perform well to enhance their performance. To improve the non-physical work environment, the researcher recommends organizing events or activities that can strengthen the relationship between employees and superiors, fostering mutual assistance and care among them. The local government agency should also maintain leaders who provide technical assistance to subordinates when they face difficulties, as it will significantly assist other employees.
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