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.
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.
Business capital and revenue are not only the decisive of the health of SMEs but also they must be balanced. In general, customers find their benefit from the flexible payment methods while on the other hand the SMEs should get their benefit too. So that, it needs to be studied whether it is necessary for SMEs to get their profit in accordance to this situation. One of the methods that suitable to be applied is by applying customer groupings based on revenue and payment namely the K-means clustering method since it can raise several groups that have not been known before. This information is useful for SMEs to be utilized based on their needs. Data in this study were gathered from customer attributes, number of transactions, and payment methods. The number of centroids was 3. The grouping results were stopped at the 5th iteration. The finding showed that the ratio value of the 4th iteration and the 5th iteration having the same ratio value, 0.07393. From the results of the iterations can be found; first, based on the customers’ number, the groups can be classified into three C1(18%), C2 (45%), C3 (36%). Second, based on the average number of transactions, post-paid payments was in the first rank (12.7 / week). From the results, it can be analyzed that this situation is burdensome for SMEs because the more the number of transactions, the more investment must be prepared for accounts receivable.
To adapt the IT curriculum to the requirements of the IT industry skills, several methods have been proposed. Among them is the method of mining job advertisement data to find skills that are being sought by the industry. However, so far no significant research has focused on providing recommendations on skills that need to be taken along with other popular skills to fill the job vacancies offered. Traditional recommendation methods cannot be applied because information related to user or industry ratings on a skill is not available in advertisements. This article proposes an alternative solution to this need by developing recommendation techniques based on skill association rules, where the rules are mined using Apriori algorithm. The recommendation results were confirmed to curriculum managers in several universities, and had obtained quite good recall and precision, namely 70% and 76% respectively. The proposed recommendation system is also able to find skill combinations that are prominent in job advertisements.
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.