With the development of technology in software design, computer programming is now prevalent in almost every aspect of modern business and daily life. A renewed focus on programming education is attracting workers’ attention and converting skills. In previous research, researchers found difficulties encountered while learning programming languages. In this study, we conduct a case study on Teknokasi startup to develop a curriculum based on customer satisfaction. In this study, data was collected through surveys, which is a qualitative method. The methods used to collect data are interviews and questionnaires. The results of this study indicated three iterations, and further research is required to improve curriculum development. In this iteration, we will use the scrum framework and OBE as a theoretical base. Using input from mentors and students, this study was able to develop the next curriculum and improve programming skills, especially targeted Javascript expertise in a short time frame. Further studies need to be performed to assess this curriculum's effectiveness.
Game gacha merupakan salah satu genre game yang populer. Gacha adalah sebuah teknik monetisasi yang banyak digunakan di jepang dimana pemain didorong untuk memasukkan uang. Sistem gacha ini diimplementasikan kedalam game online dimana pemain akan sering melakukan in app purchase. Tujuan penelitian ini adalah untuk mengetahui besar pengaruh faktor perilaku manusia terhadap keinginan pemain dalam melakukan in app purchase. Metode yang kami gunakan adalah menyelidiki faktor - faktor yang didapatkan dari self control, competition terhadap purchase intention. Hasil dari penelitian kami menunjukkan bahwa adanya pengaruh faktor self control, faktor competition dalam mendorong pemain untuk melakukan pembelian in app purchase. Dengan mengetahui hasil penelitian ini, kami harap penelitian ini bisa dijadikan pengetahuan terhadap pemilik usaha game online.
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