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The Effect Of Healthy Lifestyle And Word Of Mouth On Purchase Decision Supplement Product Post Pandemic Covid 19 Shalahuddin; Supardin, Lalu; Indratno, Diana Leli; Kuncorowati, Heru; Rokhmawati, Heru Noor
Bisman (Bisnis dan Manajemen): The Journal of Business and Management Vol. 5 No. 3 (2022): November 2022
Publisher : Program Studi Manajemen, Fakultas Ekonomi, Universitas Islam Majapahit, Jawa Timur, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37112/bisman.v5i3.2297

Abstract

This study aims to examine the effect of healthy lifestyle and word of mouth on purchase decision supplement product post pandemic Covid-19. The number of respondents in this study were 100 respondents. Sampling was done by purposive sampling technique. This study uses multiple linear regression analysis technique with SPSS as an analytical tool. The results of multiple linear regression test indicate that: (1) Healthy lifestyle partially has a significant effect on purchase decision supplement product post pandemic pandemic Covid-19 at Yogyakarta. (2) Word of mouth partially has a significant effect on purchase decision supplement product post pandemic pandemic Covid-19 at Yogyakarta. (3) Healthy lifestyle and word of mouth simultaneously have a significant effect on purchase decision supplement product post pandemic pandemic Covid-19 at Yogyakarta
THE INFLUENCE OF GAMIFICATION ON EMPLOYEE ENGAGEMENT AND ORGANIZATIONAL PRODUCTIVITY IN COMPANY BUSINESS INNOVATION Riatmaja, Dodi Setiawan; Sukmaningrum, Dinda; Supardin, Lalu
JURNAL EKBIS Vol 25 No 1 (2024): EKBIS (Jurnal Analisis, Prediksi dan Informasi
Publisher : Universitas Islam Lamongan

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Abstract

The problem with this research is the lack of empirical understanding of the impact of gamification on employee engagement and performance in a rapidly evolving business environment. The aim of this research is to analyze how gamification factors, including feedback, constructs, challenges, and stories, influence employee engagement and organizational productivity, with the hope of providing strategic insights for companies in improving employee performance in a competitive work environment. This research used 50 employees of a technology provider company. Data analysis in this research is SEM PLS. Research result. Gamification elements such as feedback, structure and story play a key role in increasing employee engagement. Analysis of the results shows that feedback, structure, and stories significantly contribute positively to employee engagement. Additionally, feedback and stories also have a positive impact on organizational productivity. Although structure has not been shown to have a significant effect on organizational productivity, this does not diminish the importance of feedback and stories as key factors in this context. On the other hand, the challenge element does not show a significant influence on either employee engagement or organizational productivity.