<em>In the 5.0 society era, people are required to be able to balance economic progress in solving social problems. A c</em><em>ommunity can be involved through the integration of computing and physical world space to empower the community's economy and solve social problems, especially in the field of education. Rationally, education can affect the development of the economic sector. Entrepreneurship learning from an early age is needed to improve the progress of a country. The presence of entrepreneurial groups can create job opportunities, increase welfare and per capita income, and reduce unemployment. This study aims to find ways to increase the entrepreneurial mindset and entrepreneurial skills through entrepreneurship learning. The method used in this research is action research with a Project-based Learning (PJBL) approach which is applied to class XI students of SMK Nurul Islam in Bicabi Village, Dungkek District, Sumenep Regency, East Java Province with 15 people as informants. The findings in this study indicate that the PJBL produces product development outputs from each team formed and following the Minimum Completeness Criteria (KKM). Therefore, the PJBL plays an important role in increasing the entrepreneurial mindset and entrepreneurial skills of the students in honing their knowledge and skills process to become entrepreneurs.</em>
Konsep pemasaran sudah mulai difokuskan untuk menarik minat beli konsumen sehingga dapat menghasilkan keuntungan yang tinggi. Hal yang sama dilakukan oleh Anita Bakery Sumenep dalam memanfaatkan peluang bisnis kuliner dengan menghadirkan inovasi produk oleh-oleh khas Madura yang diberi nama “Dhin Aju”. Dengan histori sejarahya Dhin Aju menjadi salah satu brand produk kuliner yang melestarikan kearifan lokal. Selain itu sosok Raden Ayu menjadi icon dari brand produk tersebut. Dalam persepktif lain, brand culture dan iconic brand menjadi media komunikasi pemasaran yang dapat menjadi daya tarik konsumen untuk melakukan keputusan pembelian. Sehingga penelitian ini bertujuan untuk melihat apakah ada pengaruh antara brand culture terhadap keputusan pembelian Kue Dhin Aju, apakah ada pengaruh antara iconic brand terhadap keputusan pembelian Kue Dhin Aju serta apakah keduanya yakni brand culture dan iconic brand berpengaruh terhadap keputusan pembelian Kue Dhin Aju. Metode dalam penelitian ini menggunakan kualitatif dengan pendekatan asosiatif melalui 119 responden. Sedangkan untuk Teknik analisis data dalam penelitian ini adalah analisis data kuantitatif, yakni menguji dan menganalisis data dengan perhitungan angka-angka kemudia menarik kesimpulan dari pengujian tersebut dengan pengujian asumsi klasik, uji regresi linier berganda, uji hipotesis. Temuan dalam penelitian ini menunjukkan bahwa pertama, variabel brand culture (X1) tidak berpengaruh terhadap keputusan pembelian (Y) Kue Dhin Aju. Kedua, variabel iconic brand (X2) berpengaruh terhadap keputusan pembelian (Y) Kue Dhin Aju. Ketiga, brand culture (X1) dan iconic brand (X2) memiliki pengaruh secara simultan terhadap keputusan pembelian (Y).
<em>Changes always follow technological transformation in the pattern of community needs, and digital financial services are no exception. One of the alternatives that offer convenience and convenience in making transactions is gadgets, which are increasing in intensity in their use in the banking sector. This study aims to determine the effect of the independent variables, namely the user interface, brand image, and digital literacy, on the dependent variable, namely the interest in using digital banks. The research method used in this study is a quantitative method with an associative approach with a target of 120 respondents from the Y and Z generation groups. In contrast, the data analysis technique uses multiple linear regression analysis. The findings in this study indicate that the user interface and digital literacy variables have a partially significant effect on the interest in using digital banks. On the other hand, the brand image variable has no significant impact on the good of using digital banks. Simultaneously, the three variables consisting of the user interface, brand image, and digital literacy significantly affect the interest in using digital banks in generations Y and Z.</em>
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