The government's efforts to encourage Micro, Small and Medium Enterprises (MSMEs) to "go online" get great support from the business people of e-commerce.This is because the economic power, especially in Indonesia with 60% lies in MSMEs. In the current mobile internet era, the number of smartphone users who have done online is the main source in the development of MSMEs. One of the strategies adopted by many businesses in Indonesia is the Online to Offline or Offline to Online (O2O) strategy. The O2O business model not only changes consumer mentality and service models but also bring a new challenge to the traditional e-commerce. It can be said that e-commerce is currently looking for new ways to combine online and offline economics, which is an inevitable trend in ecommerce development. Therefore, the O2O business model is the right business model for MSMEs because it has great development prospects. This paper will discuss the introduction of the O2O model and its development strategy to MSMEs, as well as to promote the development of O2O-based e-commerce applications at MSMEs.
The rapid development of technology causes a series of electronic applications to replace the role of humans as accuracy and accuracy in a job. Based on observations in the industrial sector, there are still few who use the services of human hands to sort an object. Sorting by color is one of them. This IoT-based color detector is a simulation of a tool designed to help ease human work in sorting an object. Generally, color detection techniques are still manual, requiring the user to adjust from where the tool is located. Therefore, we need a tool that can detect colors that can be adjusted through IoT-based applications (Internet of Things) using the TCS3200 color sensor as a color detector, Arduino Uno as Data Processing and Microsoft Visual Basic .NET applications as the media interface. Supported by the HMI (Human Machine Interface) system as a system that regulates the process of running a job, and a Servo Motor as a rotary actuator (motor) in directing a running object, color detection will be more accurate and efficient. So that users can get or make it easier to detect the color according to the desired amount.
Outbreaks of Corona Virus Disease (COVID-19) require the entire community to change, including education. The government issued a home study policy to reduce the spread of the virus. For students, studying at home relatively does not pose significant obstacles. Whereas for disabilities students, they need learning methods which able make them think that they are studying at school because there are scheduled lessons such as at school and material content that interests them in learning. So, they can concentrate on receiving the material. All learning processes must make it easier for parents to assist them in learning. This study provides a solution through learning media for disabilities in the form of an android-based application using a gamification approach that utilizes elements of character, challenges, interactive, stories, feedback and freedom to fail. This application presents convenience for parents in creating a child's daily schedule, selecting activities that are suitable for disabilities students and providing space for parent and child collaboration. For children, this application can help to stay enthusiastic in learning like at school in a more fun way. The limited trial application uses the System Usability Scale (SUS) as a benchmark for the perception of system usability, with a result of 85,3 which means it has a grade B grade with an Adjective Rating Excellent.
This study aims to determine how the use of internet media in the Micro, Small, and Medium Enterprises (MSMEs) of East Java to penetrate the Global Market with the O2O Method. MSME is a business activity that plays a major role in the economic development of a nation, but one of the obstacles in the development of MSMEs, especially in Indonesia is the number of business people who are still reluctant to know internet technology, even though with utilizing information technology and internet networks that are more easily accessible and used can help develop the businesses many times. Therefore, the existence of this research is expected to be able to contribute in identifying internet facility and infrastructure ownership in MSMEs, MSME perceptions of the usefulness of information technology in their business, and the interest and mastery of MSME entrepreneurs’ technology in adopting the internet for business development in the global market. The analytical method used is descriptive statistics, with questionnaire instruments. The number of samples in this study are 102 MSMEs in East Java, especially in the fields of trade, hotels, and restaurants. The results of this study are: 87% of MSMEs have not utilized the Marketplace, 79.41% of MSMEs have not utilized E-Commerce, 82.35% of MSMEs have not utilized Crowdsourcing, 78.14% of MSMEs have not marketed their businesses through social media, so it can be concluded that MSMEs at East Java is not ready to penetrate the market global, because of the internet media used so far, most are only used as personal communication tools.
Dengan berkembangnya teknologi khususnya di Indonesia menyebabkan munculnya praktik e-business baru yaitu OFD (Online Food Delivery) yang banyak diminati masyarakat karena membuat proses pemesanan makanan menjadi lebih hemat biaya dan efektif, karena makanan tiba tepat saat dibutuhkan. Oleh karena itu, penelitian ini dilakukan untuk merancang strategi pemasaran digital RACE berbasis perilaku pelanggan dengan studi kasus pada pengguna layanan OFD Go-Food dan GrabFood di Surabaya. Tahapan digital marketing RACE terbagi menjadi 4 tahapan yaitu Reach, Act, Convert and Engage, sedangkan customer behavior memiliki 10 elemen yang dapat digunakan untuk mengukur perilaku customer yaitu Motivasi, Gaya Hidup, Persepsi Konsumen, Pembelajaran, Sikap, Komunikasi, Kelompok Rujukan, Keluarga, Kelas Sosial, dan Budaya. Dalam penelitian ini Go-Food dan GrabFood digunakan sebagai objek penelitian karena saat ini sebagai pemimpin segmen OFD untuk kawasan Asia Tenggara termasuk Indonesia. Pengambilan sampel menggunakan teknik Simple Random Sampling dengan total sebanyak 100 responden dan teknik yang digunakan untuk menganalisis data adalah SEM (Structural Equation Modeling). Hasil penelitian menunjukkan bahwa Tahap Reach dipengaruhi oleh keluarga, Tahap Act dipengaruhi oleh persepsi konsumen, komunikasi, dan sikap, Tahap Convert dipengaruhi oleh kelompok rujukan, dan motivasi, Tahap Engage dipengaruhi oleh budaya, gaya hidup, kelompok rujukan keluarga, kepribadian, komunikasi, pembelajaran, persepsi konsumen, dan sikap.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.