The intense competition in the sale of goods and services in the digital era of e-commerce requires to manage customers optimally. Some online shops try to improve their marketing strategies by classifying their customers. This study aims to determine potential customers, namely loyal
customers. Potential customers can be determined by customer segmentation. Sampling from several online shops in Indonesia. The model used for segmentation is RFM (Recency, Frequency, and Monetary) and data mining techniques, namely clustering method with the K-Means algorithm. The
results of this segmentation research divide the customer into 2 clusters. The best number of clusters is determined based on the Davies Bouldin index. The first cluster is cluster 0 consisting of 261 customers with RFM Score between 111–543. The first cluster includes the Everyday Shopper
group. The second cluster, cluster 1 consists of 102 customers with RFM Score 443–555. The second cluster includes the Golden Customer group. With the existence of research on customer segmentation, it is expected to help in grouping customers so that companies can determine the right
strategy for each group of customers.
The impact of the COVID-19 virus pandemic that has hit the whole world has more or less affected the way people move. Many activities have to be centered at home, from working at home to studying at home. On the other hand, students at school still need tutoring. However, the signs of returning to school amid the rules of Large-Scale Social Restrictions (PSBB) and Adaptation of New Habits (IMR) still appear gray. The final solution is to keep children learning online. Online learning is learning that is done online, using learning applications and social networks. Online learning is learning that is done without face-to-face, but through an available platform. For example in this mobile application which aims to assist the learning process for students and teachers. This learning video application is made for learning and teaching tools. The process of designing this educational video sharing information system begins with analyzing the learning system, designing UML diagrams, and designing mock ups as an interface for an overview of the application. The result of this final project is as an encouragement for students who are expected to be better by using a system that has not been computerized
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