Among the reasons for the inability of the students to identify the issue and solve the problem is because the students are not able to understand the idea of the open-ended problem and they require abstract knowledge to create and find the solution to the problem (Ali, 2019). To do so, the students need to listen to the class lecture and read books to have a brief idea of the legal problem that they are facing. However, students rarely pick a book that is not appealing to them and don’t enjoy school reading (Miksikova, 2019). Hence, the innovation of Issue Finder is made to cater to the problem by encouraging the student to read by using the method of gamification because the method can improve student engagement and consolidates their knowledge (Ros et al, 2020). The effective deployment of gamification and game-based learning in higher education across many countries/student cultures, subjects, and formats gives educators cause to be optimistic about their applicability (Subhash & Cudney 2018). Therefore, the objective of this study is as follows: 1) To explore the reported effectiveness of gamification in improving student engagement in class 2) To what extent does a gamified quiz with points affect learning process performance? This study is important in contributing to the improvement of related teaching practices for Law lecturers to improve the quality of education. The results obtained can be used to help students improve their level of understanding of the topic of the Law of Contract. Although this study was carried out at a Polytechnic level, this teaching practice can also be adopted by students in other institutions to ensure that the learning process is fun and enjoyable. 2. LITERATURE REVIEW In line with the rapid development of the education system in Malaysia over the past few decades, the transformation of knowledge and skill delivery has been prioritized to meet the Ministry of Education’s need for Technical and Vocational Education and Training (TVET) graduates to be holistic, entrepreneurial, and balanced (Jabarullah & Hussain, 2019). Among them, is the 10th Leap which is the Transformation of Higher Education Delivery which aims to improve the quality of students. In the context of technical education institutions including polytechnics, learning clusters consist of knowledge and understanding (Knowledge & Understanding), cognitive skills (Cognitive Skills), practical skills (Practical Skills), interpersonal and communication skills (Interpersonal & Communication Skills), digital skills and numbering (Digital & Numeracy Skills), leadership, autonomy, and responsibility skills (Leadership, Autonomy & Responsibility), personal and entrepreneurial skills (Personal & Entrepreneurial Skills) and ethics and professionalism skills (Ethics & Professionalism) were introduced (Malaysia Education Blueprint 2015-2025). To achieve the above goals, the Ministry of Higher Education (KPT) in general and polytechnics, in particular, must reform the way that instruction is delivered. This can be done by following the practices of universities and colleges throughout the world which use Problem Based Learning (PBL) as the main educational method for courses in many subjects (Moust 2021). It shares similar concerns and expectations for learning that target twenty-first-century skills that indirectly influence PBL which response to the requirement for active, collaborative, immersive, motivating, and engaging learning environments (Moallem, 2019). Problem-Based Learning (PBL) is introduced to replace teacher-centered learning (Radzali, 2018). to as a self-directed learning inquiry (Leary, 2019). It is a teaching strategy that aims to get students ready for real-life situations (Belwal, 2020). Ideally, PBL is known as the most innovative pedagogical method ever implemented in any educational system because of its ultimate goal of fostering students' ability to solve problems (Ulger, 2018; Ramadhani 2019; Zhao 2020). This is because PBL enhances students' learning outcomes by developing their skills and abilities in applying knowledge, solving problems, practicing higher order thinking, self-directing, and reflecting on their learning (Guat & Hamidon 2022) In unlocking the full potential of PBL, the learning process will be made by creating small groups of students (Khamchiyev, 2020) and the teacher will act as a mediator to ensure the smooth progress of the learning process (De la Vega, 2022). However, students are also required to operate in a student-based method due to the individualized nature of their teamwork duties. Learning is much more active. In this instructional strategy, the instructor plays several roles, including the narrator, resource provider, and coach. Students on the other hand will talk, argue, write, and ultimately learn to work collaboratively in a group as a result of the PBL approach's development of learners' critical thinking abilities (Akcay, 2009). 188
The following aspects of the PBL approach make it significant. First, it is grounded in a trustworthy theory from the study of cognitive psychology. The second requirement is for students to play an active and crucial part. Thirdly, it downplays the too strong position of teachers. Four, it promotes peer and self-assessment over instructor evaluation. Fifth, it encourages critical and creative thinking in students. Sixth, it connects knowledge to issues in the actual world, which will increase students' motivation (Shakhnoza, 2022). Despite all the advantages and skills that can be acquired by a student that learns through problem-based learning and learning legal skills accompanied with it and with the addition of the imposition of learning law as a common core discipline of study that crosses all the fields of study, It is worth to note that non-law students are not expected to become lawyers, but rather will be introduced to the legal environment in which they operate and the importance to seek professional legal advice at times if the need arises (Vida, 2007). However, the skills acquired through learning via PBL will be a helpful tool to be used when facing issues in the real world where even with the consultation of the legal officer, they can comprehend the legal terms and jargon during discussion and make a legally informed decision. Reviewing the feedback and student evaluation modules, law subjects in general seem to be a struggle for students. Since the law is a theoretical subject, it may seem dry, and they are frequently unsure of how to study the subject and feel overloaded by the amount of reading and memorizing (Razak & Azmi, 2018). In addition, they need to be well versed with the legal skills needed in answering law questions (Wolff, 2021). This can subsequently result in more difficulties with writing assignments and tests, and lead to obtaining low marks that frustrate both students and lecturers. To add to the burden on the students, the recent COVID-19 epidemic, which has an impact on the entire world, has increased the pressure on students (Copeland, et al, 2021) and teachers alike (Thandevaraj, et al,2021). According to Shahzad et al (2020), most countries have to adjust to new teaching and learning methods because the impacts of this pandemic are unpredictable and have an impact on the educational system. Based on these reasons, the lecturers need to diversify their methods of teaching to increase student motivation to attract their interest and confidence in learning this law course. This is because a student's ability to learn successfully depends on whether or not they are motivated, as motivation propels pupils to meet their learning objectives. In contrast to uninterested students, who may learn little and generally make teaching difficult and painful, highly motivated students typically learn with joy and make classes easier to teach (Filgona et al, 2020). However, depending on what a task requires of us, we will apply varying amounts of attention to it. The more we are motivated to do the task, the higher our attention span will be. This hypothesis is backed by a study Lopez conducted between 2019 and 2022, which found that by utilizing technology, children's motivation increases along with their attention span. Thus, a gamification strategy in a problem-based learning setting is deemed appropriate to solve the issue because it is a potent tool for accelerating the attention of the user (Kesumawati, 2018). It is worth noting that at every level of instruction, it is essential to teach students by their aptitude because educators must focus on student's personalized learning and development in accordance with the current educational model (Li, R. (2020). Also, most studies in the available literature indicated that gamification had beneficial effects on motivation. (Alsawaeir, 2018; Bell, 2018; Bevins and Howard, 2018; Dicheva, 2015; Faiella, 2015). This is because compared to other courses, students thought gamified courses were more fascinating, motivating, and learning-friendly (Dicheva et al, 2015). Gamification features also can effectively promote students' writing participation, writing performance, interest in writing, as well as their perceptions of the use of educational selfmanagement games (Liao, 2018). Since writing and case-solving are fundamental components of legal work, these improvements are crucial for the student. In assessing the effectiveness of the gamification method via the innovation of ISSUE FINDER, firstly, the students are given online lectures and assisted with lecture notes for chapter 2 under the topic of Law of Contract. Then, they are given a pre-test to measure their understanding of the topic. After that, they were given a link to the issue finder game in which they need to play drag and drop game of the incorrect issue in a combination of legal problems that was made into a story. 189
Figure 1: The interface of the Issue Finder innovation They are allowed to repeat the same game until they have reached full marks of the game. This way, not only can they improve their marks due to active participation in class which escalates the efficiency of the learning outcome (Kholmurzaev & Tokhirov, 2021) but the repetitive nature of the game allows them to memorize the correct legal elements perfectly (Tagliabue et al, 2020) As a result, there is a major difference in the increase in marks that is evidenced by the pre and post-test. 3. METHODOLOGY Based on the study made by Mohamed, et al (2021) discussing the innovation This study evaluated quantitatively by distributing pre and post-test questions to 56 students from PMJB in Session I 2021/2022 who registered for the DPB3063 Business Law course, which consists of third-semester students from the Diploma in Logistics and Supply Chain Management (DLS 3). The test questions are verified by the head of the Business program based on the requirements of the Course Learning Outcome provided in the syllabus endorsed by the Department of Polytechnic and Community College Education (JPPKK). The purpose of this pre and post-test is to determine the level of students' grasp of basic contract law cases, and to investigate the differences in student scores following the use of innovative products via ISSUE FINDER implemented using the Microsoft Excel system. Additionally, in analyzing the development of critical thinking skills of the student, (Changwong, et al 2018) the difference in the analysis of the average value (mean) is utilized to determine the average score attained by each class, and only percentage values are used to gauge how confident students are in the efficacy of this product. 4. ANALYSIS AND RESULT This study involved 54 students of DLS from two different classes of DLS3A and DLS3B and the demographic of respondents are represented in Table 1. Most respondents are female students with a total of 31 (55%) and another 23 (45%) are male respondents, and there are 27 participants from each class respectively. Table 1: Demography of Respondents Men Women Total Class of DLS3A 13 14 27 Class of DLS3B 10 17 27 Total 23 31 54 Referring to Figure 1, there are slight differences in total points scored from pre-test and post-test. There are 15 problem-based questions with multiple choice answers distributed to the respondents using Google Forms. The average total point for pre-test is 8.29 while for post-test is 11.68 over 15 marks. The total point 190
scores showed an increment in the median from 8/15 for pre-test to 14/15 for post-test. Overall, the mean increased by 40.9 percent while the median increased by 75 percent. Figure 2: Total Points Distribution for Pre-Test and Post-test Mean or average value is frequently used and considers the whole data set (Faizah et al, 2015). From the average value, it shows increasing points scores from pre-test to post-test. However, the skewed total points distribution for post-test should be considered for median rather than mean for identification of central value (Zach, 2021). The median value also shows rising points that define the better performance of respondent’s marks after using the issue finder. It indicates that using issue finders does help students identify correct issues, apply suitable law concepts, and suggest the correct answers or recommendations for problem-based questions. Table 2: Paired Samples Correlations and Test N Correlation Sig. Std. Deviation DLS3A PRETEST & POSTTEST 27 .010 .959 5.48995 DLS3B PRETEST & POSTTEST 27 .499 .008 3.76935 The result of this study is highly significant to compare the pre-test and post-test results for DLS3A, showing that issue finders do help students of the class solve problem-based questions. This is shown with the 95% confidence interval. However, the result is different for DLS3B where the data shows insignificance and no correlation between pre-test and post-test marks. There must be factors that bring highly different significance values between the two classes and further study is needed to identify these factors. The standard deviation shows that the individual responses on average were a little over 5 points away from the mean for DLS3A and only 3 points for DLS3B. It means that there are more spread-out individual points in class DLS3A compared to DLS3B. 5. CONCLUSION In answering the first research question on the effectiveness of gamification, it is evident based on the literature reviews and the submission of the student’s answers using the game of issue finder, the student's attention and engagement spikes as they are willing to continuously repeat the game until they reach the highest mark possible. The interesting attitude of the students affirms the study by Lopez in 2022 that by taking full advantage of technology, children's motivation increases along with their attention span and that it has extended effects on the higher institution students. From the researcher’s view during the application of the game in class, the student’s tendency to ask questions, participate in the discussion and find the correct answer in the notes is also evident. As a result, 191
it has answered the second research question where a gamified quiz with points enhances their learning process performance. This is evidenced by the post-test whereby the median value shows rising points that define the better performance of respondent’s marks after using the issue finder. To ensure that the goals of the lesson are met, effective teaching methods must be used. The lecturer's extensive and systematic expertise in planning and handling will make the delivery of lesson information simple to understand. Innovation through gamification in terms of identifying the legal root of the case problem using ISSUE FINDER is effective when implementing problem-based learning in the Business Law course, particularly for the topic of law of contract, as it can help students to pinpoint the correct legal issue to a different legal related situation. Adopting the innovation described in this article will improve the studentteacher relationship, students’ motivation, and learning process. Future research is suggested to do study for different backgrounds of respondents, or other courses to see the significance and reliability of the hypothesis of this study. REFERENCES Akcay, B.2009. Problem-based learning in science education. Journal of Turkish science education, 6(1), 28- 38. Ali, S. S. 2019. Problem-based learning: A student-centered approach. English language teaching, 12(5), 73- 78. Allen, V. 2007. A critical reflection on the methodology of teaching law to non-law students. Web journal of current legal issues, (4). Alsawaier, R. S. 2018. The effect of gamification on motivation and engagement. The International Journal of Information and Learning Technology. Arifin, R., Alkadri, R., Sari, D. P., Resthiningsih, L., & Holish, A. M. 2019. Improving law student ability on legal writing through critical and logical thinking by irac method. Indonesian Journal of Advocacy and Legal Services, 1(1), 107-128. Bell, K. 2018. Game on!: Gamification, gameful design, and the rise of the gamer educator. Johns Hopkins University Press, Baltimore Belwal, R., Belwal, S., Sufian, A. B., & Al Badi, A. 2020. Project-based learning (PBL): outcomes of students’ engagement in an external consultancy project in Oman. Education+ Training. Bench-Capon, T. 2020. Explaining legal decisions using IRAC. In CEUR Workshop Proceedings (Vol. 2669, pp. 74-83). Bevins, K. L., & Howard, C. D. 2018. Game mechanics and why they are employed: What we know about gamification so far. Issues and Trends in Learning Technologies, 6(1). Changwong, K., Sukkamart, A., & Sisan, B. (2018). Critical thinking skill development: Analysis of a new learning management model for Thai high schools. Journal of International Studies, 11(2). Copeland, W. E., McGinnis, E., Bai, Y., Adams, Z., Nardone, H., Devadanam, V., ... & Hudziak, J. J. .2021. Impact of COVID-19 pandemic on college student mental health and wellness. Journal of the American Academy of Child & Adolescent Psychiatry, 60(1), 134-141. De la Vega, A. G. 2022. The GeoScenario: A Methodological Resource From Problem-Based Learning (PBL) in Landscape Teaching. In Didactic Strategies and Resources for Innovative Geography Teaching (pp. 51-78). IGI Global. Dicheva, D., Dichev, C., Agre, G., & Angelova, G. 2015. Gamification in education: A systematic mapping study. Journal of educational technology & society, 18(3), 75-88. Faiella, F., & Ricciardi, M. 2015. Gamification and learning: a review of issues and research. Journal of elearning and knowledge society, 11(3). 192
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A New Rebranding SME Packaging Design Concept for DFF Industries Sdn. Bhd. Via Illustration Nurulkusuma binti Adnan1 and Muhammad Rizqin Husnan bin Junan2 1&2 Department of Design and Visual Communication, Politeknik Ibrahim Sultan, KM10, Jalan Kong Kong, Pasir Gudang, 81700, Malaysia. [email protected] [email protected] Abstract: This study was conducted to rebrand the graphics on the product packaging with a bright and bold colour concept, thus changing the packaging structure of the company's food products with established and safer materials. The ADDIE model has been adapted for this product development. A quantitative method was used in this research with a questionnaire used as an instrument to collect and analysed data. This survey was uploaded and shared via Google Form link to one hundred (100) respondents who participated randomly in the community with sixty-one (61) women and thirty-nine (39) men. The data collected were analysed and the result concluded that the most influential element of bright and various colours is suitable to attract the attention of the consumer. Besides that, the 2D illustration moreover beneficial for the frozen food packaging design. The findings collected also showed that the packaging structure is important for product safety. Moreover, translucent plastic is used on the packaging to allow the consumers to see the product in the packaging and the box material for security purposes. Therefore, this study will focus on modern graphic design and robust packaging structure for traditional frozen food products that are marketable and meets the taste of a customer. The results of this study show that consumers are more interested in buying products with more prominent and innovative graphic designs. Thus, have been restructured and new design, it is expected the company should be concerned with the graphic. Keywords: Rebranding, Packaging Design, Graphic Design 1.0 INTRODUCTION The importance of packaging is because of its function as a protection for the product to maintain nutrients from organisms and germs. Based on Muhammad Faishal and Effendi Mohamad's (2021) studies, the role of packaging is very important in building a target market to determine the consumer's decision to buy an item such as a food product. Moreover, referring to Taku Togawaa and Jaewoo Park (2019), a good design in packaging is a powerful medium that saves costs for manufacturers to convey product information to consumers. The packaging of Doana Frozen Food Company's products has an outdated design and does not meet the tastes or needs of consumers. Packaging is an opportunity to tell customers who you are as a brand and what you trust. Moreover, Tia Toby (2019) stated that when food packaging is promoted for delivery, many people can see it, then order from your brand and become stronger in the market. It needs to attract, create a mood, and induce a variety of emotions. Importantly, according to Konrad Kwiatkowski (2018) packaging should provoke the customers and think of the brand of its products Therefore, the packaging design of Doana products needs to be redesigned according to the trends of the times that follow the tastes and desires of consumers. The packaging material of Doana products is only wrapped in transparent pp plastic and does not have a strong and strong structure to protect their products. According to Asri, Chik, Rais and Othman (2020), various types of materials are used in packaging such as sacks, plastic, boxes, and containers to guarantee the product's lifespan. Food packaging boxes are a great way to tell customers about your brand and the type of food you offer them. Product packaging from Doana Frozen Company should be packaged in a relatively safe box and product quality is guaranteed. These study objectives are to redesign and rebrand packaging that is more attractive and effective to customers and lastly to ensure the product remains safe and ensure its quality is guaranteed. The scope of the study will be conducted in Felda Air Tawar 1, Kota Tinggi, Johor. The information obtained will be used to continue the packaging design development project for Doana's frozen products. 195
2.0 LITERATURE REVIEW Rebranding is a strategy to solve a problem and improve customer satisfaction and confidence by addition of creativity and originality according to Basit Ali (2019). Rebranding is also relevant when the ownership structure of a company changes due to mergers and acquisitions when the corporate strategy changes or when changes can be observed in the external environment. Moreover, Fadhilnor Rahmad (2020), said that rebranding is a process that develops and builds one brand and company by product or service in the market with a different brand identity. Nadeesha M. Gunaratne (2019) said that appearance products like branding and packaging design will influence a consumer to buy the food product. Bambang Kuswandi and Jumina (2020) stated that good packaging is not only able to protect the quality and shelf life of the food but also displays information about the quality, manufacturing process and safety of the food. The main purpose of packaging is to hold its contents securely to prevent leakage and breakage, and to protect food from different dangers during the distribution process too. Besides, the packaging is also used as a form of the promise given by companies to consumers which means that the packaging is used as a means of delivering information related to the product. Packaging design is another crucial part of a product, especially for a new existence in the industry. Packaging design includes the fonts, layout and colours used on the product. According to Lungwen Kuo, Tsuiyueh Chang, and Chih-Chun Lai (2021), a way to improve the product's appearance is by stimulating the consumer visually and giving the sensation of aestheticism. The scenario nowadays has changed the packaging design not only to protect the merchandise from possible harm but also to encourage purchases; in other words, some consumers select their product based on packaging design. Moreover, Novan Andrianto & Rahayu Arya Shintawati, (2020), said that successful packaging can meet the needs and desires of the target audience, which can communicate and follow by consumer behaviour. Graphic design is a broad discipline that includes various principles and elements of art. It can be difficult to explain as a fractured discipline because designers work in a varied environment and may rarely or never, engage in some aspects of practice. Graphic design works as ideas, concepts, text, and images that present them in visual form through print, digital or other forms of media. Dorotea Kovacevic (2020), mentions that aesthetics on packaging can appeal through applying graphic design principles. The graphic design was affected the most influential besides the components of sensory expectation, quality, price perceptions said Shekoofeh Maleki (2019). 3.0 RESEARCH METHODOLGY This study involved a qualitative research design and was built by research development using by Model of ADDIE (Figure 1). According to Mohd Jalil Ahmad & Md.Nor bin Abdul Halim (2019), there are five phases in this model of the research process. There are analysed, designing, developed, implementation and evaluation. Figure 1: Model ADDIE In analyse phase, the problems determined that are needed to solve. After that, an analytical process can be identified to find out what are the factors that related to the problem. The problem focuses on the studies objectives of rebranding and redesign the packaging and to ensure the product remain safe and ensure its quality is guaranteed. Next phase, involving all design phase. The designs process was including the sketching, designing (Figure 2), packaging structure, types of die line and paper material with label mapping packaging design finishing. According to Mohd Erfy Ismail (2018), planning strategies are involved in designing to achieve goals. According to the Model ADDIE, the keyframe of the foundation in developing this study because of solving the problem determined from the early research stages based on the objective. In this research, a questionnaire by google form that uses a quantitative method approach is given to one hundred respondents. In the early stage of research, an interview to the company to identity a need to this research. The results were included in the problem statement and a survey in developing in the product research. Analyse Phase Design Phase Development Phase Implement Phase Evaluate Phase 196
Figure 2: Mix Media, Painting and Digital Illustration Moreover, in development phase, using all appropriate paper material like Art Card 250 gram per square, cold laminate paper, sticker label, increase tools, glue, double sided tape to build 3D mock-up based on research requirements. The purpose of this phase to produce 3D mock-up (Figure 3) with proper and precisely packaging material for this company. Each development will be tested to ensure that it was practically effective and consistent. Figure 3: 3D Mock-up Development Furthermore, involving implement phase, which is 3D mock-up that have been prepared given to company to test and being implemented in the research. Testing will be on packaging design and material which will be developed by the researcher. The finalized and complete of packaging design and material was tested to identify errors during the project development process. All the mistakes will be repaired before it is fully delivered to consumers. This evaluated phase involved an advance of the implementation phase. The responses are gained by company which consist of three aspects such as the development of packaging design process and packaging materials that ensure remain product safe and its quality (Figure 4). Figure 4: Final Design Packaging Design These study findings showed that a new rebranding of this research helped SME industry increased more potential market. The questionnaire is divided into two categories to redesign and rebranding through Illustration in Packaging Design and to ensure that the product remains safe, and its quality is guaranteed with the Structure in Packaging Material. Referring to Table 1, most respondents (98.1%) were agreed that the usage of bright and various colours is suitable to attract the attention of consumers. Moreover, 85.6% respondent were agreed that 2D illustration more suitable for this frozen product. Addition for that, about 68.6% agreed that pen and marker as the type of illustration for this product. Besides, the percentages of 100% strongly agreed that the packaging structure important for product safety. The findings showed that 96.2% were strongly agreed that the translucent plastic is used on the packaging to allow consumers to see the product in the packaging. Respondents also agreed 76% wanted a handle for the packaging structure for this company. Besides that, 86.7% of respondents were agreed that company products need box material for more security purposes. 197
Table 1: Illustration in Packaging Design No Statement YES NO Q1 Does the above packaging attract your interest as a consumer to buy the product? 46.2% 53.8% Q2 Is the use of 2D illustrations suitable for this frozen product? 85.6% 14.4% Q3 The use of bright and various colours is suitable to attract the attention of consumers. Do you agree? 98.1% 1.9% Q4 In your opinion, which illustration is suitable to use on the packaging products? ILLUSTARATION 1 ILLUSTARATION 2 ILLUSTARATION 3 16.2% 60.0% 23.8% Q5 In your opinion, which type of illustration is suitable for the product? PEN & MARKER B&W PEN FLAT VECTOR 68.6 0.0 31.4 Table 2: Structure in Packaging Material No Statement Percentage (%) Yes No Q6 In your opinion, is the packaging structure important for product safety? 100.0 0 Q7 Does the packaging structure for Doana company products require a handle? 76.0 24.0 Q8 Do you agree that Doana Frozen Food’s products need box material for more security? 86.7 13.3 Q9 Translucent plastic is used on the packaging to allow consumers to see the product in the packaging. You agree? 96.2 3.8 198
Q10 Which form is suitable for safe storage and transportation of Doana company products? STRUCUTURE 1 STRUCTURE 2 STRUCTURE 3 74.3 19.0 6.7 4.0 FINDINGS AND DISCUSSION Referring to the result from the previous chapter, the researchers found that the usage of bright and various colours is the most suitable to attract the attention of consumers. Azman and Shahrul Azmeer (2020), said that attractive colours are one of the main keys in packaging design in addition to the use of text and graphic elements. The implementation of 2D illustrations in food packaging has a high impact on the choice of buyers in the market. Throughout this study, the challenge was to accurately measure the packaging structure. It needs to be measured carefully so that the packaging looks solid and neat. In addition, the colour selection on the illustration also requires time to match the colour of the illustration with the colour of the back of the packaging. All these processes are performed using the Procreate application on the iPad, Adobe Illustrator. The packaging structure, handle, and boxes are very important for product safety purposes. As mentioned earlier, the illustration in packaging design gives the highest impact on buying the food product. Chitroda, J., & Patel, P, (2020), stated that a good mix of colour usage can influence the buyer's interest by just looking at the external design of the packaging. 5.0 CONCLUSION In conclusion, consumers in this modern age have been exposed to great graphics. So, they have become accustomed to looking at the graphics so much so that they apply their point of view to something by looking at the visuals of the graphics that are aesthetically pleasing. 6.0 REFERENCES Asri, Chik, Rais and Othman. 2020. SME Product Packaging: How to Attract Consumers? International Journal of Business Society, 4 (7), 102-109 Azman, Shahrul Azmeer. 2020. Color in Packaging. Journal of Art and Design (REKA), 2. pp. 17-19. ISSN 2600-7878V Basit Ali 1, Muhammad Nazam 1, Rana Shahid Imdad Akash 2, Kashif Hamid 1, Muhammad Hashim 3, Sajjad Ahmad Baig 3. 2019. Investigating the Impact of Corporate Rebranding on Customer Satisfaction: Empirical Evidence from The Beverage Industry. International Journal of Advanced and Applied Sciences, 6(4) 2019, Pages: 110-122. Chitroda, J., & Patel, P. 2020. A Study on Product Packaging Impact on Consumer Buying Behaviour. International Journal of Novel Research in Marketing Management and Economics Vol. 7, Issue 1, pp: (74-82), Month: January - April 2020. ISSN 2394-7322 Dorotea Kovačević, Maja Brozović, Dubravko Banić. 2020. Applying Graphic Design Principles on Tea Packaging. http://doi.org/10/24867/GRID-2020-p64 Fadhilnor Rahmad, Siti Arpah Noordin, Ap- Azli Bunawan, Zahari Mohd Amin. 2020. The Impact of Corporate Rebranding on Malaysian Public Library Users’. 1618: Creating Global Competitive Economies: 2020 Vision Planning & Implementation. Lungwen Kuo, Tsuiyueh Chang, Chih-Chun Lai. 2021. Visual Color Research of Packaging Design Using Sensory Factors. Sanming University, Research Foundation for Advanced Talent, Grant/Award Number: 21YG02S 199
Krishna, A., Cian, L., & Aydınoğlu, N. Z. 2017. Sensory aspects of package design. Journal of Retailing, 93(1), 43-54 Konrad Kwiatkowski. 2018. The importance of Product Packaging and Branding. https://fleximize.com/articles/012727/the-importance-of-product-packaging Mohd Jalil Bin Ahmad, & Md.Nor Bin Abdul Halim. 2019. Pembangunan Fuel Injector Tester Untuk Pengajaran Dan Pembelajaran Modul Skr 4303. Journal Of Technical and Vocational Education (2019). Volume 1. Page 51-60. Muhammad Faishal and Effendi Mohamad. 2021. Integrated Approach to Customer Requirement Using Quality Function Deployment and Kansei Engineering to Improve Packaging Design. Asia-Pacific Journal of Science and Technology: Volume: 26. Issue: 02. Article ID.: APST-26-02-04. Nadeesha M. Gunaratne. 2019. Effects of Packaging Design on Sensory Liking and Willingness to Purchase: A Study Using Novel Chocolate Packaging. Heliyon (5) 2019, Volume 5, Issue 6, June 2019, e01696. Novan Andrianto & Rahayu Arya Shintawati. 2020. Analysis of the Effect of Packaging Creativity, Packaging Effectiveness and Brand Trust on Interest in Purchasing SME Products in EastJava. Proceeding of the 2nd International Conference on Business and Management of Technology (ICONBMT 2020) – Part 2 Sinar Harian. 2018. KPM Lancar Kempen Guru Pembelajaran Abad Ke-21. 20 Disember. https://www.sinarharian.com.my/article/3275/BERITA/Nasional/KPM-lancar-kempen-gurupembelajaran-abad-ke-21] Shekoofeh Maleki, Seyed Fathollah Amiri Aghdaie, Arash Shahin & Azarnoush Ansari. 2019. Investigating the Relationship Among the Kansei-Based Design of Chocolate Packaging, Consumer Perception, and Willingness to Buy. Journal of Marketing Communications, Volume 26, 2020 – Issue 8 Tia Toby. 2020. Why Custom Packaging Boxes Are Necessary? https://tiatoby7.medium.com/why-custompackaging-boxes-are-necessary-f7dc21a50cc8 Taku Togawaa & Jaewoo Park. 2019. A Packaging Visual-Gustatory Correspondence Effect: Using Visual Packaging Design to Influence Flavour Perception and Healthy Eating Decisions. Journal of Retailing Volume 95, Issue 4, December 2019, Pages 204-218. 200
Developing a Smart Multifunctional Activewear Jacket Nurrul Asmar Binti Azhan1 , Muhammad Helmi Bin Abu Bakar2 Nafsiah Binti Sairi3 and Rabi’atul Aisyah Binti Mohd Anuar 1,2,3Politeknik Ibrahim Sultan,Km 10 Jalan Kong-kong, Pasir Gudang, Johor. MALAYSIA *Corresponding Author: [email protected] Abstract: There is an ongoing effort to deliver digital functions through the medium of fashion design. This study investigates how fashion is used in conjunction with technological products available on the market. The research produced a prototype of an activewear jacket with a pouch bag for storing items and a transparent pocket to house solar panels as an alternative method for charging a mobile phone. Research and development (R&D) of prototypes was conducted by sewing jackets and developing solar system applications. First, it is necessary to determine which transparent pocket function is more suitable for storing solar panels. Both pouches are attached to the shoulder, can be moved forward and backward, and can store the DC-to-DC battery converter without compromising the wearer's comfort. As a commercial product, one-third of the E-Sport-themed technological wearable jacket designs include a solar power flow system for charging the phone. In this study, the results of design experiments involving the placement of a solar-powered portable device in a transparent fabric pocket and a multifunctional pouch on a jacket bag for the charging process without harming the user's body were obtained. Keywords: fashion, wearable technology, outdoor fashion, activewear 1. INTRODUCTION The emergence of smartphones in the middle of the 2000s made mobility a crucial requirement for information tools. The prevalence of minicomputers enables users to surf the internet, check e-mails, and view videos and music that pique daily interest. Apple and Samsung, among other information technology (IT) companies, have been developing wearable smartphones for hands-free devices (Hyunseng Lee, 2021). Combining IT with fashion accessories such as watches, eyeglasses, and rings was developed to increase consumer appeal. By forming partnerships with Hermes and Nike, Apple solidified its position as the market leader in wearables (Choi JW & Kim SC, 2016). Product development strategies that combine the IT and fashion industries significantly affect consumers. Specifically, the jacket's design. It is worthwhile to develop the jacket as a part of Wearable fashion. The distinctive design of the jacket makes it suitable for use as a Wearable platform. This research was conducted by developing a prototype that satisfies certain functional requirements by focusing on the design of a jacket with a special pocket for installing solar panels to allow the phone to be commercially charged. 2. LITERATURE REVIEW Multifunctional clothing is defined as a design of clothing that is more than its aesthetic value and basic use as a protective layer, but it also has other functions that can be used in different occasions or situations (Cunha & Broega, 2009). This kind of multifunctional garment offers more than only one function. It can be converted or transformed into other forms of clothing or items that can be used to fulfill user needs during a certain time 201
or period. As mentioned by Mohammad Shafirul & Rosita (2021) multifunctional wear is a garment that can be simply disassembled to provide a few functions that can be used by users for different purposes. The concept or approach of multifunctional garments cannot be far away from sustainable issues. A garment will have more lifespan if it has more than one function or use. The rate of use and increased lifespan is the alternative way to reduce clothing disposal (Koo, Dune & Bye, 2014). This is a good practice by the fashion industry to assure that there will be fewer unused and unsold cloth or garments. In other words, one piece of garment would have multiple functions that can provide more alternative usage to the user. Therefore, it will eliminate the waste of raw materials in the fashion industry. In regards to multifunctional garments, Siti Sukhaila & and Marzie (2021) have identified that there are four categories that can relate to the specified clothing; (1) clothing that can be transformed by folding and tying down pieces, (2) small parts that can be used, replaced or removed, (3) a garment that can integrate with technologies or smart materials and (4) equipped with transformable items. The categories helped designers in designing a more functional and robust garment according to user needs as it will give added value to a cloth. The current study will be looking into integrating a few categories to develop a garment that has multifunction that can benefit us. 3. METHODOLOGY The development of the jacket is based on the survey using Graffiti Wall Technique. The questionnaire was presented to the respondents who were men and women in their 20s and 30s and each of them was to choose only one function presented for the proposed jacket. Experts from the identified field (wearable technology, fashion business, and outdoor leisure activities) reviewed the selected functions from the survey and provided their professional opinion on the usefulness and technical feasibility of the proposed jacket. Four (4) functions were selected through this survey, reflecting the garment platform concept and wearable system. Refer to Table 1 for the selected functions jacket. Table 1: Selected Functions and Material Selection Functions and Material (Number of Votes) Usage Solar Panel Converting solar to electrical power Rechargeable Supply Power Storing converted power USB Connectors Connecting item to be powered Smart Pocket Placing item to be powered Scuba Fabric Fabric that quickly dries when wet. Lightweight and wrinkle-free. Tricot Knitted of Fabric Mesh Store the cell phone-waterproofing and tearing resistance. Transparent Fabric To facilitate solar panels' exposure to sunlight 3.1 R & D Concept Development, and Materials. The jacket's design, which features a pouch bag and a multipurpose pocket, is intended for outdoor enthusiasts. The pouch bag jacket and smart pocket are designed for light activities like hiking and tracking and leisure activities like jogging and spending time with the family. Producing prototypes ensures usability for all outdoor activities. Regardless of environmental activity, dynamic movement is prevalent in most outdoor activities. The developed specifications and layout of the clothing platform are geared toward usability, storage convenience, and phone charging during outdoor activities. Design is created by identifying the primary function based on a review of existing product requirements. The study focused on 40 respondents who appreciated wearable clothing, entrepreneurs in the clothing industry, and outdoor-loving consumers. The prototype is being studied with the success of the smart pocket function to the solar system flow that absorbs sunlight directly to the solar pad. The solar panel that connects to the Battery Converter parallels the position of the device's base pattern without causing the wearer any difficulty. Transparent pocket fabric is sewn to facilitate the removal of solar panels to facilitate the washing of clothing. This jacket is multifunctional thanks to the adjustable position forward and backward pouch design. The concept and design were examined until confirmation of the wearability and functionality of each system component were obtained. Efforts were made to bolster the findings by examining the combination of functionality and aesthetics in clothing. The purpose of the study on the smart pocket function was to advance 202
the study of wearable technology that utilizes hands-free smart handphones to assist users in charging their phones while engaging in outdoor activities. 3.2 Scuba Fabric Neoprene is a type of synthetic fabric that is commonly referred to as "Scuba fabric." The original developer of this fabric was the DuPont Corporation, which remains one of the largest innovators of new products. The composition of Scuba fabric is 95% polyester and 5% elastic spandex. Fabric that quickly dries when wet. Lightweight and wrinkle-free. 3.3 Tricot Knitted of Mesh Fabric Ventilation is facilitated by the perforated nature of the mesh fabric. A mesh pocket was sewn onto the body of the jacket to store the cell phone-waterproofing and tearing resistance. 3.4 Transparent Fabric Microfiber. Polyester microfiber material can have a special waterproof coating, making it perfect for raincoats. Polyurethane laminate is a very durable material that can also be a blend of polyester and cotton. The body of the jacket shirt is sewn with transparent fabric to store solar panels. The selection of transparent materials facilitates solar panels' exposure to sunlight 4 GARMENT PLATFORM DEVELOPMENT Implementation of 3D design is a clothing platform with E-sports and activewear concepts. Approximately 18–40-year-old women's size 12 clothing is the design choice. The design has its design line, emphasizing the garment's aesthetic and functional qualities. The jacket's design was established by incorporating the necessary electronic components in tandem with technology and contrast to the jackets currently available on the market. Combining a jacket with a pouch bag and a transparent pocket for solar and electrical energy use creates the design. Adding a hoodie to the jacket's design aligns it with those on the market. The design includes trousers and outdoor-appropriate pockets inside and outside the jacket. The design and color of the final combination were chosen based on color forecasting for 2022/23 with the assistance of three fashion experts. The design combines black and blue because black absorbs the sun's rays more efficiently than any other color. The choice of blue color is a harmonious balance of colors to black and blue hues, as evidenced by tranquil and energetic hues. It has a sleeve pattern with a two-way zipper at the elbow to make it simpler for users to choose between long and short sleeves. Figure 3 : Style Illustration and Sample of the Design 203
Figure 4: Finalised Garment Platform 4. FUNCTIONAL DETAILS Details of each function are discussed in the following table. Each part of the jacket was inserted with a function that is suitable for different needs. Table 1: Jacket Details Front View of smart wireless Charging Jacket The design of the Smart Wireless Charging Jacket incorporates a pouch bag that positions a transparent solar panel pocket on the top of the shoulder. The solar panels are positioned in an optimal location to receive and absorb sunlight. Rear View of Smart Wireless Charging Jacket Without altering the position of the solar panel and battery converter, the position of the pouch jacket bag can be shifted forwards and backward with various fabric hues. Solar Panel Rechargeable Supply Power + DC to DC converter and Ic + USB out put Handphone 204
(a) (b) A multipurpose jacket bag pouch for charging and storing mobile phones. The smartphone can be charged via pouch bag (a), and it can also be placed in the pocket of a jacket (b). The USB connector made from plastic is sewn onto the pouch bag jacket. The USB plastic case is shockproof, shock-resistant, and waterproof. Using a 2-way zipper, the sleeve was designed to be either long or short-sleeved for convenience. The design of the shortened sleeves for fans of short-sleeved jackets. 205
Figure 5: Finalised Garment 6 CONCLUSION Clothing is the most effective form of human protection. The jacket's multifunctional design has the potential to improve its function through a combination of technological systems. As a result of the research, the primary study is the convergence of the engineering techniques of the jacket's pattern and design. The best access for the solar system to carry out the process of obtaining the energy source for charging the phone demonstrates this. The prototype factor and the selected fabric's material are crucial to studying electronics' durability. For the production of the designed jacket, the prototype was able to facilitate the placement of the solar system to aid in the functionality of the wearable technology. However, improvements must be made to the capacity of electricity storage cells regarding solar system testing. The study was completed, and the results can serve as a very useful stepping stone for outdoor enthusiasts without requiring them to leave the device to charge their cellphones. This study is also a catalyst for promoting the commercialization of solar cell-based products in the current technological era. Pouch bag jacket Side release buckles Mesh pocket Pocket solar Battery / circuit power supply/ DC to DC converter and Ic USB connector kit/plastic case (waterproof) 206
REFERENCES Bae, J [Jiyoung]. (2008) A study on environmentally friendly fashion design (Unpublished master's thesis). Ewha Woman’s University, Seoul, Korea Bae, J [Jugmin]. (2011) A study on the development of outdoor wear design to respond to the climate and environment. Journal of the Korean Society of Costume, 61(7). Lee, E (2010). Development of outdoor wear to be wearable as town wear: For women of their 20s and 30s (Unpublished master's thesis). Ewha Woman’s University, Seoul, Korea. Android Developers (n.d.) Bluetooth overview. Android developers. https://developer.android.com/guide/ topics/connectivity/Bluetooth/. Accessed 27 May 2020 Cho GS, Lee SS, Cho JY (2009) Review and reappraisal of smart clothing. Int J Hum Comput Interact 25(6):582–617. https://doi.org/10.1080/10447310902997744 Dellinger AJ (2020) Self-drying jacket means you'll never fear rainy days again. Daily Dot. https://www. dailydot.com/debug/self-drying-rain-jacket/. Accessed 1 Feb 2020 Dunne L (2010) Smart clothing in practice: key design barriers to commercialization. Fash Pract 2(1):41– 65. https://doi.org/10.2752/175693810X12640026716393 Gellersen HW, Schmidt A, Beigl M (2002) Multi-sensor context-awareness in mobile devices and smart artifacts. Mob Netw Appl 7:341–351. https://doi.org/10.1023/A:1016587515822 Hwang CG (2014) Consumers' acceptance of wearable technology: examining solar-powered clothing (Master's thesis, Iowa State University). Iowa State University Digital Repository. Retrieved from HTTPS:// lib.dr.iastate.edu/etd/13950/. Accessed 11 Feb 2020 Mohammad Shafirul Riza Ibrahim & Rosita Mohd Tajuddin (2021). A Zero-waste Concept of Multifunctional Clothing Design. ESTEEM Journal of Social Sciences and Humanities. UiTM, Shah Alam. Porjazoski M, Latkoski P, Popovski B (2019) Bluetooth low energy-based smart home android solution. In: IEEE EUROCON 2019 -18th International Conference on Smart Technologies, IEEE. Novi Sad, Serbia. https://doi.org/10.1109/EUROCON.2019.8861866 Weir J (2007) Burton-Motorola Audex jacket. CRUNCHGEAR. https://crunchwear.com/burton-motorolaaudexjacket/. Accessed 1 Feb 2020 Watson A, Lyubovsky A, Koltermann K, Zhou G (2021) Magneto: joint angle analysis using an electromagnetbased sensing method. In: Proceedings of the 20th International Conference on Information Processing in Sensor Networks (co-located with CPS-IoT Week 2021), Nashville: Association for Computing Machinery, pp. 1–14. Nashville, Tennessee, USA Hyunseng Lee (2021) Developing a smart multifunctional outdoor jacket with wearable sensing technology for user health and safety. Published Online 28 July 2021 Koo, H.S., Dunne, L. & Bye, E., Design Functions in Transformable Garments for Sustainability, International Journal of Fashion Design, Technology and Education, 7(1), pp. 10-20, Jan. 2014 207
Comparative Analysis of Financial Performance Before and During the Covid-19 Pandemic: A Case Study on Technology and Infrastructure Sector Companies on the IDX for the 2018-2021 Wiwik Andriani1 , Rangga Putra Ananto2 Eka Rosalina3 , Wina Nofrima Fitri4 , Dandi Aprila5 1Wiwik Andriani, S.E., M.Si, Ak, Politeknik Negeri Padang, Nanggalo, Padang, 25143, Indonesia 2Rangga Putra Ananto, S.E., M.Si, Ak, Politeknik Negeri Padang, Aur Birugo Tigo Baleh, Bukittinggi, 26137, Indonesia 3Eka Rosalina, S.E., M.Si, Ak, Politeknik Negeri Padang, Kuranji, Padang, 25158, Indonesia 4Wina Nofrima Fitri Politeknik Negeri Padang, Guguk Panjang, Bukittinggi, 26111, Indonesia 5Dandi Aprila Politeknik Negeri Padang, Sungai Rumbai, Dharmasraya, 27686, Indonesia Corresponding author : [email protected] , [email protected] , [email protected] , [email protected] , [email protected] Abstract: Financial performance is the result of the company's operational activities presented in the form of numbers listed in the financial statements. The results of the company's operational activities will be compared with the previous period both in terms of financial performance, the company's balance sheet and profit and loss, as well as various other financial performance averages. This aims to see whether the company's performance compared to previous years has increased or decreased significantly. Financial performance is part of the analysis that must be carried out by the company to see how far the company has achieved the predetermined target. Financial performance itself is generally measured in the form of ratios such as profitability ratios, activity ratios, liquidity ratios, solvency ratios, and market value ratios. This study aims to examine the effect of the COVID-19 pandemic on the financial performance of infrastructure and technology sector companies listed on the Indonesia Stock Exchange (IDX) for the 2018-2021 period. The data used in this research is secondary data. The sampling technique used purposive sampling method. This study used the normality test and the Paired T-test and the Wilcoxon Signed Ranks Test. The results showed that the financial performance of technology companies did not change significantly for all variables and was inversely proportional to the infrastructure sector companies which had a significant effect on 6 of the 8 research variables. Keywords: covid-19 pandemic, financial performance, technology and infrastructure companies. 208
1. INTRODUCTION In 2019, the COVID-19 pandemic occurred which affected many countries. This incident began in the city of Wuhan, China, which then continued to spread throughout the world, including Indonesia. The COVID-19 pandemic has affected various sectors of life, one of which is the business sector. The company's activities began to decline, causing many companies to lay off their employees. This causes the unemployment rate to increase and this may increase in the near future. Some potential and economic impacts pose a threat to decreased production or income, but it is also assumed that there are businesses that grow during the pandemic. Financial performance is a description of the company's operational activities which will be presented in the form of numbers listed in the financial statements. This description of the company's operational activities will later be compared with the previous period both in terms of financial performance, the company's balance sheet and profit and loss budget, and various other financial performance averages (Karyoto, 2017). Financial performance itself is part of the analysis that must be carried out by the company to see how far the company has achieved to achieve the predetermined targets. Financial performance itself is generally measured in the form of ratios as follows: (1) Profitability ratios, (2) Activity ratios, (3) Liquidity ratios, (4) Solvency ratios, (5) Market value ratios. The liquidity ratio is the ratio that becomes the basis for determining how far the company is able to meet its short-term debt obligations. Broadly speaking, the liquidity ratio consists of (1) the current ratio which serves to see the extent to which the company is able to pay its short-term obligations as a whole as they mature, (2) the quick ratio which is the basis for determining the comparison between current assets and current liabilities and seeing whether the comparison is able to cover its current liabilities, (3) the cash ratio is used to see the company's ability to pay short-term debt with the results of the accumulated comparison of the amount of cash with current debt, (4) the working capital to total assets ratio to see the value of the company's liquidity. The solvency/leverage ratio is a ratio used to see the extent to which the company is able to meet all of its obligations, both short-term and long-term. Leverage is said to be high if the company uses a lot of debt to finance its operational activities. The solvency ratio consists of (1) the total debt to equity ratio serves to calculate how capable the company's equity is to bear the obligations of the company, (2) the debt to asset ratio is used to see how capable the company's assets are in bearing the debt. owned by the company itself, generally this ratio uses an accumulated comparison, (3) the long term debt to equity ratio measures the ratio between non-current liabilities/long term debt and total equity, (4) fixed charge coverage is a ratio that almost similar to the times interest earned ratio but is calculated if the company has a lease contract in its operations. (5) times interest earned ratio measures how many times the operations/businesses are able to pay the interest expense obligations. Activity ratio is a ratio that serves to see the level of effectiveness of the use of assets financed by debt. This ratio consists of: (1) total assets turnover to calculate the turnover of funds invested in assets in a period, (2) receivable turnover serves to see the turnover of funds embedded in receivables, (3) account payable turnover is used to see the frequency of debt payments company to creditors, (4) inventory turnover looks at the effectiveness of the turnover of funds invested in inventory, (5) working capital turnover the ability of net working capital to rotate in a cash cycle period. Profitability ratio is a ratio that is generally used to compare the level of rewards obtained by the company with sales or assets it owns. This ratio is divided into (1) gross profit margin functions to see the percentage of profit earned from product sales, (2) net profit margin is used to see the level of net profit (after deducting costs) obtained from the business, (3) return on total assets is a ratio that measures how many percent of net profit is generated for each rupiah of total assets or shows the business return of all investments that have been made by the company, (4) return on equity ratio is a ratio that measures how many percent of net income is generated for each rupiah of equity capital, (5) earnings per share is used to see the percentage of the company's success in achieving profits for shareholders. Previous studies examined the comparison of company performance with different cases, including the research of Ibrahim et al. (2021), Prasetya (2021), Amalia et al. (2021), Hilman & Laturette (2021), Hidayat (2021), Ach. Yasin (2021), Siswanto (2021), Syafa’at (2021), dan Pratama et al. (2021) Previous research used several different financial ratio variables such as quick ratio, debt to equty ratio, return on equity receivable turnover, return on assets and others. The results of previous studies also vary because there are several variables that have significant differences between before and during the pandemic and some are not. The difference between this research and previous research lies in the sector being studied, the research 209
variables, and the time span of the research. In addition, it is found in the results of previous research, for example in research conducted Prasetya (2021), the current ratio increased during the pandemic, while in research conducted by Amalia et al. (2021), the current ratio decreased during the pandemic. This research has differences that lie in the cases faced and also in different sectors from previous research and the research period carried out in the 2018-2021 period. The following is an overview of this research hypothesis: Current Ratio (X1) Quick Ratio (X2) Receivable Turnover (X6) Total Asset Turnover (X5) Debt to Asset Ratio (X4) Debt To Equity Ratio (X3) Net Profit Margin (X7) Return On Asset (X8) Financial Performance before and during the Covid19 pandemic (Y) H1 H2 H3 H4 H5 H6 H7 H8 Financial Ratio (X) Picture 1: Research hypothesis 2. RESEARCH METHODS The method used in this study is a quantitative research method using statistical methods to determine the differences in the research variables. This research is also a combination of descriptive and comparative research. The object in this study itself is several financial ratios as shown below: Liquidity Ratio Solvency Ratio Activity Ratio Profitability Ratio Current Ratio Quick Ratio Debt to Equity Ratio Debt to Asset Ratio Net Profit Margin Return On Asset Total Asset Turnover Receivable Turnover Picture 2 : Object of Research The data used in this study is secondary data obtained from the annual financial statements of infrastructure and technology companies with a time span from 2018 to 2021. The population used in this study is all infrastructure and technology sector companies listed on the Indonesia Stock Exchange for the period 2018 to 2021, with a sample of 30 infrastructure companies and 11 companies from the technology sector. The method of determining the sample uses a non-probability sampling type with a purposive sampling type. The analytical technique used in this research is quantitative analysis by performing calculations and then analyzing the data in the form of numbers using the normality test. If the data is normally distributed, then the hypothesis test will use the paired T-test, but if the data is not normally distributed, the Wilcoxon Signed Ranks Test will be used to test the hypothesis. 210
3. RESULTS AND DISCUSSION Testing the normality of the data using the Kolmogorov Smirnov test based on financial statement data from 11 samples of technology companies and 31 samples of infrastructure companies with residual criteria being said to be normal if the significant value is above 0.05 or 5%. The results of the normality test of the data with the Kolmogorov Smirnov test show that the value of the technology company meets the normality criteria, namely the details show that the significant value of the current ratio is 0.203 > 0.05 (5%), the quick ratio shows a significant value of 0.120 > 0.05 (5%) , total debt to equity ratio shows a significant value of 0.594 > 0.05 (5%), debt to asset ratio shows a value of 0.287 > 0.05 (5%), total asset turnover shows a significant value of 0.420 > 0.05 (5%), receivable turnover showed a significant value of 0.433 > 0.05 (5%), net profit margin showed a significant value of 0.295 > 0.05 (5%), return on assets showed a significant value of 0.787 > 0.05 (5%). This data shows that the normality test of the technology sector companies is inversely proportional to the infrastructure sector companies, where based on the results of the normality test, it shows that the value of the infrastructure companies does not meet the normality criteria because 31 samples from the infrastructure sector have a value of < 0.05 (5%). Based on the test results, the infrastructure sector will use the Wilcoxon signed ranks test. Paired sample T-test Technology Companies Table 3.1 Paired sample T-test Variable Sig. (2-tailed) Conclusion Current Ratio 0.203 There is no significant difference Quick Ratio 0.120 There is no significant difference Total Debt to Equity Ratio 0.594 There is no significant difference Debt to Asset Ratio 0.287 There is no significant difference Total Asset Turnover 0.420 There is no significant difference Receivable Turnover 0.433 There is no significant difference Net Profit Margin 0.295 There is no significant difference Return On Asset 0.787 There is no significant difference The paired T-test sample difference test is used with the aim of knowing whether there is a difference between the two samples to be tested with pre-test and post-test data, the decision-making criteria in the paired T-test is <0.05 (5%). Based on the test results obtained a significant value of the current ratio of 0.203> 0.05 (5%). Quick ratio is 0.120 > 0.05 (5%). The total debt to equity ratio is 0.594 > 0.05 (5%). Debt to asset ratio of 0.287 > 0.05 (5%). Total asset turnover is 0.420 > 0.05 (5%). Receivable turnover is 0.433 > 0.05 (5%). Net profit margin of 0.295 > 0.05 (5%). Return on assets is 0.787 > 0.05 (5%). The test results above show that all the variables of the technology sector companies show that they are not significantly different. Based on the test results, the Covid-19 pandemic did not have a big impact on technology sector companies when viewed from the variables listed in table 3.1. The decrease in the current ratio & quick ratio is caused by the large current liabilities of the company compared to the current assets of the company. Furthermore, the value of the debt to equity ratio and debt to asset ratio has a stable value both before the Covid-19 pandemic and during the Covid-19 outbreak. In addition, the value of total asset turnover and receivable turnover can be said to be stable based on the comparison because the turnover of assets and receivables from technology sector companies has a constant value leading to an increase in the turnover value. Then the value of the net profit margin of technology sector companies experienced a not too large decrease based on the comparisons that have been made. However, the decline experienced by technology companies only occurred in a few companies and most companies were actually able to get an increase in profits during the Covid-19 pandemic. The value of the return on assets of technology companies has decreased during the Covid-19 pandemic, but this value does not greatly affect the company's performance because it is still within the track of a positive RoA value. Broadly speaking, it can be said that the technology sector is a sector that is able to survive the Covid-19 pandemic, so this comparative analysis shows that there is no significant effect on the financial performance of technology companies. 211
Wilcoxon Signed Ranks Test Infrastructure Companies Table 3.3 Wilcoxon Signed Ranks Test Variable Sig. (2-tailed) Conclusion Current ratio 0.015 there is a significant difference Quick ratio 0.027 there is a significant difference Total debt to equity ratio 0.015 there is a significant difference Debt to asset ratio 0.225 There is no significant difference Total asset turnover 0.000 there is a significant difference Receivable turnover 0.383 There is no significant difference Net profit margin 0.014 there is a significant difference Return on asset 0.006 there is a significant difference The Wilcoxon signed ranks test was used to see if there was a comparison effect between 2 groups of data that were not normally distributed. This test is a substitute for the pairing T-test if it does not meet the assumption of normality with the decision-making criteria of < 0.05 (5%). Based on the Wilcoxon Signed Ranks Test, a significant value of the current ratio was 0.015 < 0.05 (5%). The quick ratio is 0.027 < 0.05 (5%). The total debt to equity ratio is 0.015 < 0.05 (5%). Debt to asset ratio of 0.225 > 0.05 (5%). Total asset turnover is 0.000 > 0.05 (5%). Receivable turnover is 0.383 > 0.05 (5%). Net profit margin is 0.014 > 0.05 (5%). Return on assets is 0.006 > 0.05 (5%). Current ratio before and during the Covid-19 pandemic in infrastructure sector companies Tests conducted on the current ratio variable of infrastructure sector companies showed that there was a significant difference between before and during the pandemic. This shows that the Covid-19 pandemic has had a major impact on the company's infrastructure sector. The decrease in the current ratio was caused by the size of the company's current liabilities compared to the company's current assets. If the amount of current assets is less than current liabilities, it means that the company is less able to pay its short-term obligations. This means that the company lacks current assets to cover its short-term liabilities Quick ratio before and during the Covid-19 pandemic in infrastructure sector companies The test results on the quick ratio of infrastructure sector companies show that there are significant differences before and during the pandemic. The quick ratio is used as a basis to see how far the company can meet its short-term obligations. The decrease in the quick ratio was caused by the large amount of the company's short-term liabilities compared to the company's current assets. If the value of current assets is small, short-term liabilities mean the company is not good at paying its short-term obligations. A low quick ratio indicates the company's ability to pay its current liabilities is weak. That is why in this ratio there are influences that cause differences based on the results of the analysis. Total debt to equity ratio before and during the Covid-19 pandemic in infrastructure sector companies The results of the above test on the total debt to equity of infrastructure sector companies show that there are significant differences. The total debt to equity ratio is used as a basis to see the extent to which the company pays its obligations using the company's equity. In general, the higher the value of this ratio indicates that the company is in an unhealthy condition. In infrastructure companies, the total debt ratio is greater than the company's equity. The increase in corporate debt causes changes in the value of the company's debt to equity ratio to a negative value so that it can be said that the company's equity cannot bear the company's debt. The increase in debt to equity ratio indicates that the company is in an unhealthy condition due to the increasing number of company loans. This is what causes the difference in the value of the debt to equity ratio in infrastructure companies. Debt to asset ratio before and during the Covid-19 pandemic in infrastructure sector companies Hypothesis testing on the debt to assets ratio variable using SPSS version 25 software shows that there is no big difference between before and during the pandemic. In general, companies that have a high debt to assets ratio can be said to be in an unhealthy state. In this transportation company, the total debt to asset ratio is still in the normal category according to general standards. The average infrastructure industry experienced a drastic decline due to restrictions on community activities which also had an effect on the infrastructure sector. However, the average number of assets owned by infrastructure companies is so large that they are still able to bear debts. In addition, the value of this variable can be said to be stable both before and during the Covid19 pandemic so that it does not have a significant impact. 212
Total asset turnover before and during the Covid-19 pandemic in infrastructure sector companies The total assets turnover variable shows differences based on the results of hypothesis testing. If the total asset turnover is low, then the company is categorized as having excess assets because these assets are not used as much as possible to generate sales. The total value of the average asset turnover owned by this infrastructure company has decreased, the amount is not more than 0.5 when viewed from the test results. This decline was caused by the company's sales which fell drastically during the pandemic due to social activities and activities that should only be done indoors. This has led to a drastic decline in the company's revenue during the pandemic. Therefore, it can be said that there are differences in company assets that are very influential in this study. Receivable turnover before and during the Covid-19 pandemic in infrastructure sector companies Tests on the variable receivable turnover of infrastructure sector companies show that there is no significant difference. This is because the value of this variable both before and during the Covid-19 pandemic can still be said to be normal. The company's receivables were relatively the same in number between before and during the pandemic because many customers were unable to pay their receivables. Another reason that makes no significant difference is the company's dependence on receivables during the restrictions on community activities during the Covid-19 pandemic. Net profit margin before and during the Covid-19 pandemic in infrastructure sector companies The test on the net profit margin variable shows that there are differences that affect financial performance and this value is very significant. If the net profit margin is high, the higher the net profit generated by the net sales of a company. From the results of the analysis of the average net profit margin that has been calculated, infrastructure companies in general experienced a very drastic loss as indicated by a minus value in the financial statements. Moreover, in 2020, restrictions on community activities caused a lot of development to be delayed so that it had an impact on the performance of infrastructure companies, causing huge losses. That is why there is a very significant difference in the net profit margin of infrastructure companies. Return on Asset before and during the Covid-19 pandemic in infrastructure sector companies The results of hypothesis testing on the return on assets variable show that there is a significant effect on the financial performance of infrastructure companies. This is based on the development of the return on assets of infrastructure companies which has continued to decline since the Covid-19 pandemic. Of course, this decline will greatly impact the company's performance, especially in terms of asset use. Moreover, when there are restrictions on community activities, the company is unable to utilize its assets optimally and there are some assets whose value actually decreases. So it can be concluded that there is a significant difference to the value of return on assets based on the test results. 4. CONCLUSION Based on the results of the analysis regarding the Comparative Analysis of Financial Performance Before and During the Covid-19 Pandemic (Case Study on Technology and Infrastructure Sector Companies on the Indonesia Stock Exchange for the 2018-2021 Period) the following conclusions can be drawn: (1) There are no significant changes in all test variables for technology sector companies both before and during the Covid19 pandemic. This is due to the stability of the value of financial ratios in technology companies. (2) There are significant differences in 6 of the 8 financial ratios of technology sector companies, namely the current ratio, quick ratio, debt to equity ratio, total asset turnover, net profit margin, and return on assets. This significant difference is caused by the unstable value of each ratio which causes the financial performance of infrastructure companies to be negative, moreover this is exacerbated by restrictions on community activities which cause delays in company operations which have an impact on the finances of technology sector companies. 5. REFERENCES Ach. Yasin, L. W. P. F. (2021). Analisis Komparasi Kinerja Keuangan Bank Perkreditan Rakyat (BPR) Sebelum Dan Pada Pandemi Covid-19. Equilibrium Jurnal Ilmiah Ekonomi Dan Pembelajarannya, 9(2), 142–152. http://e-journal.unipma.ac.id/index.php/equilibrium/article/view/10011 Amalia, N., Budiwati, H., & Irdiana, S. (2021). Analisis Perbandingan Kinerja Keuangan Sebelum Dan Saat Pandemi Covid-19 (Studi Kasus Pada Perusahaan Transportasi Yang Terdaftar Di BEI). Progress Conference, 4(1), 290–296. 213
http://www.proceedings.stiewidyagamalumajang.ac.id/index.php/progress/article/view/377 Hidayat, M. (2021). Analisis Perbandingan Kinerja Keuangan Dan Nilai Perusahaan Sebelum Dan Disaat Pandemi Covid 19 Comparison. Measurement: Journal Of The Accounting Study Program, 15(1), 9– 17. https://www.journal.unrika.ac.id/index.php/measurement/article/view/3332 Hilman, C., & Laturette, K. (2021). Analisis Perbedaan Kinerja Perusahaan Sebelum Dan Saat Pandemik Covid-19. BALANCE: Jurnal Akuntansi, Auditing Dan Keuangan, 18(1), 91–109. https://doi.org/10.25170/balance.v18i1.2659 Ibrahim, I. H., Maslichah, & Sudaryanti, D. (2021). Analisis Perbandingan Kinerja Keuangan Perusahaan Sub Sektor Rokok Yang Terdaftar I Bursa Efek Indonesia Sebelum Dan Saat Pandemi Covid-19. Jurnal Ilmiah Riset Akuntansi, 10(09), 24–34. http://riset.unisma.ac.id/index.php/jra/article/view/12961 Karyoto. (2017). Analisa Laporan Keuangan. UBMedia: Universitas Brawijaya, Malang. Prasetya, V. (2021). Analisis Kinerja Keuangan Perusahaan Sebelum Dan Saat Pandemi Covid-19 Pada Perusahaan Farmasi Yang Tercatat Di Bursa Efek Indonesia. Jurnal Ilmiah Indonesia, 1(5), 579–587. https://doi.org/10.26905/jbm.v5i2.2664 Pratama, E. H., Pontoh, W., & Pinatik, S. (2021). Analisis Dampak Covid-19 terhadap Kinerja Keuangan Perusahaan Ritel Yang Terdaftar Di Bursa efek Indonesia. Jurnal Riset Akuntansi, 16(2), 111–118. https://ejournal.unsrat.ac.id/index.php/gc/article/view/35921 Siswanto, E. (2021). Apakah Covid-19 Berimbas Pada Kinerja Keuangan? (Analisis Perbedaan Profitabilitas Sektor Perdagangan , Jasa Dan Investasi Sebelum dan Ketika Terjadi Pandemik Covid-19 Di Indonesia). Proiding Seminar Nasional KBK, 1(5). http://conference.um.ac.id/index.php/mnj/article/view/1915 Syafa’at, A. (2021). Analisis Kinerja Keuangan Perusahaan Perdagangan Sebelum Pandemi Covid-19 (Studi Pada PT Ace Hardware Indonesia Tbk). Jurnal Development, 9(1), 65–76. http://jurnal.umjambi.ac.id/index.php/JD/article/view/174. 214
Abstract: Culture and locus of control cannot be separated from within a person. Given the high consumption growth and supported by a luxurious lifestyle compared to a relatively low income, housewives must have a good culture and locus of control in managing their household finances. This research was conducted to determine the influence of culture and locus of control on the management of household finance. This research was conducted through a questionnaire survey distributed to housewives with an age range of 20-50 years, Senior High School/Vocational High School, not working, and not earning in 2022. The sample of this study was 100 samples using convenience sampling technique, then followed by hypothesis testing using path analysis on the SEM (Structural Equation Modelling) model and simultaneous testing using STATA 16 software. The results of this study state that culture has a significant effect on management of household finance, and locus of control has a significant effect on management of household finance, while simultaneously (together) culture and locus of control significantly influence the management of household finance. Keywords: culture, locus of control, management of household finance 1. INTRODUCTION Financial management is very important at this time, considering the growth of public consumption which continues to increase along with the increase in people's income and economic growth which is getting better, especially supported by the luxury lifestyle factor, the desire to follow the lifestyle of others can trigger individuals to make financial expenditures. following their wants, not their needs (Silaya et al., 2019). This is reflected in the increase in the consumer confidence index (IKK) which currently stands at 118.3 (Pramana, 2022). Everyone will want to live in financial prosperity to achieve this goal of financial well-being, so one needs to plan and manage their finances well. Financial management is planning, organizing, and controlling financial activities in order to avoid the condition of more debt than income (Natalia et al., 2019). Financial management is not only in business companies but also in non-business companies such as educational circles, government officials and even households. Households are those who live together using collective resources to achieve common goals. The main problems in the household are usually about finances. This is in accordance with Siregar (2020) opinion, problems in the family that can lead to divorce are financial problems that cannot be managed properly, such as unclear expenses and differences of opinion regarding the use of finances, causing feelings of hurt that lead to quarrels in the household. Financial management in the household starts from mandatory needs that must be met such as bill payments, monthly shopping, paying for electricity or internet to desires or consumption that are additional or entertainment (Cimbniaga, 2021). Because the problem of managing finances does not look at the poor, middle or rich. Anyone who has to manage his family's finances, both husband and wife, both have a role in managing household finances. According to data from the Central Statistics Agency of West Sumatra Province, the household expenditure sector is the biggest driving factor for West Sumatra's economic growth. From the The Effect of Culture and Locus of Control on Management of Household Finance Eka Rosalina1 , Wiwik Andriani2 , Fitra Oliyan3 , Asratul Rahmi4 1Eka Rosalina, S.E., M.Si, Ak, Politeknik Negeri Padang, Kuranji, Padang, 25158, Indonesia 2Wiwik Andriani, S.E., M.Si, Ak, Politeknik Negeri Padang, Nanggalo, Padang, 25143, Indonesia 3Fitra Oliyan, S.S.T., M.Si, Politeknik Negeri Padang, Kuranji, Padang, 25158, Indonesia 4Asratul Rahmi Politeknik Negeri Padang, Pauh, Padang, 25162, Indonesia Corresponding Author: [email protected] , [email protected] , [email protected] , [email protected] 215
expenditure side, in August 2021, based on the percentage of household consumption expenditure, it was 54.86% while in August 2020 it was 54.64%, meaning that there was an increase of 0.22% from last year. In life lessons, such as consumption expenditures made by housewives, it is important to emphasize, this greatly affects the financial management of the environment and the rules that exist in the household. Another factor that also influences financial management and also affects individuals in making decisions in the household is culture. Cultural values become very important in terms of individual attitudes (Davidov et al., 2008). This is because each individual may have a different culture, which will affect financial planning and management (Gogolin et al., 2017). An interesting thing in making decisions that must be planned is how financial behaviour in a plan is related to cultural values in individuals (Gogolin et al., 2017). Therefore, the role of housewives in the family is very important. The role of housewives in taking care of daily matters is not easy because everyone has their own needs. In this case also applies in the culture in Minangkabau and has been deeply rooted in their social life, according to the customary expression in Minangkabau women are Amban puro or the holder of the key to heirlooms. Amban puro is a kind of bag made of cloth to store money or temples (Idris, 2010). Almost all old women in Minangkabau have puro which means women are the custodians of household welfare, and this understanding has become a culture that is rooted in everyday life. It can be concluded that the power in managing household finances is in the hands of the elderly woman (mother or grandmother) who acts as a controller of power in the Minangkabau family, the older woman has a higher position than the mamak because women are the holders of heirlooms (Zusmelia et al., 2013). From the previous explanation, financial management is held by the oldest Minangkabau woman in the household and has been carried out for generations from the past. So this has an impact on family control and self-control (Ashraf et al., 2010). One of the factors that can influence an individual in doing financial planning is locus of control, because selfcontrol to carry out financial planning and management is very important. Self-control is the introduction and self-control into the economic model in inter-time decision making specifically in economic decisions such as income or expenditure and saving (Cobb-Clark et al., 2013). Individual behaviour which is often referred to as locus of control refers to the individual that the individual can control a life event with his own abilities and the ability of an individual to control an event in life, or the individual's perspective in controlling. With this locus of control, it is proven that the good behaviour of saving with income and expenditure is also financial behaviour related to planning and managing finances (Cobb-Clark et al., 2013). The current economic development requires someone to be smarter in managing the financial planning needed to determine the future of the individual or family more clearly in making financial decisions. People who have a good financial attitude will be encouraged to have a good locus of control as well. The person will control himself to always have the feeling to always carry out financial activities that are not detrimental (Widi Asih & Khafid, 2020). Formally locus of control describes the extent to which a person views the relationship between his actions and the consequences/results or a person's perspective on an event that occurs to him (Ahmad et al., 2020). Based on previous research conducted by (Ariani et al., 2016) stated that the internal locus of control variable has a significant effect on investment decisions on real assets and bank accounts. Likewise, the results of research (Kholilah & Iramani, 2013) found that locus of control has a direct effect on financial management behaviour. This the study can create a financial management model that is associated with culture and locus of control in the household. Therefore, researchers want to know management of household finance that is carried out with cultural values, and locus of control by housewives in West Sumatra as seen from the control variables, namely, the age range of 20-50 years, Senior High School/Vocational High School, do not work, and have no income. then build models and strategies in achieving good financial management. 2. LITERATURE REVIEW This research uses behavioural finance. Behavioural finance studies how humans actually behave in a financial decision. Behavioural finance is an interdisciplinary of three studies, namely psychology, sociology, and finance (Sisbintari, 2017). Behaviour finance can also be defined as the science that studies how humans take action in the decision-making process in investing in response to the information they receive. In this study, the factor that influences household financial management is culture. Culture is a characteristic and knowledge of a certain group of people which includes language, religion, cuisine, social habits, music, and art (Tysara, 2021). In addition, culture is a complex that includes knowledge, beliefs, art, morals, customs, 216
and other abilities and habits possessed by humans as part of society. Culture joins social, historical, demographic, and ecological structures in complex interrelationships that affect every aspect of human life. This study focuses on family culture or family teachings to children. In research Gogolin et al., (2017) explained that cultural values have a relationship and are determinant in household decision making H₁: Minangkabau culture influences the management of household finance Another factor that influences the management of household finance is locus of control. Locus of control is self-control over an event that occurs to a person both internally and externally (Mahayani et al., 2020). Locus of control is a psychological concept regarding individual beliefs about events that can affect them (Cahyaningrum & Fikri, 2021). Formally locus of control describes how far a person views the relationship between the actions he or she does with the consequences/results, or one's perspective on events, whether or not a person can control the events that occur to them. H₂: locus of control affects the management of household finance In carrying out a life that is implemented with the implementation of activities, of course, it must begin with a management process so that the intended goals can be achieved optimally. Financial management in general is an activity of managing the company's financial resources starting from how the company is funded, how it is managed and what profits are obtained which will then be distributed to company owners (Siregar, 2020). Financial management is a technique to balance human lifestyles such as a consumptive lifestyle with a productive lifestyle such as investing, saving or doing business (Natalia et al., 2019). The purpose of financial management is to avoid us from more debt than income. The main task of financial management is the budgeting process, so individuals must be able to manage financial obligations in a timely manner using income received in the same period (Ida & Dwinta, 2010). In the household is also very necessary planning regarding finances. In this case, mental budgeting or financial planning is very influential with the management of household finance (Antonides et al., 2011). H₃: Minangkabau culture and locus of control affect the management of household finance. With the hypothesis and previous research above, it can be presented in a framework of thought to be able to clarify research with variables that become measuring elements. This research uses the framework of the author's thinking presented in Figure 1 below. Figure 1. Thinking Framework 3. RESEARCH METHODS The design in this research is quantitative research. This study is intended to identify how financial management is applied in household life which is seen from the aspect of financial behaviour through culture, locus of control which will affect the management of household finance. The population of this study is household financial management, namely housewives in 2022 in West Sumatra. This research was conducted by distributing questionnaires to household financial management online via google form and offline by distributing an infinite number of houses. The sampling method from the elements is convenience sampling, which is a sampling technique from population elements that are available or easily obtained from the population who agrees to provide information (Sugiyono, 2018). The population in this study is an infinite population addressed to housewives, during data collection the required number of samples is at least 5 times the number of indicator variables to be analysis (Ferdinand, 2014). The number of indicators in the study was 20 indicators, so a minimum of 20 x 5 was needed, so around 100 samples in this study, after the validity and 217
reliability tests were carried out, they were declared valid and reliable with all alphas above 0.6 (Wiratna Sujarweni, 2015). 4. RESEARCH RESULTS AND DISCUSSION The quality test is carried out with validity and reliability tests. A questionnaire is said to be valid, if the questions on the questionnaire are able to reveal something that will be measured by the questionnaire. The test is carried out using a two-party test with a significance of 5% and the test criteria if r count r table. based on the sample and significance obtained r table of 0.2542. From the processed results using STATA 16, it can be concluded that all question indicators are valid variables, because all indicators are stated to be large from r tables. A questionnaire is said to be reliable or reliable if a person's answer to the statement is consistent or stable over time. The reliability test of the questionnaire data in this study used Cronbach alpha, which was said to be reliable if it had a Cronbach alpha value > 0.6. The results of data processing obtained a Cronbach alpha value of 0.6980 for the Minangkabau culture variable, 0.7989 for the locus of control variable and 0.7089 for the management of household finance variable, it is concluded that all variables of this study are reliable. Normality testing can be detected by observing the image below that the points approach or their distribution is on the diagonal axis of the normal graph. The following are the results of the normality test of this research data. Source : Output STATA 16, 2022 Figure 2. Normality Test Graph with Graph In addition, the normality test graphically as shown in Figure 2. can also be used with skewness and kurtosis. Table 1. Normality test with skewness and kurtosis Source: Output STATA 16, 2022 The probability value or Prob>chi2 is obtained with a value > 0.05, which is 0.0509, so it can be concluded that the data is normally distributed. Path Analysis or Structural Model with SEM Analysis Path analysis is used to partially test using SEM path analysis to get results from hypotheses that have been made previously. By using SEM analysis, a path diagram with a structural equation is formed, which is to see all the effects of exogenous variables (culture and locus of control) on endogenous variables (management of household finance) with the control variable being the age range of 20-50 years, Senior High School/Vocational High School, occupation and income, the results of the SEM analysis are as follows. 218
Source: Output STATA 16, 2022 Figure 3. Path Analysis or Structural Model After making path diagrams for all variables, then it raises the estimation of each latent variable to obtain the probability value z or p value as a tool to test the hypothesis, if the probability value z > 0.05 then it is stated that the exogenous/independent variable has no significant effect on the variable. endogenous/dependent, on the other hand, if the probability z < 0.05 then it has an effect. This test also looks at the z value, it is declared influential if the z value is greater than 1.96 (Kurniawan, 2019). In addition, it is also seen from the coefficient value, which can be seen in the estimated output as follows: Table 2. Path Diagram Output / Structural Model Results Source: Output STATA 16, 2022 The following is the equation of the structural equation model. Y = CUL + LOC + ԑ1 From the above equation, it implies that culture (X1) is 0.287, which means that there is a 28.7% increase in management of household finance with an increase in culture. As well as an increase in locus of control (X2) by 53.9% with the control variables, namely the age range of 20-50 years, Senior High School/ Vocational High School, not working and have no income. Based on the test results, it can be seen that culture affects the management of household finance. The probability value of z or the value of cultural significance to the management of household finance is 0.033 with a positive coefficient of 0.287 and a z-value of 2.13. Because the significant value of the influence of cultural variables on management of household finance <0.05, this hypothesis is accepted. This means that family culture or parental teachings directly affect the management or financial management in the household that is applied by their children from an early age. Related to the management of household finances carried out by housewives in Minangkabau custom, namely bundo kanduang who is responsible for maintaining, maintaining and managing the integrity of the property (Devi et al., 2014). This study is in line with the research 219
of Gogolin et al., (2017) which explains that culture has a relationship in household financial decision making, because culture shapes one's attitudes and behaviour. Furthermore, from table 2 it is known that locus of control affects the management of household finance. Based on the path analysis test, the effect of locus of control on management of household finance has a significant value or probability of 0.000 with a positive sign coefficient of 0.539 and a z-value of 4.99. Because the significant value of the influence of locus of control on management of household finance <0.05, this hypothesis is accepted. This shows that the higher or stronger the locus of control, the better the financial management of the household. Therefore, people who have a high locus of control are able to solve daily financial problems, so they try to do good financial management, for example setting aside money for saving and paying bills on time (Kholilah & Iramani, 2013). The results of this study are in line with research by Chrisandi, (2018) which states that self control has a positive effect on the management of household finance. Simultaneous Test (F) For the F test using STATA 16, the F test basically shows whether all the independent variables culture (X1) and locus of control (X2) which are included in the model have a simultaneous (simultaneous) influence in explaining the information content. on the dependent/dependent variable, namely management of household finance. The results of the F test in this study can be seen in the following table: Table 3. Simultaneous Test Output (F) Source: Output STATA 16, 2022 Based on the simultaneous test output table (F), the results show that culture and locus of control affect the management of household finance. The magnitude of the simultaneous effect can be seen from the prob F value which is 0.0001, then the probability value can be smaller when compared to the significant value of 0.05, or by comparing the calculated F value of 71.42 which is greater than the F table value of 3.09. It can be concluded that the variables culture and locus of control simultaneously have a significant effect on the management of household finance. So it can be explained that if housewives intend to carry out financial management in the family, they must be sure that with cultural support they can manage household finances well to create social welfare in the family (Mahdzan et al., 2019). In addition, a locus of control is needed in carrying it out, namely housewives can think and control their feelings whether the financial management they do can be carried out properly. 5. CONCLUSION This study aims to determine whether culture and locus of control affect household financial management using control variables, namely the age range of 10-50 years, Senior High School/Vocational High School, unemployed and not earning. The test results state that culture has a significant positive effect on financial management with a significance value of 0.003 <0.05 with a positive coefficient of 0.287 and a z value of 2.13. This means that family culture or parental teachings directly affect the management or financial management in the household that is applied by their children from an early age. In addition, the results of the locus of control test on household financial management show that there is a significant positive effect on household financial management, with a significance value of 0.000 <0.05 with a positive coefficient of 0.539 and a z-value of 4.99. This shows that the higher or stronger the locus of control, the better the financial management of the household. If tested simultaneously, the influence culture and locus of control on the management of household finance on housewives with an age range of 20-50 years of education level Senior High School/Vocational High School, unemployed and have no income simultaneously (overall) have an effect positive and significant. This study has several limitations. First, this study only used a sample of 100 samples, so it is considered quite small when using STATA 16 software. Second, this study only tested Minangkabau culture and locus of control, so there are still many other factors or variables that are not used in this study and This results in a lack of information that can be used for further analysis. Based on these limitations, there are two suggestions for further research. First, further research is expected to increase the number of samples so 220
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Redefining Digital Banking Willson Gustiawan1 , Maya Permata Sari2 , Mega Dwi Septivani3 , Rahmat Eka Putra4 , and Rifdatul Husna5 1, 2, 3, 4, 5 Department of Business Administration, Politeknik Negeri Padang, Unand Limau Manis Campus, Padang, 25164, INDONESIA *Corresponding Author: [email protected] Abstract: Digital banking (DB) is currently evolving in tandem with the internet of things (IoT). Traditional banking operations have been taken over by DB. The trend of database creation is increasing in tandem with the advancement of new technologies and changing customer expectations. In truth, the banking business has been steadily digitalized since the 1960s. This DB's development is inextricably linked to the digital transformation of a traditional bank to a digital bank in response to the global development and distribution of new information technology, which not only improves the quality of products and services but also lowers costs, allowing DBs to become more effective and efficient. The rapid development of DB does not correspond to public knowledge and acceptance of the notion of DB itself. This paper aims to find a more comprehensive definition for DB. Methodologically, this work compiles numerous definitions of earlier DB, then takes keywords that are thought to reflect the categories of institution, product and service, process, technology, and characteristic. The terms are then combined to form a new, more comprehensive definition. It is redefined DB as innovative activities of the financial institutions to provide electronic financial products and services through virtual digitation using the online electronic platform over the internet network. Keywords: digital banking, redefinition, comprehensive definition 1. INTRODUCTION The internet has now become a necessity. It is already regarded as a basic need. The internet has evolved into an effective and efficient answer to all problems. Everything has been reliant on the internet as a smart solution, which has now become an interesting topic of discussion, namely the internet of things. This covers economic activities such as banking. The banking activities is rapidly developing. Banks play a crucial role in the distribution of money in the economy, not simply as an intermediate institution between savers and borrowers. The application of the internet in banking has led to the development of Digital Banking (DB). It has become an essential element of our daily lives. And it is the most effective and viable method for increasing customer value (Wirdiyanti, 2018). Because of the amazing rise of DB, people's understanding of DB varies greatly, as does the level of acceptance of DB in the community. This paper aims to provide an understanding of DB and its aspects. by beginning with the trend of DB, DB initiation, digital transformation, digital business evolution, existing DB definition, and DB features, it is proposed the new comprehensive DB definition. 1.1 Digital Business Evolution According to (Dasho, Meka, Sharko, & Baholli, 2017), there are two aspects regarding the digital evolution: digitization and digitalization. The digitization is an optimization opportunity that employs digital methods to make current resources and processes more efficient and effective, and this strategy may result in cost savings and increased agility. While the digitalization is a business opportunity in which digital assets and capabilities are used to produce new services that are attractive to clients, resulting in differentiation, business innovation, and new revenues. In the context of digitization, DB is commonly used to describe the process of digitizing all levels of banking (Isa, Hamdan, & Alareeni, 2021). The digitalization of the bank's services from conventional to DB, from manual to automation activities, and from offline to online transactions (Ab. Aziz, Jali, Sulaiman, Harun, & Mustafar, 2021). Furthermore, the notion of DB may be defined as the process of digitalization (from offline to online) of all conventional banking services and products that were previously only available to consumers 223
when they visited a bank office. Simply, DB is the process of digitizing all banking operations that were previously solely available to consumers within a bank branch (Ananda, Devesh, & Al Lawati, 2020). Similarly, DB entails digitizing all bank transactions and replacing the bank's physical presence with a permanent presence on the Internet, obviating the consumer's requirement to visit any branch of the bank (Ganieva & Mirzaeva, 2022). More clients are adapting to mobile platforms, and younger people are utilizing internet platforms. Because of these factors, there is undeniable power that can be utilized through digital platforms. However, in order to harness the potential of digitalization, a number of obstacles must be addressed (Cuesta, Ruesta, Tuesta, & Urbiola, 2015). Regarding the digitalization, to be ready for the new digital age, financial systems must cope with digitalization properly and productively (Dasho, Meka, Sharko, & Baholli, 2017). In almost the same resonance, digitalization refers to all banking processes in order to replace the bank's physical presence, hence reducing the need for customers to visit the branch (Haralayya, 2021). The digitalization of banking functions begins with the ability to withdraw cash from ATMs without needing to visit a branch office. Furthermore, to reduce time when performing transactions, financial features such as Personal Computer Banking and Mobile Banking have arisen as innovations that allow the public to access banking services without having to go via ATMs or branch offices (Siregar, Rohman, Luviyanto, & Prabowosunu, 2022). The findings of their study demonstrated the significance of the digitization process in assisting the establishment of a business model for the Indonesian banking sector. According to the preliminary findings from this study, digital penetration is directly tied to the development of non-traditional banking operations in Indonesia. (Cuesta, Ruesta, Tuesta, & Urbiola, 2015) identified three stages in a bank's digitalization process: the first involves the development of new channels and products, the second involves the adaptation of technology infrastructure, and the third necessitates significant organizational changes for strategic positioning in the digital environment. 1.2 Digital Transformation The recent digital revolution has radically altered the transaction behavior of economic actors, impacted the economy's foundations, and challenged traditional services, particularly those in the financial sector. The increased prospects for financial inclusion brought forth by many existing digital advances separates the present digital revolution from the preceding period. Consumption patterns are shifting to digital platforms, and payment systems must be mobile, rapid, and safe at the same time (Bank Indonesia, 2019). Banking operations have shifted from brick to click as a result of digital banking (Wirdiyanti, 2018). For good reason, banking and financial services have always been quite formal in character. Even if the remark was meant to be sardonic, it remains true for at least all enterprises. However, things are transforming in the digital era (Cuesta, Ruesta, Tuesta, & Urbiola, 2015). The development of the DB is inseparable from the development of digital transformation. The transformation of commercial banks and the shift to a DB system is a response to the global development and active distribution of new information technologies, and digital technologies not only increase the quality of products and services, but also cut needless expenditures. The growth of DB is a key part of the development of the banking system (Abdulaziz, 2022). In this context, conventional banks that commit to digital banking are going through a metamorphosis that will allow them to position themselves inside the new ecosystem. This digital transformation is determined by the conditions under which each institution begins, while it is clear that there are numerous stages based on the level of maturity (Cuesta, Ruesta, Tuesta, & Urbiola, 2015). Furthermore, the introduction of DB has transformed financial services into more efficient and competitive, providing a competitive advantage (Ab. Aziz, Jali, Sulaiman, Harun, & Mustafar, 2021).. 1.3 The trend of digital banking The trend of digitization has an impact on the economy, displacing traditional operations such as those in the banking industry (Bank Indonesia, 2019). The trend identified by researchers is the transfer of most services to a 24/7 mode. Banks are getting more and more automated as a result of technological advancements (Ganieva & Mirzaeva, 2022). Because of the Industrial Revolution 4.0 and the growth of the digital economy, DB has become an unstoppable commercial trend (Isa, Hamdan, & Alareeni, 2021). In line with the worldwide trend, the banking sector, especially in Indonesia adapts to changing consumer habits by gradually introducing advanced DB products and services (Indriasari, Gaol, & Matsuo, 2019). The primary trends in bank digitization include the automation of back-office operations and operational procedures, the growth of electronic payment systems, the use of analytics, and the transfer to cloud technologies (Mamedov & Azer, 2020). 224
There are several causes that might provide some explanations for 'turning digital' behavior, but the following trends are likely the most essential and influential aspects, having a significant influence on the digital transformation of financial services (Dasho, Meka, Sharko, & Baholli, 2017). Those are: (1) the development of new technology. The rapid development of new technologies, such as the Internet, smartphones, and tablets, as well as the threat of new entrants (running digital-only products and services) and new models, adds a new dimension to banking's changing role. Many enterprises rapidly extend their activities into financial services, constantly innovating and competing - or partnering - with banks and other financial institutions in various parts of the financial markets or in activities that do not explicitly require a banking license. This helps to drive banks to reconsider their business practices. (2) the change of customer expectations. Customers are no longer the same as they were two decades ago. In only a few years, their expectations for products and services have shifted. Digital consumers are members of the digital native generation, having been born and raised on the Internet: The Y generation, who have been exposed to technology since early infancy, and the Z generation, who have grown up in a media and online environment with nearly endless alternatives. Concerning technology, the primary goal of integrating banking services with it, is without a question, convenience. Most people are now so accustomed with technology that it impacts their way of life. Businesses must therefore differentiate themselves in the digital realm with distinctive offers (Cuesta, Ruesta, Tuesta, & Urbiola, 2015). Banks' decisions to use DB technology must be active enough to boost financing and liquidity efficiency, but overly aggressive DB technology adoption may undermine their performance efficiency. The use of DB technology might improve banking sector efficiency (Wirdiyanti, 2018). Artificial Intelligence (AI) and Big Data Analytics (BDA) have emerged as significant technologies in the modern banking service. The latest trend of AI and BDA enables banking to be more data-driven and customer-centric. Personalization services are increasingly critical for leveraging existing customer interaction and encouraging potential consumers to become new ones (Indriasari, Gaol, & Matsuo, 2019). AI and DB rely heavily on artificial intelligence to automate all banking activities such as administrative work and data processing, which reduces the burden placed on bank staff to complete their day-to-day responsibilities (Isa, Hamdan, & Alareeni, 2021). 1.4 DB Initiation The global expansion of DB has been predicted for many years, but numerous factors have lately converged to accelerate this trend. Among the most significant changes is the presence of a much stronger ecosystem to enable DB, which includes rapid increases in Internet and smartphone adoption as well as growth in ecommerce, resulting in a shift in demand for DB from early adopters to a broader range of customers (Barquin & HV, 2015). The roots of automated services in the banking business may be traced back to the 1960s (Ngo, Phung, & Chu, 2021). However, researchers identified quite diversely the following evolution of DB in various places of the world. In US, Stanford Federal Credit Union was the first internet banking in 1994 (Wewege, Lee, & Thomsett, 2020); (Cuesta, Ruesta, Tuesta, & Urbiola, 2015). The DB revolution in Indonesia began in the early 2000s, when some national banks implemented Internet Banking and Mobile Banking (Indriasari, Gaol, & Matsuo, 2019), where BII launched internet banking in 1998, and BCA implemented mobile banking in 2001. BCA Syariah implemented Islamic mobile banking in 2014, and followed by other banks (Cuesta, Ruesta, Tuesta, & Urbiola, 2015). Especially, the development of DB in Indonesia in 2020 also lags behind China, which established Webank in 2014, and the United Kingdom, which established Monzo and Revolut in 2016. National Bank of Oman and Bank Muscat introduced the concept of digital banking in Oman in 2002 (Ananda, Devesh, & Al Lawati, 2020). In Uzbekistan, JSC Anor Bank launched its first online banking service as DB in 2020 (Abdulaziz, 2022). Notwithstanding, according to McKinsey report, DB has grown dramatically throughout Asia since 2011. Consumers of financial services are increasingly using computers, cellphones, and tablets to conduct business with their banks, while visiting branches and phoning service hotlines are becoming less common. Despite certain institutional impediments, the transition is likely to continue, and incumbents and new entrants alike should brace themselves for the repercussions (Barquin & HV, 2015). 2. DB DEFINITION Defining a DB properly is not an easy task. There is no comprehensive explanation of this new term in the literature (Cuesta, Ruesta, Tuesta, & Urbiola, 2015). Though, recently, Recently, the notion of DB has emerged as a critical concept in both the banking sector and the whole economy (Isa, Hamdan, & Alareeni, 225
2021). Along with the development of information media, several terms have been associated with DB, and even those terms are often interchanged with each other, making the true meaning of DB even more obscure. Frequently, DB has been referred terms such as electronic banking, internet banking, online banking (Ab. Aziz, Jali, Sulaiman, Harun, & Mustafar, 2021); (Cuesta, Ruesta, Tuesta, & Urbiola, 2015), mobile banking (Dasho, Meka, Sharko, & Baholli, 2017), tablet banking (Ananda, Devesh, & Al Lawati, 2020), telephone banking, contactless cards (Ngo, Phung, & Chu, 2021), web banking (Wirdiyanti, 2018), web-based services (Isa, Hamdan, & Alareeni, 2021). Methodologically, this article seeks to compile prior research on DB spanning from digital business evolution, digital transformation, trend of digital banking and DB initiation. Then, numerous definitions of DB from scholars are gathered from the 2008 to 2022 research papers. Keywords are recognized in the categories of the institution, product/services, process, technology, and characteristic based on this description. From these several keywords, one word is selected or new words representing keywords are created as part of the new DB definition. Finally, the terms are combined to form a new definition of DB. The arguments for the choice of words are discussed. Indeed, this new definition does not provide a definition that is significantly different from prior definitions, because the evolution of DB demonstrates that the features of the DB category do not evolve as quickly as the derivatives of the category substantially. As a result, the categories are thought to be appropriate as DB concepts. The keywords are then utilized to generate a new, more comprehensive definition of DB. Because some of the prior definitions did not contain all of the current categories, this new comprehensive definition is thought to be able of representing all of the relevant terms and keywords in each category. Here, it is listed some issues related to the definition of DB. Table 1: Definition of DB Author DB definition Abdulaziz (2022) is a bank or its subsidiary that provides remote banking services using innovative banking technologies Ganieva & Mirzaeva (2022) is the automation of traditional banking services. Digital banking allows bank customers to access banking products and services through an electronic online platform Siregar, Rohman, Luviyanto, & Prabowosunu (2022) is a bank that is meant to deliver value for the digital goods and services that are expected to optimize the use of digital channels in providing services to clients for everyday transaction activities. Ab. Aziz, Jali, Sulaiman, Harun, & Mustafar (2021) refers to the utilization of technology to conduct banking transactions in a smooth and convenient way that conduct a virtual process where banking services are delivered over the internet Haralayya (2021) is the computerization of traditional banking services. It enables the bank’s customers to access banking products and use banking services via an online/electronic platforms Isa, Hamdan, & Alareeni ( 2021) typically refers to the process of digitization of every level of banking Wijaya (2021) a bank/business organization activity that provides fully online banking activities that were previously only available at bank branch offices by automating procedures with modern technology Ngo, Phung, & Chu (2021) can be defined as a form of banking activities which based on a digital core, ensuring maximum utility to both the bank and the client in terms of cost saving and benefit enhancement 226
Wirdiyanti (2018) is the process by which the customers perform their financial transactions digitally without visiting the bank branch; is a refers to accomplishment of financial transactions over the Internet through a bank's secured websites that enables the customers to do their banking transactions with the help of gadgets and through the internet Platonov (2017) the provision of banking services via the Internet; the use of Internet standards and protocols for the interaction of the bank with the client; Teedev (2015) the provision of electronic financial services by credit and banking institutions, including the activities of credit institutions in the field of electronic settlements using bank cards and electronic money systems, as well as exchange transactions with stock values and financial intermediation of other participants in electronic economic activity Grizov (2014) the ability of the client to have direct access to a bank account using a computer via the Internet and using a standard browser Gavrilova (2010) banking based on electronic technologies in the information environment of the Internet Mamedov (2008) operations carried out by the bank in the network, differing from operations in standard bank branches only in an interactive form of relationship with the client Several essential terms can be derived from the above definitions proposed by various authors. These terms are separated into categories: institution, product and service, process, technology, and characteristic. Table 2: Keywords of DB Definition Category Keywords Redefine Institution bank, bank subsidiary, business organization, credit and banking institution financial institution Product/Service remote banking service, digital goods, financial transaction, electronic financial services, exchange transaction with stock values, financial intermediation, bank cards and electronic money system electronic financial product and services Process automation, utilization, virtual process, computerization, digitation, electronic settlement, direct access virtual digitation Technology electronic platform, online platform, digital channels, internet, modern technology, digital core, websites, gadget, , computer, network, standard browser electronic platform, online, internet, network Characteristic innovative, optimizing, smooth and convenient way, differing innovative Based on the above keywords, it is proposed the DB definition as innovative activities of the financial institutions to provide electronic financial products and services through virtual digitation using the online electronic platform over the internet network. 227
It is argued that digital banking is activities in any level of banking or financial transaction day to day. The activities are carried out in a smooth and convenient way that differs from traditional banking service by optimizing the process of virtual digitation including automation, utilization, and computerization that have direct access between customer and institution. The customer does not need to come directly to the bank office or branch. The institutions are not limited to just a bank or its subsidiaries, but also financial sector business organizations in general such as credit and banking institutions in the field of electronic settlement or other financial intermediation institutions. The word financial institution was adopted to anticipate future developments in the financial industry's digitalization. DB products and services include remote banking service, digital goods, financial transaction, exchange transaction with stock values, financial intermediation, bank cards and electronic money system, mobile check deposits, tax-alters, e-statement and online bill payment (Ananda, Devesh, & Al Lawati, 2020), cash deposit, cash withdrawal and transfer, checking or saving account management, applying for financial product, credit and loan management, bill payment, account service, money deposit, withdrawal and transfer (Ab. Aziz, Jali, Sulaiman, Harun, & Mustafar, 2021). All of these products and services are referred to as electronic financial products and services. Technology related to DB covers electronic platform, online platform, digital channels, internet, modern technology, digital core, websites, gadget, computer, network, and standard browser that are represented as electronic platform, online, internet network. 3. DB FEATURES In an effort to redefine DB, this study ended by exposing numerous elements of DB, including benefits, factor influence in adoption, advantages, key success factors, , issues and challenges. Some of these elements are just briefly discussed in the following paragraphs. DB provides the following benefit: cost efficiency, the flexibility of delivering service, operational efficiencies, saving time, and ease of finding the product and service information (Ab. Aziz, Jali, Sulaiman, Harun, & Mustafar, 2021); t removes the geographical barriers for customers, its convenience and innovative techniques, it saves time, easy to access and nominal transaction fees, minimized the customer attrition and maximized the customer loyalty, and free from hazardous circumstances (Mamedov & Azer, 2020). DB Advantages include: performing banking functions from home, offering convenience, becoming paperless, setting up automatic payments for regular utilities, supporting online shopping, providing services in remote areas, reducing the risk of currency counterfeiting, enhancing privacy and security, reducing the requirements for currency minting (Ganieva & Mirzaeva, 2022); convenience in terms of assisting customers in performing banking functions from the comfort of their home, operating banking services around the clock (24/7), reducing paperwork for banks' employees, utility bills can be done with one click, support online payments, DB service are expanding in remote areas, minimize the risk of counterfeit currency, and it saves time (Haralayya, 2021); enhance efficiency, saving cost, increase competitiveness, customer loyalty (Wijaya, 2021). The following are the essential success elements for DB: currency order ability, customizable position settings, account related to the status of tax credits, card lock function, innovation in secure storage, integration with investment channels of the stock market, financial management analyst, enable account grouping in different banks, readily accessible assistance (Ganieva & Mirzaeva, 2022). DB Issues and challenges: traditional banking habits, security, transaction difficulty, technical issues, small budgets, sustainable competitive advantage, convenience and death of loyalty, understanding customer context, automation, and future work. And, the DB opportunities: leveraging the power of social, the right time, and the right place (Revathi, 2019). 4. REFERENCES Ab. Aziz, M. R. et al., 2021. Bibliometric Analysis of Literatures on Digital Banking and Financial Inclusion Between 2014-2020. Library Philosophy and Practice, Volume 5322, pp. 1-31. Abdulaziz, A., 2022. Benefit of Digital Banking. nternational journal of Social Sciences & Interdisciplinary Research, 11(6), pp. 151-155. Ananda, S., Devesh, S. & Al Lawati, A. M., 2020. What factors drive the adoption of digital banking? An empirical study from the perspective of Omani retail banking. Journal of Financial Services Marketing, 25(1), pp. 14-24. 228
Bank Indonesia, 2019. Bank Indonesia: Menavigasi Sistem Pembayaran Nasional di Era Digital - Blueprint Sistem Pembayaran Indonesia 2025, Jakarta: Bank Indonesia. Barquin, S. & HV, V., 2015. Digital Banking in Asia: What do consumers really want?, Kuala Lumpur: Asia Banking Practice. Cuesta, C., Ruesta, M., Tuesta, D. & Urbiola, P., 2015. The digital transformation of the banking industry, s.l.: BBVA Research. Dasho, A., Meka, E., Sharko, G. & Baholli, I., 2017. Digital Banking the Wave of the Future. Tirana, s.n. dos Santos, A. A. & Ponchio, M. C., 2021. Functional, psychological and emotional barriers and the resistance to the use of digital banking services. Innovation & Management Review, 18(3), pp. 331-348. Ganieva, U. A. & Mirzaeva, M. G. K., 2022. Types of Digital Banking Services and Increasing Their Popularity. International Journal of Multicultural and Multireligious Understanding (IJMMU), 9(6), pp. 1-5. Haralayya, B., 2021. How Digital Banking has Brought Innovative Products and Services to India. Journal of Advanced Research in Quality Control and Management, 6(1), pp. 16-18. Indriasari, E., Gaol, F. L. & Matsuo, T., 2019. Digital Banking Transformation: Application of Artificial Intelligence and Big Data Analytics for Leveraging Customer Experience in the Indonesia Banking Sector. Jakarta, s.n. Isa, A. A., Hamdan, A. & Alareeni, B., 2021. The Impact of Digital Banking on the Bank Operation and Financial Performance. Cham, Springer Nature Switzerland, pp. 421-430. Kreitstshtein, A., 2017. Digital transformation and its effects on the competency frame- work: a case study of digital banking, Helsinki: Haaga-Helia University of Applied Science. Lipton, A., Shrier, D. & Pentland, A., 2016. Digital Banking Manifesto: The End of Banks?, Massachusetts: Massachusetts Institute of Technology. Mamedov, Z. F. & Azer, A., 2020. Development of Digital Banking in Modern Russia. Baku, s.n., pp. 186-192. Ngo, D. T., Phung, T. H. & Chu, T. V., 2021. Factors Influencing the Consumer Adoption of Digital Banking Services During the Covid-19 Pandemic in Vietnam. Cham, Springer Nature Switzerland AG, pp. 397- 410. Pavithra, C. B. & Geetha, K., 2021. Factor Affecting Customers' Perception towards Digital Banking Services. Turkish Journal of Computer and Mathematics Education, 12(11), pp. 1608-1614. Revathi, P., 2019. Digital Banking Challenges and Opportunities in India. EPRA International Journal of Economic and Business Review, 7(12), pp. 20-23. Riza, A. F., 2019. Customer acceptance of digital banking in Islamic bank: Study on millennial generation. Yogyakarta, Universitas Islam Indonesia, pp. 66-74. Siregar, R. Y., Rohman, I. K., Luviyanto, A. N. & Prabowosunu, M. A., 2022. Digitalisasi dan Bisnis Model Perbankan Indonesia. Economic Bulletin, 23 March, Issue 6. Štavljanin, V. & Pantović, V., 2017. Online Customer Experience - Implications for Digital Banking. Bankarstvo, 46(2), pp. 101-129. Sutikno, S., Nursaman, N. & Muliyati, M., 2022. The Role Of Digital Banking In Taking The Opportunities And Challenges Of Sharia Banks In The Digital Era. Journal of Management Science (JMAS), 5(1), pp. 27- 30. Wewege, L., Lee, J. & Thomsett, M. C., 2020. Disruptions and Digital Banking Trends. Journal of Applied Finance & Banking, 10(6), pp. 15-56. Wijaya, K., 2021. Digital Banking vs Digital Bank. s.l.:Majalah Infobank. Wirdiyanti, R., 2018. Digital Banking Technology Adoption and Bank Efficiency: The Indonesian Case, Jakarta: Indonesia Financial Services Authority (OJK). 229
Developing Alami’s Adventure Advergame for Promoting Eco Tourism Activities at Kelab Alami Tanjung Kupang Umi Kalthom binti Ramin1 , Mazlisa Binti Mohd Isa2 and Nur Nasyrah Aainaa3 1Umi Kalthom Binti Ramin, Politeknik Ibrahim Sultan, Pasir Gudang, 81700, MALAYSIA 2Mazlisa Binti Mohd Isa, Politeknik Ibrahim Sultan, Pasir Gudang, 81700, MALAYSIA 3Nur Nasyrah Aainaa binti Mohd Nasri, Politeknik Ibrahim Sultan, Pasir Gudang, 81700, MALAYSIA *Corresponding Author: [email protected] Abstract: Kelab Alami Mukim Tanjung Kupang situated in Gelang Patah, Johor, Malaysia offers unique eco-tourism and edu-tourism activities by exploring nature. However, most of the activities provided have a few limitations for tourists. Some of tourist comes with family and young children so an outdoor activity was not suitable for them. Moreover, sometime the activities such as cycling and hiking only can be held in a good weather. So, the aim of this study is to develop a prototype of Alami's Adventure advergame and get some feedback to see the acceptance of UI UX from the respondents as a promotion tool especially to the youngsters. Spiral Models have been used along the development process consist Four Phases which include Design and Planning, Game Code, Play Test and Evaluation. This research manages to develop a prototype Alami’s Adventure advergame with special fauna character that can be found at Mukim Tanjung Kupang as main characters in the game. 50 respondents were involved from random area with different age range and gave feedbacks in the questionnaires through Google form. We choose this age range because this group is our target audience and most of the activities provided is suitable for teenagers, adults or young eco-tourist. The findings reveal that evaluation made by User Interface (UI) aspects is high (4.49) followed by User Experience (UX) aspects (4.37) which show most of the respondents satisfied with the design and experienced a fun journey while playing the game. Hopefully this research can enhance brand awareness and satisfy the tourist to enjoy the activities while at the tourism spot or at home. Keywords: advergame, eco-tourism promotion, mobile games application 1. INTRODUCTION Kelab Alami is an edu-tourism site that should be one of the places for young people looking to learn more about the exploring the nature. Founded by Dr Serina Rahman and Shalan Juma'at 14 years ago they collaborate with a few local young teenagers who have been trained and educated to respect their community's natural environment. Kelab Alami has now established community entrepreneurs by developing and supporting local economic operations while also disseminating environmental knowledge and preservation. To sustain the eco-tourism, they also educate guests about wildlife, plants, and animals, as edu-tourism has evolved into one of the club's primary offerings. Tourists will gain fresh knowledge and insights about living and appreciating the nature of the Tanjung Kupang area. Kelab Alami's main eco-tourism and edu-tourism activities are Mangrove Habitat Walk, Seagrass Habitat Walk, Merambong Island Habitat Walk, Cycling Tour, and Pendas River Tour. Despite the fact that the activities offered are quite appealing, their promotional limits are not as severe as those of the Malaysian Nature Lovers' Association (MNS), which promotes the 'forest and environment protection' campaign through a mobile application in 2020. Kelab Alami's, on the other hand, is still aggressively promoting itself to the public via social media platforms such as Facebook. Their target demographic or market consisted of people between the ages of 25 and 34, who are thought to be frequent users of the media platform. (N. Ain, 2021). For this reason, an advergame prototype was developed using a mobile games application, in order to ensure that visitors of Kelab Alami (especially the young eco-tourist) will learn about nature as early as possible. This 230
type of inventive advertisement will help to promote Kelab Alami and encourage visitors to explore and learn about the way of life in Tanjung Kupang. Environmental activity-based activities that are being offered should be promoted among the younger generation so that the surrounding area can continue to be a fertile ground for future generations (Datuk Seri Dr Ir Zaini Ujang, 2019). 1.1 Advergame and UI UX Playing games is an excellent method for individuals of all ages to have fun and occupy themselves. As a result, digital games are increasingly seen as a source of revenue in the gaming and advertising industries (Jayswal & Vora, 2017). To attract customers to a product or brand, innovative and imaginative marketing methods were developed. In WIRED Magazine issue 2001, Anthony Giallourakis first mentioned and coined the word advergames in 2000 (Chakraborty & Saha, 2019). According to Çeltek, 2017 advergames have shown to be a viable technique for increasing brand loyalty and gathering client information. Interactive advertising games are being created. The global gaming market has reached $99.6 billion, with 37% of the revenue earned by mobile phone businesses (Mastrocola, 2010). The integration of games and commercials has increased branding and product understanding in order to obtain information from concerned consumers (Çeltek, 2017). Aggarwal (2015) defined the attitudes of advergames and the brand to test the efficacy of advergaming design, revealing that well-executed advergames have a significant impact on customer behavior of all ages. In the realm of marketing, conventional tactics are giving way to unusual approaches in order to improve brand knowledge (Jayswal & Vora, 2017). Advergame has evolved into an important instrument for effectively communicating businesses and products (Chakraborty & Saha, 2019). The growing interest in advergames has revealed that marketers recognize the considerable benefits of advergames as a covert marketing technique. The importance of this study is that the majority of mobile advertising games encourage fascinating, daring, and thrilling elements. (Adis, 2020) These traits, however, accentuate the assistance supplied in mobile advergames and its competitors. Creating mobile advergames with these features helps improve advergame knowledge; nevertheless, the expected outcomes from mobile advergames cannot be guaranteed. Furthermore, perceptions of advergame consumer personalities, also known as advergame personality (AP), can be used to establish a different identity to highlight advertisements. Furthermore, adopting understanding based on user perceptions of mobile advergames can improve advergame efficacy. As a result, the study's goal is to identify the utilisation of mobile advertising games as a brand communication tool (Adis, 2020). Printsome (2015) wrote about three types of advergame (1) Advertising inserted into an existing game (2) Full games for desktop computers, consoles, or mobile devices (3) Games on a company’s website. Moreover, the interactive and social aspects of games are used to a brand's benefit in advert games. Here are some of the principal advantages they provide for brands (1) Raise brand awareness (2) Positive brand interaction (3) Opportunity to increase more followers (4) Promotional opportunities like coupons or rewards (5) Data and research (6) Good games go viral lastly (7) Great reach through games. It is because over $100 billion is made in the gaming business each year, and social and mobile games account for about 20% of that revenue. You have a fantastic chance to connect with your target audience because to the wide market. Advergame is been chosen because our target audience is local young generation or young eco-tourist which is very close with gadget and games nowadays. Thus, this study aims is focusing on developing a prototype advergame that user can assess and play through desktop or mobile devices to add the awareness to Kelab Alami’s activities. We also get the feedback on the user acceptance with brand awareness through questionnaires that also lead to user interface (UI) and User Experienced (UX) aspect. According to (Steven et. al 2018) A high-performance product must have a good User Interface (UI). Good UI design is mostly concerned with how they look graphically. The UI is just one aspect of the overall user experience. Usability and UX, then, are not purely pragmatic. It includes the anticipation of use as well as the emotional effect experienced during the engagement. The term "UX" refers to a person's reactions and perceptions as a result of using or anticipating using a system, service, or product. (Daumal, S. 2012) Nor forgetting, the user also has to give feedback on game design and brand awareness while testing the prototype. 231
2. LITERATURE REVIEW According to (Wallace, 2019) ecotourism is a type of travel that involves natural attractions, focuses on the preservation of nature, and requires tourists to appreciate local traditions and lifestyles while also minimising their adverse impact on the environment. By raising people's knowledge of the need to protect the environment, ecotourism motivates local populations to take part in the efficient management of indigenous resources. The enhancement of nature and support of local cultures are important aspects of ecotourism a region's customs and way of life to entice tourists to visit (Cobbinah, 2015). The young eco-tourist or a first timer eco-tourist will always find the interesting destination to fulfill their inner peace by exploring nature with their heart and spreading their experience online to attract more friends. They are somehow directly in charge of preserving the environment and have a greater potential to disseminate environmental consciousness in the future. Therefore, there is a need for additional research on young people's understanding of the issues associated with ecotourism, as well as consideration of their perceptions and expectations of this matter as essential components in the implementation and promotion of ecotourism (Cini et al., 2015) The marketing strategy and product awareness of ecotourism must be in accordance with current trends that might compel young people to enjoy the activities and attractions offered in order to attract their interest Traditional communication methods have become less effective in recent years; therefore, marketers have looked for more innovative ways to draw customers. The mobile advergame, which is regarded as an appealing and innovative marketing communication vehicle that is able to create awareness. Companies developed the Advergame concept to market their goods or brands by fusing "advertising," "computer games," and "mobile phones." (Çeltek, 2017). Advergames have the potential to be an effective tool for fostering brand loyalty and gathering essential information about both current and prospective customers. Product awareness can be increased by fusing games and advertisements. According to Çeltek (2017), advergames are viewed as a conceptually fresh and cutting-edge communication route, particularly for reaching well-defined target populations. The capacity to involve teenagers and young people is raising the interest of advertising firms in advergames (Peters & Leshner, 2013). Combining commercials and games is an excellent method for increasing branding, increasing product awareness, and gathering thorough information about participants (Çeltek, 2017). Aggarwal (2015) in the article titled 'A Analyze of Effectiveness of Advergames on Children,' had studied the effectiveness of advergames from the KFC brand, where the brand has built a game that is still available to this day. A modified Hierarchy of Effects model (Lavidge and Steiner1961) in figure 1, was used to examine the effectiveness of advergames on young children and how their reactions altered at different stages of the model. Attention, awareness, relevance, liking, preference, purpose, and decision are some of the processes involved. This modified model includes the concepts of cognition, conation, and emotion to explain responses to advertising. Figure 1: Hierarchy Of Effect To Advergame Research It is important to determine whether there is a correlation between the product and game material because the primary goal of an advergame is to increase brand awareness. Additionally, mobile advergames need to be made in a simple and convenient manner to draw in a growing audience because any of the issues they are facing may cause the project to fail (Adis, 2020). A seamless synthesis of non-intrusive marketing, branding, and advertising can be found in mobile advergames. In tourism, simple integration of a mobile game into the trip is possible. This may take the shape of a game-based tourist guide that accompanies the user while they are traveling and it can be played both indoors and outdoors (Çeltek, 2017). 232
3. METHODOLOGY The study includes 4 phases that refer to the Spiral Model by Boehm (1988), where the first phase refers to project planning, the second and third phase is the production process of the advergame prototype. The fourth phase is to test the project prototype and get feedback from user through a set of questionnaires using the Google Form. Figure 2: Spiral Model By Boehm (1988) 3.1 First Phase – Project Design and Planning Planning processes include the development of storytelling and concept of the game, the selection of the main character of the game, the title of the game, the design of software and characters, the branding logo for the game, the wireframe and also the preliminary ideas for the game layout. Several sketches for background, game asset and character design have been selected and approved by the Project manager in Kelab Alami. Figure 3 is sample of finalized sketches character design that has been approved before go through an inking phase. The selected character is chosen based on the villager's acknowledgment and can easily be found in Mukim Tanjung Kupang. Figure 3: Sketches For Games Asset And Character Development For Alami’s Game After the inking phase four character have been finalized refer to Figure 4 (a). All the collectible items is mostly other flora and fauna that can be found in habitat Tanjung kupang in Figure 4(b). Figure 5 shows a few layout and game asset after inking phase and endorse by both Project manager and project leader. If a few amendments will be made iteratively until we satisfied with the final output within the concept and theme that been decide earlier. All the design and inking phase made by Adobe Illustrator and Photoshop. 233
Chippy Pak Dugong Bacak Fiddy Collectible items (a) (b) Figure 4: (a) Four Main Character (b) Collectible Items Figure 5: Sample Of Game Asset After Inking Phase 3.2 Second Phase – Game Code for Alami’s Adventure Advergame The majority of the time, energy, and resources used to create video games are put toward the end product. This is also one of the most difficult phases of making a video game. In this phase, design works will involve designing the character models, rendered, and iterated on to look exactly how they should in the story. Audio design works continuously to make sure it sounds realistic. Environments that are dynamic, immersive, and appropriate for a variety of playstyles are created. Each piece of in-game content required a few of lines of source code. (Lehtinen, 2022). Utilizing the GDevelop 5 game engine was refer to figure 6, the simpler option for creating a two-dimensional endless runner game. The implementation of game logic using a visual editor, together with the user interface's ease of use and simplicity, were the primary factors in coming to this conclusion. (Aslan, 2015). All characters, backgrounds, game assets, and design layouts will go through coding procedures using specific software. This technological component acquired a well-planned process that requires a significant period of time. Figure 6: Gdevelop Software Used As Game Engine In Production Process 3.3 Third Phase – Play and Test the Prototype To ensure that this advergame development run smoothly and can be completed within the timeline we divided this phase to six section, refer to figure 7 consist section A, B, C, D, E and F. By referring Kelab Alami’s advergame flowchart we start with the section A first this splash screen applied and all the menu 234
being play and test the prototype. User interface UI elements, game asset, the navigation, effect, and interaction will be put together including the sounds if necessary. All the play and test the prototype will be finalized by project leader and sometime it takes the test repeatedly until we satisfied with the smoothness and gameplay. Figure 7: Flowchart and Section In Play And Test Phase Then continue to section B – which got different level and we separate by the type of activity which as for sea grass habitat walk- we use as a background and asset first level and mangrove habitat walk as background and asset for second level. Then we continue the play test to section C- collectible items, mostly about all the character. Then we proceed to complete Section D which is educate the user about the tutorial on how to play. If we find not much problem we continue on Section E – more on claim and reward. The part that they can claim the token if they play at the Kelab Alami itself. That we proceed to the final part section E where they can like and share in social media. Figure 8 refer to splash screen and main menu page which also provide background sound to the user, figure 9 and figure 10 is the sample how the prototype looks at ‘Background’ and ‘Coupon Redeem Interface’. Figure 8: Loading Page and Main Page Figure 8: Sea Grass Level Page 235
Figure 9: Game Interface With Coupon Redeem Section 3.4 Fourth Phase – Evaluation and Feedback The prototype was tested using a set of questionnaires through the Google Form. This study involved 50 respondents overall, which comes in different group, (i) children, (ii) teenagers and (iii) adult. We choose it randomly because our target audience is young traveler and nature lover, eco-tourist, or first-timer eco-tourist come from all around Malaysia. Table 1 below shows the demography from the user, 52% of the respondents is male and balance 48% is women. Well as for group of respondents there are 38% of them were children below 11 years old, follow by 34% are teenagers and lastly 28% of them is adults which above 18 years old. Table 1: Demography Number Total (%) Gender Male Female 26 24 52 48 Group of respondents children (below 11) teenagers (12 to 17) adults (18 above) 19 17 14 38 34 28 4. FINDINGS In this section, this finding is to ensure that users who want to be tested according to the target that this project wants to achieve are not misled. This helps to some extent and ensures that the project is executed properly with the testers. 4.1 Questionnaire Section and Mean Scale Interpretation The questionnaires that we distribute consist five section, as shown in Table 3, Section A consist demography gender, then B aspect game design. Follow by Section C and D the UI and UX and lastly the last section E is regarding overall more on brand awareness. Table 3: section in questionnaires Aspect No of Question Section A Section B Section C Section D Section E Demography Game Design User Interface (UI) User Experience (UX) Overall - Awareness 2 (gender,age) 4 (Yes/No) 7 (likert scale) 7 (likert scale) 7 (Yes/No) Mean scale interpretation is used to summarize the research findings based on the User Interface (UI) and User Experience (UX) of the game. (Allen, 2007) Likert scales are a frequent survey rating format. Using five 236
or seven levels, respondents score quality from excellent to poor or from best to worst. These interpretations were collected using a five-point Likert scale with the options Strongly Disagree, Disagree, Neutral, Agree and Strongly Agree. Table 4 shows the interpretation of the mean scale resulting from the data that has been collected. Table 4: Mean scale Average Mean Mean Interpretation 1.00 - 2.33 2.43 - 3.67 3.68 - 5.00 Low Medium High 4.1.1 Game Design Aspects In this aspect the question mostly relate with the concept and theme for Alami;s Adventure advergame refer to table 5 below. There are 94% of the user agreed that the game concept relate with nature while 6% not sure about it. 88% agreed that the color match with the theme, and 12 percent nor sure if the color match with the theme. 86% agreed the character are attractive and can understands the personalities for each charactor in this game but 12% choose Maybe attractive to them while only 10% not sure they understand the personalities of each character. Table 5: Game design (Theme) No Question Yes No Maybe 1. In your opinion, does the concept of this game have anything to do with nature? 94% 0% 6% 2. Do the colors used in this game match the theme of nature? 88% 0% 12% 3. Do they think characters in this game are attractive? 86% 2% 12% 4. Do you comprehend the personalities of each character in this game? 86% 4% 10% 4.1.2 User Interface (UI) Aspect As shown in table 6, each item debates about the appropriateness of the button position, visuals in the game and the use of graphics. The average mean is obtained by the average mean for all 50 respondents in each question. The total Average Mean is mean for all the average mean for that certain aspect for User Interface aspects is (x=4.49) is high and this proof that the users who have played this prototype are satisfied with the visual design, button position and graphic used, background as well character and other relate with UI. Table 6: Mean Scale Interpretation for User Interface (UI) Aspects No Question Average Mean Mean Interpretation 1. 2. 3. 4. 5. 6. 7. The placement of button is suitable The text used can be read easily Overall UI is easy to navigate The graphics used is in accordance with the game concept The background of the game is visually appealing The characters in the game are well designed Buttons is clear, understood and helped me navigate the game well 4.34 4.52 4.54 4.54 4.40 4.56 4.54 High High High High High High High Total 4.49 High 237