In this decade, SM Es have experienced substantial growth. According to the results of research conducted by the Retail Research Center, this sector experienced a growth rate of 18.6% in Europe in 2015 and 16.7% in 2016. The increasing co mpetition in the SM Es demanded this effort to improve techniques and strategies to maintain customer satisfaction levels to continue to increase .[1]. The SM Es sector has an important role in the country' s economy, especially Indonesia. They have proven their existence in the past few years. SM Es have a proportion of 99.99% of the total business actors in Indonesia or as many as 56.54 million units. Based on data achieved by SMEs, in 2013 the Abstract: The CLV model is a measure of customer profit fo r a co mpany that can be used to evaluate the future value of a customer. The CLV model is a measure of customer profit fo r a co mpany that can be used to evaluate the future value of a customer. This study aims to obtain Customer Lifetime Value (CLV) in each customer segment. Grouping uses the K-Means Clustering method based on the LRFM model (Length, Recency, Frequency, Monetary). The cluster formation process uses the Elbow Method and SSE with the best number of clusters = 2 clusters. CLV values are generated fro m the mu ltip lication of the results of normalizat ion of LRFM and the LFRM weight values are then summed, and carried out on each cluster that has been formed. The highest ranking among the 2 clusters is at the second cluster with the CLV value being far the h ighest from the other cluster average of 0.362. Based on LRFM matrix, this cluster has a high loyalty value with the symbol LRFM L ↑ R ↑ F ↑ M ↑ wh ich is a loyal customer (the best segment that has high customer loyalty value). Based on the LRFM symbol, the company can make a strategy to retain customers and acquire customers to become loyal customers with high profitability.
Proses kegiatan penjualan pada supermarket berjalan terus dan begitu juga data yang dihasilkan semakin lama maka akan semakin bertambah. Data-data penjualan yang semakin lama maka akan semakin besar tidak akan berguna dan bermanfaat jika dibiarkan begitu saja. Supaya data tersebut data berguna maka maka perlu di olah dengan suatu algoritma tertentu. Algoritma apriori merupakan bagian dari data mining yaitu kegiatan pengumpulan data dan pemakaian data yang lama untuk menemukan keteraturan, pola atau hubungan dalam suatu data. Keluaran dari algoritma ini adalah bisa membantu dalam memperbaikin pengambilan keputusan dimasa yang akan datang.Salah satu manfaat dari pengambilan keputusan ini adalah penyusunan katalog produk pada supermarket seperti produk yang paling banyak terjual diletakkan ditempat yang mudah dicari dan begitu juga dengan produk yang sering diterjual secara bersamaan maka produk tersebut perlu diletakkan pada tempat. Hasil dari proses data mining yaitu pola pembelian produk yang sering dibeli bersamaan. Pola ini dapat digunakan untuk menempatkan produk yang sering dibeli bersamaan kedalam sebuah area yang saling berdekatan, merancang tampilan produk di katalog. Penerapan Algoritma Apriori pada teknik Data Mining sangat efisien dan dapat mempercepat proses pembentukan kecenderungan pola kombinasi itemset hasil penjualan Produk-produk barang di Toko OASE, yaitu dengan support dan confidence tertinggi adalah Rokok, kopi Snack,mie goreng ,Nabati Kata kunci-Katalog, produk data, penjualan.
This research discusses the concept of gamification science in the study of literature. The concepts discussed include the basic concepts of gamification based on the opinions of the researchers and presented graphs of the trends in the application of gamification in several fields during the 2015-2019 period. Four gamification models are also described by explaining the basic concepts, ways of working, and the best models currently based on the literature reviewed in this article. Some elements of gamification are explained in two categories based on the study of literature involved. Gamification research has been described as information for the development of gamification which can also be combined with other to produce targeted solutions is to increase user retention.
Learning activities during the Covid-19 pandemic were carried out with an online system even though in reality many institutions had not prepared their systems and infrastructure properly. Some e-learning media that are generally used based on survey results include 53.81% google classrooms combined with other applications that are not integrated with the institution's Learning Management System. This condition provides research opportunities to evaluate the effectiveness of online learning, especially how students are motivated to learn the method, where the results can be used as a reference in developing and refining the method. Based on many studies, that the gamification model can increase individual motivation in carrying out activities, this study uses a gamification octalysis framework to analyze the extent of the role of gamification in the learning process and measure the amount of student motivation in online learning activities. The evaluation results show that the conclusion of the Likert scale results in a "High" level, while the highest score is "Very High". As for the octalysis test scale, the average score of 6.5 on a scale of 1 to 10. The conclusion from the results of this evaluation is that the motivation to learn e-learning during the Covid-19 period is quite high and has the potential to be developed. While the results of the Octalysis framework with 8 core drives are still average, for that we need innovation in E-learning which aims to increase student motivation based on Octalysis's 8 core drives. The results of this study recommend that gamification is needed to increase student learning motivation in order to improve learning outcomes.
The development of information technology is utilized in the field of industry. As the new company is expanding, utilizing point of sale information technology. So that the company does not experience a decline in its production and can continue to compete in the business world. Objectives to be achieved is the analysis and design of point of sale applications to minimize error information in the inventory, sales and profit and loss calculations company. This application is developed by using PHP programming language and MySql database. The result of this research is a structured application designed to process sales data.
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