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IMPLEMENTASI SISTEM PEMASARAN CERDAS BERBASIS DIGITAL PLATFORM UNTUK OPTIMALISASI PENJUALAN PRODUK GAMIS PADA UMKM INDAH COLLECTION Mesra Betty Yel; Yuma Akbar; Ryan Rivaldo; Ibnazia Darnov; Salsabila Salsabila
COMMUNITY : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/community.v6i2.10348

Abstract

Digital transformation has become imperative for Micro, Small, and Medium Enterprises (MSMEs) to maintain and enhance their competitiveness in the current digital era. Indah Collection, an MSME specializing in Muslimah fashion (gamis), faces business challenges due to limited market reach. This limitation stems from a shift in consumer habits towards online shopping, while the business remains reliant on conventional marketing methods. This community service research aims to design and implement a smart marketing system based on a digital platform to address these issues. The methodology employs a qualitative approach, utilizing semi-structured interviews with the business owner and literature review, followed by needs analysis and system design using the Agile Scrum development model. The outcome of this initiative is the implementation of a WordPress-based website functioning as a 24-hour digital showroom, integrated with e-commerce accounts to provide a more secure transaction platform. This implementation not only enhances product visibility and reach on a national scale but also improves operational efficiency in marketing. ABSTRAK Transformasi digital saat ini merupakan sebuah keharusan bagi Usaha Mikro, Kecil, dan Menengah (UMKM) untuk mempertahankan dan meningkatkan daya saing di era digital ini. UMKM Indah Collection, yang berfokus pada produk busana muslim (gamis), menghadapi tantangan bisnis dalam keterbatasan jangkauan pasar akibat beralihnya kebiasaan masyarakat ke perbelanjaan via online, dan Indah Collection masih bergantung pada metode konvensional. Penelitian pengabdian masyarakat ini bertujuan untuk merancang dan mengimplementasikan sistem pemasaran cerdas berbasis platform digital untuk mengatasi hal tersebut. Metodologi yang digunakan adalah pendekatan kualitatif dengan wawancara semi-terstruktur dengan pemilik usaha dan studi literatur, kemudian dilanjutkan dengan analisis kebutuhan serta perancangan sistem dengan model pengembangan sistem Agile Scrum. Hasil dari kegiatan ini adalah terimplementasinya sebuah website berbasis WordPress yang berfungsi sebagai showroom digital 24 jam dan terintegrasi dengan akun e-commerce sebagai tempat bertransaksi yang lebih aman. Hal ini tidak hanya meningkatkan efisiensi visibilitas produk secara nasional, tetapi juga meningkatkan efisiensi operasional dalam pemasaran.
Implementasi Metode Gamification pada Learning Management System (LMS) untuk Meningkatkan Minat Belajar Siswa SIAP IT di Mangun Jaya, Tambun, Bekasi Salsabila Salsabila; Edhy Poerwandono; Mesra Betty Yel
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 7 No. 3 (2026): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63447/jimik.v7i3.2009

Abstract

Programming learning is often considered abstract and difficult, causing low motivation and learning interest among students, especially in small-scale course institutions like SIAP IT at Tambun Selatan. This research aims to design, implement, and evaluate the application of gamification methods (points, levels, badges, and progress bars) on a web-based Learning Management System (LMS) to enhance student learning interest in basic web programming classes (HTML and CSS). The research uses a Research and Development (R&D) approach with the Waterfall model, including needs analysis, system design, implementation, testing, and evaluation. The system was developed using a modern architecture with React, TypeScript, Vite, Tailwind CSS, and Supabase as the backend. The evaluation of gamification's impact on learning interest was measured using questionnaires based on indicators of attention, curiosity, volition, and satisfaction distributed to 20 students, as well as the System Usability Scale (SUS) to measure the system's ease of use. Black box testing results showed all 25 test cases were successful (100%). The average student learning interest reached 4.34 (very high), with gamification elements averaging 4.39 (very high). The SUS score reached 88.5 (Excellent). The research concludes that gamification implementation in LMS effectively increases student learning interest, aligning with Self-Determination Theory.