Permasalahan yang dimiliki pelaku Usaha Kecil Mikro dan Menengah (UMKM) di desa Tunjungtirto kecamatan Singosari Kabupaten Malang yaitu masih menjalankan usahanya dengan sistem tradisional, belum memiliki media promosi dan pemasaran serta belum memiliki ketrampilan yang memadai dalam menggunakan media berbasis web. Tujuan kegiatan ini agar para pelaku usaha memiliki media promosi dan pemasaran yang efektif bagi peningkatan penjualan produknya. Metode pendekatannya adalah pelatihan dan pendampingan dengan konten pembuatan platform ecommerce pasar desa digital berbasis web, fungsi dan fitur media berbasis web, dan memberikan bekal ketrampilan yang memadai tentang cara menggunakan medianya. Hasil pengembangan dan evaluasi kegiatan dapat disimpulkan bahwa terdapat peningkatan pengetahuan dan ketrampilan dalam hal pembuatan, pemanfaatan media berbasis web dengan indikator telah terwujudnya media online dan sekaligus diuji coba untuk kegiatan promosi dan pemasaran produk mereka.Kata kunci—Pasar Desa, Digital, Media Promosi, UMKM Abstract Problems that are owned by Micro and Medium Enterprises (SMEs) in the village of Tunjungtirto, Singosari sub-district, Malang Regency, are still running their business with traditional systems, do not have promotion and marketing media and do not yet have adequate skills in using web-based media. The purpose of this activity is for businesses to have effective promotional and marketing media to increase sales of their products. The approach method is training and mentoring with the content of making web-based digital village market ecommerce platforms, web-based media functions and features, and providing adequate skills on how to use the media. The results of the development and evaluation of activities can be concluded that there is an increase in knowledge and skills in terms of making, using web-based media with indicators that online media have been realized and at the same time being tested for promotional activities and marketing of their products.Keywords—Village Market, Digital, Media Promotion, SMEs
Many potential tourism spots have been recently developed all over Malang, Indonesia. It all started from a university student’s project that transformed the packed living area of the colorful village of Jodipan (Kampung Warna Warni Jodipan) into a tourism destination. After this successful metamorphosis, the nearby villages started to develop their thematic villages. For example, across the bridge from Jodipan there is Kampung 3D and across the railroad track is Kampung Biru Arema. Near these places, there is Sukoharjo sub-district which is longing to do the same. One of the potential attractions on Sukoharjo is Haul Akbar Pondok Pesantren Darul Hadits Al-Faqihiyyah (the annual celebration of the Islamic boarding school Darul Hadits Al-Faqihiyyah), which is a pillar of religious tourism in Malang. This project explored a smartphone application design that would bring tourists to Sukoharjo. The design and development involved adapting prototype SDLC models to quickly involve the audience in the process. The prototype is expected to be used in a pilot project that further employs the development features of the smartphone application. Keywords: Smartphone application, potential tourism spots, prototype SLDC models
Comics are visual media best known as a popular information or entertainment medium among teenagers. Most teenagers tend to read comics in fiction, drama, and comedy genres. Many adolescents present low enthusiasm and motivation to develop their potential for the ideal bright future induces teenagers to fill their spare time with wasteful activities, especially after the emergence of not-educational entertainment media. Therefore, their time and energy are diverted from essential aspects, such as learning, self-development, and preparation for the future. This study aims to develop an application of digital comics to motivate teenagers to optimize their time management. For the research method, we used a development design consisting of pre-production, production, and post-production stages. Our analysis results suggested that this digital comic is beneficial for society, especially among teenagers, as it motivates and improves time management skills among adolescents. Besides, the results of our survey involving 40 respondents also showed that the “Mastri” comic attained a score of 88,9 percent, suggesting its positive impression and efficiency in providing education about time management from the respondents’ viewpoint. Keywords: comics, time management, youth Abstrak: Komik merupakan media visual yang paling dikenal sebagai media informasi atau hiburan yang popular dikalangan remaja. Komik yang biasa dibaca oleh remaja cenderung ke genre fiksi, drama dan komedi. Rendahnya semangat dan motivasi untuk mengembangkan potensi diri demi mempersiapkan masa depan yang cerah sesuai dengan cita-cita membuat remaja cenderung mengisi waktu luang dengan kegiatan tidak bermanfaat. Salah satu faktor yang menjadi penyebabnya yaitu media hiburan yang tidak mendidik. Waktu dan tenaga remaja menjadi teralihkan dari hal-hal yang penting seperti belajar, pengembangan diri, dan persiapan masa depan. Tujuan dari penelitian ini untuk mengetahui penerapan komik digital untuk memotivasi remaja dalam optimalisasi manajemen waktu. Penelitian ini menggunakan metode perancangan dengan menggunakan alur tahapan seperti pra, tahap produksi, dan tahap pasca produksi. Hasil penelitian menunjukan bahwa komik digital ini bermanfaat bagi masyarakat terutama dikalangan remaja serta membuat remaja yang berada di bangku sekolah semakin termotivasi dan dapat mengelola manajemen waktu dengan baik. Setelah melakukan survey dengan 40 resonden menunjukkan bahwa komik “Mastri” sangat baik dengan menunjukkan skala nilai 88,9 persen, sehingga dapat disimpulkan bahwa melalui komik memiliki kesan positif dan cukup efektif untuk memberikan edukasi tentang memotivasi diri untuk memanajemen waktu dari sebuah cerita yang berdasarkan mahasiswa santri tersebut. Kata kunci: komik, manajemen waktu, remaja
Tujuan program ini untuk mengembangkan dan memberikan pelatihan tentang bagaimana menggunakan media promosi yang efektif diwujudkan dalam bentuk sebuah platform pasar digital berbasis web. Sebagai tambahan, kegiatan ini dilakukan untuk meningkatkan citra Bumi Tunggul Wulung (BTWI) sebagai kampung entrepreneur, serta market place berbasis koperasi yang akan mewadahi setiap warga yang belum memiliki pasar produk dengan harapan dapat mingkatakan profit usaha serta terjadi kolaborasi antar warga. Kegiatan pengabdian masyrakat ini dilakukan melalui pelatihan branding, photo produk, pengolahan data pada website serta pelatihan e-commerce. Hasil dari kegiatan menjunjukkan bahwa dengan adanya Graphic Standard Manual (GSM) untuk Logo, maka identitas untuk mencapai brand awarness dapat diterapkan dalam berbagai atibut desain yang dialokasikan kedalam media promosi baik cetak maupun digital seperti website yang sudah dikembangkan. Dengan adanya website sebagai platform digital diharapkan dapat menjadi wadah bagi warga BTWI yang ingin meningkatkan profit usahanya dengan nafas kampung etrepreneur sebabagai citra warga.Kata kunci—entrepreneur, branding, marketplace, website, UMKM AbstractThe purpose of this program is to develop and provide training on how to use effective promotion media in the form of a web-based digital market platform. In addition, this activity is carried out to improve the image of Bumi Tunggul Wulung (BTWI) as an entrepreneur village, as well as a cooperative-based market place that will accommodate every citizen who does not yet have a product market in the hope of increasing business profits and collaboration between citizens. Activities in community service are through branding training, product photos, data processing on the website and e-commerce training. The results of the activity show that with the Graphic Standard Manual (GSM) for the Logo, the identity to achieve brand awareness can be applied in a variety of design allocated to print and digital promotional media such as websites that have been developed. With the website as a digital platform it is hoped that it can become a forum for BTWI residents who want to increase their business profits with the breath of the entrepreneur's village because of the citizens' image.Keywords—entrepreneur, branding, marketplace, website, MSME
The small percentage of prospective students passing the Public University Entrance Exam (SBMPTN) makes many students who will take part in the following SBMPTN anxious, impacting their level of readiness, concentration, and thinking skills to face this exam. One of their efforts in preparing for SBMPTN is to find as much information as possible on social media about the SBMPTN. Therefore, an educational media about SBMPTN preparation that is packaged in an attractive and effective way is needed. This research focuses on creating educational media in the form of a compositing animation video with the title Kiat-kiat Menghadapi Ujian Masuk Perguruan Tinggi Negeri. The research method used is descriptive methods through pre-production, production and post-production stages. This design is intended as an informative media about what to prepare before taking the SBMPTN for prospective participants. The result of the research is an animation video with a duration of 7 minutes 43 seconds published via YouTube. Based on the results of a survey on 48 respondents, 92.91 percent strongly agree that this compositing animation video is packaged in an attractive manner, and 95 percent strongly agree that this compositing animation video provides new information about the SBMPTN. Keywords: compositing animation, SBMPTN, public university Abstrak: Kecilnya persentase calon mahasiswa yang lulus tahap Seleksi Bersama Masuk Perguruan Tinggi Negeri (SBMPTN) membuat banyak siswa yang akan mengikuti SBMPTN di tahun mendatang merasakan kecemasan berlebih yang berdampak pada tingkat kesiapan, konsentrasi, dan kemampuan berpikir dalam menghadapi ujian ini. Salah satu upaya dalam mempersiapkan diri sebelum mengikuti ujian SBMPTN ialah mencari informasi sebanyak-banyaknya di media sosial mengenai SBMPTN ini. Maka dari itu, dibutuhkan sebuah media edukasi yang membahas tentang persiapan sebelum mengikuti SBMPTN yang dikemas secara menarik dan efektif dalam menyampaikan informasi. Pada penelitian ini dilakukan pembuatan media edukasi berupa video animasi compositing berjudul Kiat-kiat Menghadapi Ujian Masuk Perguruan Tinggi Negeri. Penelitian ini menggunakan metode deskriptif melalui tahap pra produksi, produksi dan pasca produksi. perancangan ini bertujuan sebagai salah satu pilihan media informasi yang memuat informasi mengenai apa saja yang harus dipersiapkan sebelum mengikuti ujian SBMPTN bagi calon peserta. Hasil perancangan berupa sebuah video animasi compositing yang berdurasi 7 menit 43 detik yang dipublikasikan melalui youtube. Berdasarkan hasil survei 48 responden, sebanyak 92,91 persen sangat setuju bahwa video animasi compositing ini dikemas dengan menarik, dan 95 persen sangat setuju bahwa video animasi compositing ini memberikan informasi baru mengenai ujian masuk perguruan tinggi negeri (SBMPTN). Kata Kunci: animasi compositing, SBMPTN, perguruan tinggi negeri
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