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PENINGKATAN KUALITAS DAN EKONOMI NELAYAN MELALUI PELATIHAN PENGGUNAAN ALAT PENGERING IKAN (DRYFITECH) MENGGUNAKAN TEKNOLOGI IOT Desnanjaya, I Gusti Made Ngurah; Wiguna, I Komang Arya Ganda; Putra, I Dewa Putu Gede Wiyata; Nugraha, I Made Aditya
JMM (Jurnal Masyarakat Mandiri) Vol 8, No 5 (2024): Oktober
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v8i5.26445

Abstract

Abstrak: Desa Sukadana, Kecamatan Kubu, Kabupaten Karangasem, Bali, adalah komunitas nelayan yang sangat bergantung pada hasil tangkapan laut. Namun, metode pengeringan ikan yang tradisional menghadapi berbagai tantangan, termasuk penurunan kualitas produk dan kerugian ekonomi. Untuk mengatasi masalah ini, program pelatihan penggunaan alat pengering ikan berbasis IoT, yang dikenal sebagai DryFiTech, telah diimplementasikan. Alat ini dirancang untuk meningkatkan efisiensi dan kebersihan proses pengeringan ikan dengan memanfaatkan tenaga surya dan sistem pemantauan berbasis cloud. Pelatihan ini bertujuan untuk membekali 38 nelayan atau mitra di Desa Sukadana, dengan keterampilan operasional dan pemeliharaan alat DryFiTech. Evaluasi dilakukan melalui observasi langsung dan wawancara untuk menilai keterampilan dan tingkat kepercayaan diri peserta. Hasilnya menunjukkan bahwa 80% peserta merasa percaya diri dalam menggunakan alat, 75% mampu mengatur suhu dan kelembapan, serta 70% dapat menjelaskan fungsi komponen alat. Program ini menunjukkan peningkatan keterampilan mitra secara keseluruhan, yang diharapkan dapat meningkatkan kesejahteraan nelayan, mendukung perekonomian lokal, dan memberikan dampak positif yang berkelanjutan terhadap lingkungan pesisir.Abstract: Sukadana Village, Kubu Sub-district, Karangasem Regency, Bali, is a fishing community that relies heavily on marine catches. However, traditional fish drying methods face various challenges, including reduced product quality and economic losses. To address these issues, a training program on the use of an IoT-based fish dryer, known as DryFiTech, was implemented. The device is designed to improve the efficiency and hygiene of the fish drying process by utilizing solar power and a cloud-based monitoring system. The training aims to equip 38 fishermen or partners in Sukadana Village, with the operational and maintenance skills of the DryFiTech device. Evaluation was conducted through direct observation and interviews to assess participants' skills and confidence levels. The results showed that 80% of participants felt confident in using the equipment, 75% were able to regulate temperature and humidity, and 70% could explain the function of the equipment components. The program showed an overall improvement in partners' skills, which is expected to improve fishermen's welfare, support the local economy, and have a sustainable positive impact on the coastal environment.
Pengabdian Berbasis Teknologi dalam Menunjang Pengalaman dan Interaksi Pengunjung Terhadap Destinasi Wisata Melalui Aplikasi AR Gamification Wiguna, I Komang Arya Ganda; Sanusi, Rikcy; Sudipa, I Gede Iwan; Semadi, Ketut Ngurah; Iswara, Ida Bagus Ary Indra; Udayana, I Putu Agus Eka Darma; Aristana, Made Dona Wahyu
Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia Vol. 1 No. 3 (2023): Agustus : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia
Publisher : FKIP, Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/faedah.v1i3.292

Abstract

Technology's role in tourism can have a positive effect on attracting tourists. In providing solutions to non-optimal media in supporting alternative entertainment and services for tourists, the service activity's goal of integrating augmented reality (AR) in tourism has given rise to the concept of AR gamification, in which game elements are integrated into the tourist experience to create a more enjoyable and interactive experience. Potential users are assisted in comprehending and optimizing their use of AR gamification applications. The implementation of augmented reality games at The Sila's Agrotourism benefited from the active participation of collaborators in all PKM activities. The results demonstrated that the use of augmented reality (AR)-based interactive games in tourist destinations enhances the destination's appeal and encourages visitor participation in associated activities. The implementation of augmented reality technology makes the tourist experience at The Sila's Agrotourism more engaging and enjoyable for guests, which has positive repercussions for boosting tourist attraction and satisfaction.