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Pemanfaatan Bahan Alami Menjadi Produk Tas Ecoprint Yang Bernilai Jual Di Banjar Indra Giri Dusun Sangiang Komang Surya Putra Darmawan; I Nyoman Wijana; I Putu Gede Asnawa Dikta; I Komang Widya Purnamayasa
Jurnal Pengabdian Masyarakat: Darma Bakti Teuku Umar Vol 7, No 2 (2025): Juli-Desember
Publisher : Universitas Teuku Umar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35308/baktiku.v7i2.13822

Abstract

This individual Community Service Program was carried out in Sangiang Hamlet with the main objective of enhancing the creativity of sisya pasraman through eco-friendly activities, specifically the creation of ecoprint bags. The program focused on utilizing leaves and local plants as primary materials to produce works with aesthetic, educational, and economic value. It also aimed to foster environmental awareness and instill an entrepreneurial spirit from an early age. A descriptive qualitative method was applied, involving observation, documentation, and hands-on practice. The program centered on ecoprint bag-making using pounding and steaming techniques, designed to actively engage the sisya, improve technical skills, and develop creative and innovative thinking. The resulting ecoprint products were marketed as an effort to introduce the potential of the local creative economy. The outcomes indicated that the sisya pasraman successfully transformed simple materials into marketable products, while also showing improvements in discipline, teamwork, and self-confidence. The ecoprint activity further provided new experiences in utilizing local plants as natural dyes and promoted the concept of sustainable green economy. Overall, the program effectively nurtured creative, independent, and environmentally conscious characters among the sisya, while making a tangible contribution to the development of the local creative economy.
Board Game Experience Sebagai Strategi Meningkatkan Kepuasan Konsumen (Studi Kasus: Resto Sambal Bakar Sultan) Komang Surya Putra Darmawan; I Komang Widya Purnamayasa
Jurnal Ekuilnomi Vol. 8 No. 1 (2026): Ekuilnomi Vol 8(1), Feb 2026
Publisher : Program Studi Ekonomi Pembangunan Fakultas Ekononomi Universitas Simalungun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36985/m5gw4b16

Abstract

Persaingan usaha kuliner menuntut pelaku bisnis untuk tidak hanya berfokus pada kualitas makanan, tetapi juga pada penciptaan pengalaman yang mampu meningkatkan kepuasan pelanggan. Salah satu strategi yang mulai diterapkan adalah penyediaan Board Game sebagai bagian dari experiential marketing di restoran. Penelitian ini bertujuan mengkaji pengaruh Board Game experience terhadap kepuasan pelanggan di Resto Sambal Bakar Sultan, Kota Mataram. Penelitian menggunakan pendekatan kualitatif studi kasus dengan teknik observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa Board Game memberikan pengalaman sosial dan emosional yang meningkatkan rasa nyaman, kebersamaan, serta kepuasan pelanggan, sekaligus mendorong niat berkunjung kembali dan rekomendasi positif