Samodra, Joseph Eric
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PKM di Komunitas Disabilitas Tuli Alumni Dena Upakara dan Don Bosco untuk Pengembangan Pemasaran Digital Pramudyanto, Alexander Beny; Sibarani, Rifka Ade Osinta; Samodra, Joseph Eric
IKRA-ITH ABDIMAS Vol 2 No 3 (2019): IKRAITH-ABDIMAS VOL 2 NO 3 BULAN NOVEMBER 2019
Publisher : Universitas Persada Indonesia YAI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (782.691 KB)

Abstract

Penyandang disabilitas merupakan masyarakat rentan miskin. Diskriminasi,sedikitnya peluang pekerjaan formal, serta stigma negatif dari masyarakatmenjadikan kelompok masyarakat penyandang disabilitas menjadi bagian darilingkaran kemiskinan di indonesia. Dalam Program Kemitraan Masyarakat (PKM)ini, tim menjalin kerja sama dengan salah satu komunitas penyandang disabilitasKomunitas Alumni Dena Upakara dan Don Bosco (ADECO) wilayah kotaYogyakarta, yang membutuhkan dampingan untuk memasarkan produk serta jasayang mereka tawarkan melalui pemasaran digital. Untuk meningkatkankesejahteraan ekonomi penyandang disabilitas, pemerintah dan pemangkukepentingan perlu mengembangkan strategi program pendampingan masyarakatagar tepat sasaran dan bermanfaat bagi masyarakat penyandang disabilitas. Salahsatu program pengembangan ekonomi masyarakat yang bisa dilakukan adalahmelalui pendekatan pengembangan digital. Menurut Bank Dunia (2016) digitalisasimembawa dampak yang penting bagi peningkatan kualitas ekonomi bagipenyandang disabilitas, terutama dengan adanya akses internet dan pemanfaatanmedia sosial untuk keperluan bisnis. Hasil dari kegiatan PKM ini antara lainmeliputi peningkatan kemampuan dasar serta strategi pemanfaatan teknologi digitaluntuk pemasaran produk kerajinan tangan komunitas. Selain itu, luaran dariprogram ini berupa merek untuk produk kerajinan tangan komunitas disabilitas tuli.
Gamified Distance Learning Application Design for Enhanced Student Engagement and User Experience Putra Prakasa, Fedelis Brian; Samodra, Joseph Eric; Purnomo Sidhi, Thomas Adi
Jurnal Buana Informatika Vol. 15 No. 01 (2024): Jurnal Buana Informatika, Volume 15, Nomor 01, April 2024
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jbi.v15i1.8737

Abstract

Distance Learning in Indonesia is one of the learning methods that began to be applied during the Covid-19 pandemic. Yet students face some obstacles, such as lack of motivation, struggling with operating learning devices, difficulty maintaining focus, and student engagement during the learning process. Gamification offers a solution to these problems by significantly enhancing user motivation and engagement, as it has been tested in research to have a profound impact. Therefore, this study aims to design a mobile application for Distance Learning by implementing gamification. It employs qualitative and quantitative data, including 32 students' responses from questionnaires like UEQ-S, utilized for testing user interface, and UES-SF, employed for testing gamification elements. By implementing gamification in this design, an engagement score of 83% was obtained, and the overall UEQ-S result was 1.89 in the Excellent category.
Gamified Distance Learning Application Design for Enhanced Student Engagement and User Experience Putra Prakasa, Fedelis Brian; Samodra, Joseph Eric; Purnomo Sidhi, Thomas Adi
Jurnal Buana Informatika Vol. 15 No. 01 (2024): Jurnal Buana Informatika, Volume 15, Nomor 01, April 2024
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jbi.v15i1.8737

Abstract

Distance Learning in Indonesia is one of the learning methods that began to be applied during the Covid-19 pandemic. Yet students face some obstacles, such as lack of motivation, struggling with operating learning devices, difficulty maintaining focus, and student engagement during the learning process. Gamification offers a solution to these problems by significantly enhancing user motivation and engagement, as it has been tested in research to have a profound impact. Therefore, this study aims to design a mobile application for Distance Learning by implementing gamification. It employs qualitative and quantitative data, including 32 students' responses from questionnaires like UEQ-S, utilized for testing user interface, and UES-SF, employed for testing gamification elements. By implementing gamification in this design, an engagement score of 83% was obtained, and the overall UEQ-S result was 1.89 in the Excellent category.
Pembangunan Sistem Informasi Penggajian dan Manajemen Stok Pada Kafe Berbasis Website Wijaya, Nathanael Kevin; Samodra, Joseph Eric; Adithama, Stephanie Pamela
Jurnal Informatika Atma Jogja Vol. 5 No. 2 (2024): Jurnal Informatika Atma Jogja - November
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jiaj.v5i2.8852

Abstract

Easy Convenient (EC) Cafe & Coworking Space is a coffee shop where you can relax and chat. This cafe provides many drinks, such as coffee, coffee, tea, and food, such as snacks and heavy meals. Even though a cashier system is available and helps cafe management, no system helps record employee attendance, calculate employee salaries, and record cafe stock in detail. Therefore, a website-based payroll and cafe stock management information system was created. The system can process data such as bulk inserts from reading file imports and calculating salaries automatically from employee attendance data. The system also provides a history feature for tracking salary data and stock data that has been processed. This research produces a payroll and cafe stock management information system that makes it easier to record attendance, calculate employee salaries, and record cafe stock in detail and clearly. The information system has gone through the testing stage and has features according to the owner's needs.   Kafe Easy Convenient (EC) & Coworking Space merupakan salah satu kedai kopi untuk bersantai dan berbincang-bincang. Kafe ini menyediakan banyak minuman seperti kopi, non-kopi, teh, dan makanan seperti makanan ringan maupun makanan berat. Meski sistem kasir telah tersedia dan membantu manajemen keuangan kafe, belum terdapat sistem yang membantu pencatatan presensi karyawan, penghitungan gaji karyawan, dan mencatat stok kafe secara detail. Maka dari itu, dibuatlah sistem informasi penggajian dan manajemen stok kafe berbasis website. Sistem dapat melakukan pengolahan data seperti bulk insert dari hasil baca import berkas dan menghitung gaji secara otomatis dari data presensi karyawan. Sistem juga menyediakan fitur riwayat untuk melakukan tracking data gaji dan data stok yang telah diolah. Penelitian ini menghasilkan sistem informasi penggajian dan manajemen stok kafe yang mempermudah pencatatan presensi, penghitungan gaji karyawan, dan pencatatan stok kafe dengan detail dan jelas. Sistem informasi telah melalui tahap pengujian dan memiliki fitur sesuai dengan kebutuhan pemilik.