Publication Search

74,541 articles from 728 journals · 2,111 citations tracked

Showing 1-20 of 71

Analytics

Ali, Muhammad; Sulaksana, Ena; Hariyanto, Sugeng; Priyono

Kartika Jala Krida (KJK) in 2026 is one of the practical training courses for AAL Cadets Level III of the corps, Sailors, Engineering, Electronics, and Supply. KJK is implemented based on the AAL Cadet Education Implementation Program and Instructions for the implementation of AAL Cadet Practical Training. KJK aims to provide experience in large-circle sailing and astronomical navigation for Sailor Corps Cadets, as well as practicing all basic professional lessons taught at AAL for both sailor and non-sailor Cadets. In addition, Lattek KJK is also a means of naval diplomacy and promotion of Indonesian culture to the countries visited. The KJK voyage uses KRI Bima Suci with a sailing route of Surabaya - Jakarta - Belawan - Sri Lanka - Singapore - Vietnam - China - South Korea - Russia - Japan - Philippines - Bitung, and back to Surabaya. The total distance to be sailed reaches 16,877 nautical miles (NM) for 124 days, using KRI Bima Suci. The 2026 KJK was attended by 79 AAL cadets and 52 cadets from friendly countries in the ASEAN Plus Cadet Sail (APCS) program delegation, consisting of 9 ASEAN member countries: Brunei Darussalam, Malaysia, Vietnam, Laos, Cambodia, the Philippines, Singapore, Thailand, Timor Leste, and 17 ASEAN Partner Countries consisting of Australia, China, India, Japan, South Korea, Egypt, France, Italy, UAE, Pakistan, Bangladesh, Iran, Kenya, Seychelles, Sri Lanka, the Netherlands, and Canada. A total of 131 participants. Departing Thursday, March 26, 2026, from AAL and arriving at stage 6 in China until May 28, 2026.

Ahmad Farhat; Soelaeman Rasyid

Jurnal Riset Rumpun Ilmu Ekonomi 2026 Lembaga Pengembangan Kinerja Dosen

This study aims to examine the influence of advertising appeal, influencer marketing, and online customer reviews on purchasing decisions in Tokopedia’s e-commerce platform. The research applied a quantitative method using survey questionnaires distributed to 109 Tokopedia users in Jakarta. Data were analyzed using path analysis with SmartPLS. The results indicate that advertising appeal and influencer marketing significantly and positively affect purchasing decisions, while online customer reviews show no significant impact. These findings suggest that Tokopedia consumers, particularly in electronic products, are more influenced by attractive advertising and influencer endorsements than by online reviews. The study is limited by its sample size, geographic scope, and product focus on electronics. Future research is recommended to expand respondents and product categories for broader insights.

Laura Engellina Bri Siantur; Mutia Salsabila; Muhammad Fakar Ar-Ridho; M Sulthan Bakil Alrafif; Muhammad Fadl +1 more

Discourse on Law and Society 2026 International Forum of Researchers and Lecturers

Thei swifti advancementi ofi technologyi hasi madei iti simpleri fori individualsi toi accessi informationi viai sociali mediai platforms.i Nonetheless,i thisi cani alsoi leadi toi offenses,i includingi abusivei languagei ori expressionsi ofi animosityi towardsi othersi online.i Suchi actionsi falli underi Articlesi 310i andi 311i ofi thei Criminali Code,i whichi governi insultsi andi defamation,i alongi withi thei Informationi andi Electronici Transactionsi Lawi Numberi 11i Oct 2008.i Thisi lawi wasi revisedi toi includei Articlei 27i Paragraphi (3)i ini thei thei 2024i Informationi andi Electronici Transactionsi Law,i whichi tacklesi thei issuei ofi defamation.i Thei methodologyi appliedi ini thisi studyi isi normativei juridicali research,i emphasizingi ai legali approachi thati incorporatesi libraryi sources,i statutes,i regulations,i andi relevanti legali theoriesi andi concepts.i Thei obstaclesi ini applyingi thei lawi againsti defamationi crimesi oni sociali mediai encompassi legali issues,i technicali barriers,i andi culturali asi welli asi sociali factors.i Toi tacklei thesei obstacles,i i iti other essentiali toi enhancei thei skillsi ofi lawi enforcementi personneli andi boosti publici awarenessi abouti digitali literacy.i Thei processi ofi lawi enforcementi concerningi defamationi crimesi oni sociali mediai adheresi toi thei proceduresi outlinedi ini thei Criminali Procedurei Code,i focusingi oni electronici evidence.i Articlesi 310i andi 311i ofi thei Criminali Code,i togetheri withi Articlei 27i Paragraphi (3)i ofi thei Informationi andi Electronici Transactionsi Lawi asi amendedi ini Lawi Numberi 1i ofi 2024,i providei thei legali foundationi fori addressingi crimesi oni sociali media,i ini linei withi thei proceduresi seti forthi ini thei Criminali Procedurei Code.  

Fanesia Debi; Aldi Dwi Saputra

Jurnal Ilmu Bahasa dan Pendidikan Guru Sekolah Dasar 2026 Asosiasi Periset Bahasa Sastra Indonesia

Students of vocational high schools are required to write an internship report as a form of accountability for completing their industrial training. However, various language errors are still found in students’ PKL reports. This study aims to describe and analyze morphological errors in the PKL reports of vocational high school students majoring in Electronics Engineering. The study employed a descriptive qualitative approach using document analysis. A total of 223 PKL reports were written by all students of SMK Negeri 3 Yogyakarta in 2025. The research data consisted of 25 PKL reports from students of the Electronics Engineering major selected through purposive sampling. Data analysis was carried out through the stages of identification, classification, description, quantification, and interpretation of morphological errors, with data validity ensured through theoretical triangulation. The results show that 286 morphological errors were identified, consisting of prefix errors (96), suffix errors (52), confix errors (41), reduplication errors (28), compound word errors (34), and base-form errors (35). Prefix errors were the most dominant type, accounting for 33.6% of all errors. These findings indicate that students still experience difficulties in applying affixation rules and forming standard words in formal written language. Such errors are influenced by interference from spoken language and the technical language used in the workplace. This study highlights the importance of structured and contextual morphology instruction to improve the quality of vocational students’ PKL report writing.

Anak Agung Gde Ekayana; Ni Kadek Puspita Dewi

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

Electronics learning in higher education continues to face various challenges, particularly in the provision of interactive learning media capable of concretely and engagingly visualizing the form, characteristics, and working principles of electronic components. The limitations of conventional learning media often result in abstract learning processes, which in turn lead to a low level of student understanding of basic electronics concepts. This study aims to develop the AMPERE as an innovative and technologically relevant interactive learning medium. The research employed R&D approach using the Borg & Gall model, which includes the stages of needs analysis, design, product development, validity testing, and limited implementation. The AMPERE application was developed using marker based AR technology, in which a smartphone camera detects markers to display and interact with 3D electronic component objects in real time. The results indicate that the AMPERE application achieved a high level of validity, with a score of 0.88 from subject-matter experts and 0.84 from media experts, and was therefore deemed suitable for use as a learning medium. The small-group trial results showed a practicality level of 82.07%, while the practicality test during the implementation stage reached 85.67%. These findings demonstrate that AMPERE is effective in enhancing learning interactivity and assisting students in understanding the form, function, and working principles of electronic components through smartphone-based digital visualization. Theoretically, these results are consistent with constructivist learning theory, which emphasizes active knowledge construction through direct experience and interaction with learning objects.

Yoel Adeputra; Muhaen Maya Wulandari; Dwi Imroatus Sholikah

Presidensial : Jurnal Hukum, Administrasi Negara, dan Kebijakan Publik 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

The patent dispute between Apple Inc. and Samsung Electronics Co. Ltd. is one of the largest Intellectual Property Rights (IPR) conflicts in the modern technology industry. This case began in 2007, when Apple launched the first-generation iPhone, revolutionizing the smartphone market with its minimalist design, full-touch screen, and intuitive interface. The success of the iPhone opened new markets and positioned Apple as an innovation leader. Samsung, as the largest electronics manufacturer in Asia, then produced the Android-based Samsung Galaxy smartphone, which quickly became the iPhone's main competitor. This business competition then turned into a legal dispute when Apple considered Samsung's products too similar to its products. This case involves claims of infringement of design patents and utility patents filed in various jurisdictions such as the United States, South Korea, Japan, Germany, and the United Kingdom. This article uses a normative juridical method with a statutory and case approach. The analysis shows that the patent dispute between Apple and Samsung cannot be resolved through a single international forum due to the territorial nature of the patent system. Therefore, litigation takes place in several countries and results in varying decisions.

Darmadi Darmadi; Eka Yuliyanti

Jurnal Nuansa : Publikasi Ilmu Manajemen dan Ekonomi Syariah 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This study aims to analyze the influence of product quality, price perception, and promotion on purchasing decisions for Panasonic brand electronic products at the Batam Electronics Store in Pekanbaru City. This study uses a quantitative approach with a survey method, where primary data is collected by distributing questionnaires to 45 consumers who have purchased Panasonic products. The sampling technique uses a purposive sampling method. The data obtained are analyzed using a structural equation model based on Partial Least Square (PLS) to test the relationship between research variables. The results of the analysis show that product quality has a positive and significant effect on purchasing decisions, indicating that product quality and reliability are important factors in consumer considerations. In addition, promotion is also proven to have a positive and significant influence on purchasing decisions, indicating the role of promotional strategies in attracting consumer interest. Price perception also has a significant influence, which means that the suitability of price with the benefits perceived by consumers can encourage purchasing decisions. The findings of this study confirm that improving product quality, setting prices that are in accordance with consumer perceptions, and implementing effective promotional strategies can strengthen purchasing decisions. Therefore, the results of this study are expected to be a reference for business actors in formulating marketing strategies for electronic products. Keywords: Product Quality, Price Perception, Promotion, Purchasing Decisions.

Muhammad Ramadhani; Ricky Afrizal Murzain; Dewi Dewanti Subrata; Wisnu Ponco Prabowo; Rahmadhani Anfasa

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2025 Asosiasi Riset Ilmu Teknik Indonesia

The use of buck converters as DC step-down voltage regulators is increasingly important in various power electronics applications. However, the quality of the output voltage is often disturbed by the presence of ripple, which is influenced by variations in the duty cycle. This study aims to analyze the effect of duty cycle variations on the output voltage and ripple of a buck converter using MATLAB/Simulink simulation. The method used is quantitative simulation by varying the duty cycle from 10% to 90% in a buck converter circuit with fixed parameters: input voltage 30 V, switching frequency 40 kHz, inductor 176.25 μH, and capacitor 44.33 μF. The simulation results show that the output voltage is proportional to the duty cycle, increasing from 3.245 V at D=10% to 26.82 V at D=90%. The highest ripple occurred at D=40% with a value of 0.07 V, while the lowest ripple was at D=50% with a value of 0.0003 V. These findings indicate the existence of an optimal operating point where the system works most stably. This study provides practical guidance in designing efficient and stable buck converters for applications such as battery charging and renewable energy systems.

Azam Muzakhim Imammuddin; Septriandi Wirayoga; Moh. Abdullah Anshori; Isac Ilham Akbar Habibi; Guntur Yanuar Astono +1 more

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

This community service initiative was carried out with the aim of introducing and training students of SMP Islam Sawahan Turen in programming and utilizing Arduino and ESP32 microcontrollers as a foundation for understanding modern technology. The workshop was specifically designed to provide students with knowledge of basic electronic concepts, sensors, and data communication, while also equipping them with practical skills to create simple microcontroller-based projects. During the sessions, participants received explanations about Arduino and ESP32, including how to connect sensors, process collected data, and transmit information to the Internet of Things (IoT) platform. In addition to the theoretical materials delivered, students were given opportunities to engage in direct practice under the guidance of experienced instructors, allowing them to gain a deeper comprehension of how the devices function. The combination of theory and practice helped students strengthen both their conceptual understanding and their technical abilities. Furthermore, the activity aimed to foster creativity and curiosity among participants in designing innovative projects that have real-life applications. This spirit of exploration is expected to nurture problem-solving skills, adaptability, and technological awareness from an early age. Beyond simply broadening students’ technological insights, the program also contributes to the enhancement of their competencies and preparedness in facing challenges of the digital era, ensuring that they can continue to grow as innovative learners and future innovators.

Yudi Hermansyah; Mahesi Agni Zaus

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2025 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to design and develop an interactive learning medium based on Augmented Reality (AR) for the subject of Basic Electronics Engineering, particularly on the topic of active and passive electronic components, in order to enhance the understanding and learning motivation of tenth-grade students at SMK Negeri 5 Padang. The development method used is the Multimedia Development Life Cycle (MDLC), which includes the stages of conceptualization, design, material collection, production, testing, and distribution. The final product of this research is an Android application utilizing AR technology to display 3D objects of electronic components, equipped with learning materials, educational videos, interactive evaluations, and a scan marker feature. The results of the development and implementation of this learning medium show that the Android application serves as an interactive medium that supports the learning process through Augmented Reality technology. The application received a score of 93% from the Media Expert, categorized as “Valid,” and 89.3% from the Material Expert, also categorized as “Valid.” Furthermore, the practicality test conducted with students showed an overall score of 93.15%, categorized as “Very Practical.” Based on the design results and validation by the Media Expert and Material Expert, it can be concluded that this interactive learning medium based on Augmented Reality technology is highly feasible for use. Furthermore, the implementation of this application in the learning process shows an increase in student participation and enthusiasm during the learning activities. Students appear more interested in exploring the material through 3D visualizations provided by AR technology, compared to conventional methods. The interactivity offered by the application, such as evaluation features and educational videos, also helps students understand concepts in a deeper and more enjoyable way. This shows that the integration of AR technology in learning media not only improves the effectiveness of the quality of the material.

Nurul Hidayah; Yasdinul Huda; Ilmiyati Rahmi Jasril; Hendra Hidayat

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2025 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to develop interactive learning media for logic gate material in Industrial Electronics Engineering subjects at SMK Negeri 5 Batam by utilizing Adobe Flash CS6 integrated with CircuitVerse. This media is designed to provide a more interesting, interactive, and applicable learning experience, so it is expected to improve students' understanding of the concept of logic gates which is a basic material in the field of electronics. The study uses a Research and Development (R&D) approach with a 4D development model that includes the Define, Design, Develop, and Disseminate stages. Research data were collected through validation by material experts and media experts, as well as practicality tests involving students. Data collection instruments were in the form of validation sheets and student response questionnaires. The validation results showed that the developed learning media obtained a score of 88.20% from material experts and 93.88% from media experts, both of which are in the "very valid" category. The practicality test involving grade XI students obtained a score of 92.80%, indicating that the media is "very practical" to use in the learning process. This interactive media combines elements of text, images, animation, and digital circuit simulations using CircuitVerse, so students can learn logic gate concepts visually and directly practice them virtually. This integration not only makes it easier for students to understand the theory but also trains problem-solving and critical thinking skills. The findings of this study indicate that interactive learning media based on Adobe Flash CS6 and CircuitVerse has great potential to increase learning motivation, student engagement, and conceptual understanding of logic gate material. This media is also relevant to support the implementation of the Independent Curriculum, which emphasizes project-based learning, independent learning, and complete competency mastery.  

A. Junaedi Karso

IJLS (International Journal of Law and Society) 2025 Asosiasi Penelitian dan Pengajar Ilmu Hukum Indonesia

The reciprocal tariff policy has a significant impact on a number of countries, including Indonesia. In this scheme, Indonesian non-oil and gas products are subject to a tariff of 32% when entering the US market. Such a high tariff places Indonesian exporters in a less competitive position compared to other countries that have more favorable trade arrangements with the United States. This condition becomes more complex when viewed in the broader context of the US-EU trade war, which creates uncertainty and turbulence in the global economy. Indonesian exports are affected both directly and indirectly. Indirect impacts can be seen from disruptions to the global supply chain, the slowdown in the world economy, and decreased global demand. As global production networks become increasingly interconnected, any disruption in major economies will ultimately suppress demand for Indonesian export commodities. This means that even if Indonesian products are not directly targeted, the ripple effects of global trade tensions will still hinder Indonesia’s export performance. For instance, reduced consumption in Europe and the US due to rising product prices and inflation will diminish market opportunities for Indonesian goods.On the other hand, direct impacts arise because several Indonesian products have been explicitly subjected to tariffs by the US government. These include textiles and textile products (TPT), electronics and their components, footwear, furniture, and palm oil (crude palm oil/CPO). Such tariffs significantly reduce Indonesia’s competitiveness in the US market, potentially leading to decreased export volumes, lower revenues for domestic industries, and job losses in export-oriented sectors. Furthermore, the policy also makes European products much more expensive in the US market, which worsens the global supply chain, increases logistics costs, triggers inflation, and escalates uncertainty in international trade.

Rawya Z Al-khayat; Ammar Gh. Ameen AL-dabbagh; Seba S. Mohammed; Raya Doraid Mohammed

Jurnal Riset Ilmu Farmasi dan Kesehatan 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

Nanotechnology is the science of present and future, it has different physical, chemical, biological preparation methods, it has many applications in green chemistry, agriculture, industry, electronics, environmental pollution. Gold, silver, zinc oxide and titanium dioxide nanoparticles are among most important particles that have many advantages and uses.

Frida Aprilia Pratiwi

Jurnal Nuansa : Publikasi Ilmu Manajemen dan Ekonomi Syariah 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This study aims to examine and analyze the influence of work stress and work environment on employee performance at PT Yamaha Motor Electronics Indonesia. The research involved 50 respondents selected using a purposive sampling technique, targeting employees who have worked for at least one year. Data collection methods included questionnaires, observation, and literature study. The data were analyzed using data quality tests (validity and reliability), classical assumption tests, multiple linear regression analysis, hypothesis testing (t-test and F-test), and the coefficient of determination (R²), all processed with the assistance of SPSS version 25.The results showed that, based on the partial t-test, the work stress variable had a negative and significant effect on employee performance with a t value of -7.862 > t table 2.011, while the work environment variable had a positive and significant effect with a t value of 5.543 > t table 2.011. Simultaneously, both variables significantly affected employee performance, as indicated by an F value of 43.229 > F table 3.20 and a significance value of 0.000. The Adjusted R Square value of 0.633 indicates that 63.3% of the variation in employee performance can be explained by work stress and work environment.    

Dian Ramadani; Mardatillah Mardatillah; Sani Gazali; Mira. S

Jurnal Manajemen Bisnis Digital Terkini 2025 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

P is a company engaged in logistics which is located at km 13 in the city of Balikpapan. PT. P focuses on the automotive, mining, oil and gas, materials and knowledge industries, fast-moving consumer goods (FMCG), electronics and technology, food and beverages, and e- commerce. In the PT. P department productivity is often not achieved due to the many problems that occur that hinder the company's target standards. The purpose of this research is to find out what factors can affect work productivity at PT. P department. There are several factors that can affect work productivity, including organizational culture, work ability and employee turnover. This study uses primary data and secondary data. The method used is a quantitative method.The results showed that there was a significant positive effect between organizational culture on work productivity, there was a significant positive effect between work ability on work productivity, and there was a significant positive effect between employee turnover on work productivity. The results of the F and regression tests found that there was an influence of 37.1% organizational culture, work ability and employee turnover together on work productivity and the remaining 62.9% was influenced by other variables.

Hildatul Insyiroh; Nynda Fatmawati Octarina

Doktrin: Jurnal Dunia Ilmu Hukum dan Politik 2025 International Forum of Researchers and Lecturers

A signature is a signature that represents a symbol as a result of a statement or a statement, a product whose development has been very rapid, and has become increasingly popular, an information technology and electronics company which is increasingly popular. With that, the Ellektronilk transaction was born and the use of ElleKtronilk's signature process as an aspect human error. So from iltul pelrlul pelnyelsulailan dulnila dilgiltal telrkailt konselp cybelr notary in ellelktronilk transactions. Ilnil research examines the effectiveness of ellelktronilk's signature in the notary cybelr concept meldnulrult prelsfelktilf pelrmeln komilnfo number 11 of 2022 and implements the research meltodel yulrildils normilvel yailtul sulatul development towards hulkulm problems from the perspective of the US implementation of legal regulations that are valid, article 15 paragraph (3) UlUlJN which regulates that notaries There are also other laxities that are regulated in the regulation of regulations. One of them is the ability to sell transactional financial assets carried out through e-Notary (el-Notary) which ultimately results in deeds of ilkrar, waqf and airplane mortgages. Telrbult legal regulations can be taken from UlUl ILTEl as a legal stand to support the implementation of el-Notary in carrying out electronic transactions. The ability to complete an Otelnilk deed as well as to sign it personally as a legal agreement between Common Law and Civil Law Notaries, between Cybelr Notary and Ellelktronilk Notary. The three things that have been developed have resulted in a formalized renewal strategy produced in a complete, reliable, reliable and safe system through a collaborative strategy developed by several companies or companies using the company's technology team. telmul, selkalilguls' harmony and practice in carrying out the position of notary in Ilndonelsila. The resulting conclusion is that Ellektronilk's signature strength in the notary cybelr concept in the Pelrmeln Komilnfo prelsfelktilf number 11 of 2022, still has no strong legal strength.

Uswatun Kasanah

Al Irfan: Jurnal Ilmu Pendidikan dan Penelitian 2025 IAI Sunan Giri Trenggalek

Gadgets are a collection of electronics that are intended to facilitate human tasks and activities, including smartphones and laptops. Gadgets are digital technologies that function as communication and information tools. Not only adults, teenagers, even children have also used gadgets to meet their needs. This study aims to reveal the influence of gadgets on students' morals and ethics. The research method used by the author is a qualitative method with a case study and interview approach. Qualitative research is a type of research that produces findings that cannot be achieved using statistical procedures or other quantification methods. Qualitative research is descriptive and tends to use analysis with an inductive approach. The sample of this study was students in grades 2 and 3 at MI Plus Nurul Fattah Gembleb. The number of students in grade 2 was 29 students and in grade 3 was 28 students. The research was conducted at MI Plus Nurul Fattah Gembleb, Pogalan District, Trenggalek Regency, East Java. The results of the study showed that the use of gadgets in children is in the high category with a percentage of 45.35%, the use of gadgets in children is in the medium category with a percentage of 35.00%, the use of gadgets in children is in the low category with a percentage of 19.65%. The use of gadgets has a significant influence on the development of morals and ethics of students at MI Plus Nurul Fattah. Excessive use of gadgets without proper supervision can have a negative impact on student behavior, such as reduced respect for parents, teachers, and friends. Uncontrolled addiction to playing gadgets can also reduce students' ability to interact socially, reduce empathy levels, and increase the tendency for individualistic behavior, students become lazy to learn and follow learning.

Ahmad Taufiq Akbar; Bagus Muhammad Akbar; Shoffan Saifullah; Andiko Putro Suryotomo; Rochmat Husaini +1 more

Jurnal Pengabdian dan Perubahan Sosial 2025 Lembaga Pengembangan Kinerja Dosen

Internet Network is one of the fields in informatics and electronics engineering which is now growing rapidly due to the issue of the industrial revolution 4.0 which is increasingly closely related to Cloud computing technology and the Internet of Things. Without resources and knowledge about computer networks, the Internet of things and Cloud computing are quite impossible to design. Computer networks give birth to internet access which is very much needed by every agency and even the entire community in the world. Especially in educational institutions such as Madrasah Aliyah (MA) Raden Fatah, which is located in Kalasan, Yogyakarta when in the era of the Covid-19 pandemic, it faces the challenge of disruption from offline learning to online learning. To answer the demands of the times, MA Raden Fattah is very enthusiastic in developing its institution towards a quality smart school. The network infrastructure available at MA Raden Fattah has not been optimized, so through this service, network design and management are carried out so that the need for access points that help students and teachers can be met. This service has succeeded in increasing the number of access points, optimizing the management of internet network resources at MA Raden Fattah, and improving the quality of teaching and learning services at the institution

Samsul Arifin; Didit Darmawan

Jurnal Visi Manajemen 2025 Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia Semarang

This study aims to understand the effect of product innovation on customer satisfaction and trust, focusing on customers in the electronics sector. Product innovation is considered a strategic element capable of increasing customer utility, creating competitive advantage, and strengthening the relationship between companies and customers. Using a quantitative approach, data was collected through a survey to explore customer perceptions related to innovation, satisfaction, and trust. The results show that product innovation significantly affects customer satisfaction, especially through the relevance of the features offered, product quality, and adequate after-sales service. Customer trust in the company is also influenced by the success of product innovation to create real added value. This trust is formed through consistency in product quality and transparency in communication. This research implies that companies need to make innovation a strategic priority that is oriented towards customer needs. A deep understanding of customer preferences and expectations through market research and direct feedback is essential to support the innovation process. Effective communication to explain the benefits of innovation to customers should be part of the marketing strategy. With this approach, product innovation can be an instrument that increases customer satisfaction and trust, and creates long-term beneficial relationships.

Ary Hendri Saputra; Ernu Widodo; Vallencia Nadya Paramita

Perspektif Administrasi Publik dan hukum 2025 Asosiasi Peneliti Dan Pengajar Ilmu Sosial Indonesia

A good human being always uses the time given to him by the creator to be used to create useful works. One of the acts that is useless and has been in the habit in the past until now is gambling. Legal issues of this normative legal research: How does gambling crime occur in society? What is meant by the phrase gambling content as referred to in Law Number 11 of 2008 concerning Information and Electronic Transactions? Gambling crimes in society are a complex and growing problem. The crime of gambling is regulated in Articles 303 and 303 bis of the Criminal Code, which states that gambling is any game that contains elements of betting in the hope of getting a profit based on luck or skill. Gambling encompasses a wide range of forms, from traditional games such as cockfighting and lotteries to online gambling. This activity not only involves people from the lower layers, but also reaches the middle and upper classes. Article 27 paragraph (2) of Law No. 11 of 2008 Electronic Information and Transactions The phrase gambling content includes the following elements: 1. Intentional, An act is carried out with the intention to distribute or transmit gambling content. 2. Without Rights, the Perpetrator does not have permission or the right to perform such acts. 3. Gambling Content, Content distributed or transmitted contains elements of gambling, either directly or indirectly.