Shanahan, Ramasya Karunia (2024) Sistem Informasi Penjualan Pakaian Pada Toko Ilovemoneyk Dengan Gamification Berbasis Website. Bachelor (S1) thesis, Wijaya Kusuma Surabaya Universitiy.
Text
Abstrak Tugas Akhir - Ramasya Karunia S ( 19120025 ) 2024.pdf Download (605kB) |
|
Text
BAB 1 Tugas Akhir - Ramasya Karunia S ( 19120025 ) 2024.pdf Restricted to Repository staff only Download (285kB) |
|
Text
BAB 2 Tugas Akhir - Ramasya Karunia S ( 19120025 ) 2024 - Copy.pdf Restricted to Repository staff only Download (740kB) |
|
Text
BAB 3 Tugas Akhir - Ramasya Karunia S ( 19120025 ) 2024.pdf Restricted to Repository staff only Download (1MB) |
|
Text
BAB 4 Tugas Akhir - Ramasya Karunia S ( 19120025 ) 2024.pdf Restricted to Repository staff only Download (3MB) |
|
Text
BAB 5 Tugas Akhir - Ramasya Karunia S ( 19120025 ) 2024.pdf Restricted to Repository staff only Download (246kB) |
|
Text
Daftar Pustaka, Tugas Akhir - Ramasya Karunia S ( 19120025 ) 2024.pdf Restricted to Repository staff only Download (270kB) |
|
Text
Lampiran 2 Tugas Akhir - Ramasya Karunia S ( 19120025 ) 2024.pdf Restricted to Repository staff only Download (555kB) |
|
Text
Laporan Cek Plagiasi (1) - Sistem Informasi Penjualan Pakaian Pada Toko Ilovemoneyk Dengan Gamification Berbasis Website.pdf Download (370kB) |
|
Text
Laporan Cek Plagiasi (2) - Sistem Informasi Penjualan Pakaian Pada Toko Ilovemoneyk Dengan Gamification Berbasis Website.pdf Restricted to Repository staff only Download (19MB) |
|
Text
Ramasya Karunia Shanahan-19120025-Melek-IT-2024.pdf Restricted to Repository staff only Download (3MB) |
Abstract
In this digital era, people are accustomed to carrying out buying and selling activities or shopping for goods online. The ilovemoneyk shop is a shop that sells second-hand clothes from both local and foreign brands. Currently, the ilovemoneyk shop only sells by opening a shop and customers come directly to the shop. To reach a wider market, the ilovemoneyk store needs to create a sales website so that it can reach more buyers. Gamification is a method applied to the system as a strategy to attract customers to shop frequently and be happy because they get benefits such as badges that give discounts on every transaction. Therefore, this problem gave rise to the idea of creating a website-based information system for clothing sales at ilovemoneyk stores and using the concept of gamification to make customers more loyal in making transactions at ilovemoneyk stores because customers will get benefits such as discounts at a certain level. This website will later be used as a media for selling clothes at the ilovemoneyk shop. This website helps sales in stores and makes it easier for admins to manage the clothes to be sold. For buyers, it will be easier to check products and buy available via the website without having to come to the shop. With the existence of a clothing sales information system at the ilovemoneyk store with website-based gamification, this helps product sales and makes customers happy with the product and makes them loyal with gamified badges that give them discounts.
Item Type: | Thesis (Bachelor (S1)) |
---|---|
Uncontrolled Keywords: | Pakaian, website, gamification |
Subjects: | T Technology > T Technology (General) |
Divisions: | Faculty of Engineering > Computer Science or Informatics Study Program |
Depositing User: | Ramasya Karunia Shanahan |
Date Deposited: | 18 Sep 2024 05:02 |
Last Modified: | 18 Sep 2024 05:02 |
URI: | http://erepository.uwks.ac.id/id/eprint/18894 |
Actions (login required)
View Item |
Downloads
Downloads per month over past year