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The Development of Interactive English Multimedia in Tourism Vocational Education as an Adaptive Learning Strategy in the Midst of Covid-19 Pandemic Permatasari, Dwi Novita Cahyaningtyas; Safitri, Luh Mega
LACULTOUR: Journal of Language and Cultural Tourism Vol. 1 No. 2 (2022): LACULTOUR: Journal of Language and Cultural Tourism
Publisher : Unit Pelayanan Bahasa, Politeknik Pariwisata Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (982.7 KB) | DOI: 10.52352/lacultour.v1i2.903

Abstract

The online learning process on tourism vocational education during COVID-19 pandemic has been observed to be nonoptimal in Indonesia. Lack of educators’ knowledge and skills in creating interactive media was the obstacle, where at vocational education, more practice was required rather than theoretical materials delivery. The idea of “digital for everything” was introduced as the standard phase of work. This world has forced by Covid-19 pandemic to the digitalization. This study has two objectives, first to identify barriers in learning process, and second, to develop interactive English multimedia. This research was designed as R&D method. The research subjects involved media and contents experts as alpha test subjects. Alpha test results were used as the basis for the first revision. Participation of PIB students with high, medium, and low abilities were used as beta test subjects. The final product was validated by the validator team, then applied in the learning process. The results showed there was an increase in student satisfaction from moderate (5.81) to very good (8.21) when lecturers apply interactive multimedia using videos, animations and other interactive multimedia. Developed interactive English for tourism multimedia was effective during COVID-19 pandemic and can be accessed by students anywhere and anytime.
Menuju Generasi Digital: Pengantar Mobile Technology untuk Siswa SMK Marsudirini Negara Permatasari, Dwi Novita Cahyaningtyas
BHATARA: Jurnal Multidisiplin Ilmu Vol 1 No 3 (2024): July
Publisher : Hemispheres Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59095/jmb.v1i3.165

Abstract

Pesatnya perkembangan teknologi seluler telah memberikan dampak signifikan pada berbagai aspek kehidupan, termasuk pendidikan. Di era digital, kemahiran dalam menggunakan teknologi seluler bagi generasi muda sangatlah penting. Pendidikan berbasis teknologi seluler memberikan fasilitas akses terhadap informasi dan meningkatkan efektivitas pembelajaran. Namun, tidak semua siswa memiliki kesempatan yang sama untuk mengakses teknologi ini. Siswa Sekolah Menengah Kejuruan (SMK) di daerah tertentu, seperti SMK Marsudirini Negara, seringkali menghadapi keterbatasan fasilitas, pengetahuan, dan keterampilan. Program pengabdian kepada masyarakat “Menuju Generasi Digital: Pengenalan Teknologi Seluler Bagi Siswa SMK Marsudirini Negara” bertujuan untuk membekali siswa dengan pemahaman dan keterampilan mendasar dalam teknologi seluler. Program ini meningkatkan literasi digital, memberikan wawasan tentang pentingnya teknologi, dan membekali siswa dengan keterampilan praktis yang dapat diterapkan dalam kehidupan sehari-hari dan di tempat kerja. Melalui inisiatif ini, siswa diharapkan lebih siap menghadapi era digital, memanfaatkan teknologi seluler untuk belajar, bekerja, berinovasi, dan bersaing secara global.
Inovasi Teknologi Virtual Reality 360 sebagai Sarana Promosi Desa Wisata Permatasari, Dwi Novita Cahyaningtyas; Pratama, I Wayan Adi
BHATARA: Jurnal Multidisiplin Ilmu Vol 2 No 1 (2025): January
Publisher : Hemispheres Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59095/jmb.v2i1.187

Abstract

Salah satu sektor perekonomian yang terdampak secara drastis oleh pandemi Covid-19 adalah sektor pariwisata. Pengembangan virtual reality 360 sebagai wisata edukasi pariwisata merupakan inovasi teknologi yang diharapkan dapat mempercepat transformasi menuju desa wisata digital. Politeknik Internasional Bali turut melakukan pendampingan terhadap Desa Bongan di kabupaten Tabanan, Bali yang saat ini masih berstatus desa wisata rintisan, dengan tingkat pengembangan yang rendah. Untuk meningkatkan statusnya menjadi desa wisata yang berkembang atau mandiri, diperlukan pengembangan lebih lanjut, terutama dalam aspek digital. Inovasi dalam bidang pariwisata 4.0, dengan memanfaatkan teknologi virtual reality untuk virtual tour, menawarkan solusi promosi pariwisata yang efektif selama dan setelah pandemi. Pengembangan virtual tour ini juga mempermudah wisatawan internasional yang terkendala oleh akses dan jarak untuk menikmati keindahan Bali secara daring, atau sekadar memperoleh pengalaman wisata secara virtual. Kolaborasi bersama mitra industri CV. Digital Lontar Nusantara dalam perancangan dan pembuatan virtual tour dilakukan untuk menunjang aktifitas promosi pariwisata secara interaktif.
NAVIGATING GROWTH AND CHALLENGES IN JAPANESE STREET FOOD BUSINESS: A STRATEGIC SWOT AND IFE-EFE ANALYSIS OF KENKAYA Permatasari, Dwi Novita Cahyaningtyas; I Gusti Ayu Ari Agustini; Keno Kalyana Accariya Sentosa
Journal of Innovation Research and Knowledge Vol. 5 No. 6 (2025): Nopember 2025
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to analyze the growth dynamics, operational challenges, and development strategies of a Japanese street food business through a case study of Kenkaya. A descriptive qualitative method was employed, supported by SWOT analysis and the use of IFE and EFE matrix as analytical tools. The findings indicate that Kenkaya's business growth is driven by product quality that suits local tastes, affordable pricing, and an attractive menu variety. Digital promotions, including Instagram advertising, online ordering platforms, and customer loyalty programs, also play a significant role in attracting new customers. However, challenges such as a non-prime location, limited operating hours, and internal staff coordination issues remain significant obstacles. Kenkaya has implemented several strategies, including price discounts, loyalty cards, menu development, and quality control of ingredients. The SWOT analysis reveals strengths in product quality and competitive pricing, with opportunities arising from increased market interest in Japanese cuisine. Meanwhile, threats come from intense market competition and environmental conditions. The IFE score of 2.75 and EFE score of 2.85 place Kenkaya in Quadrant II of the SWOT matrix, suggesting a diversification strategy to leverage internal strengths in responding to external threats.
The Development of Interactive English Multimedia in Tourism Vocational Education as an Adaptive Learning Strategy in the Midst of Covid-19 Pandemic Permatasari, Dwi Novita Cahyaningtyas; Safitri, Luh Mega
LACULTOUR: Journal of Language and Cultural Tourism Vol. 1 No. 2 (2022): LACULTOUR: Journal of Language and Cultural Tourism
Publisher : Unit Pelayanan Bahasa, Politeknik Pariwisata Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52352/lacultour.v1i2.903

Abstract

The online learning process on tourism vocational education during COVID-19 pandemic has been observed to be nonoptimal in Indonesia. Lack of educators’ knowledge and skills in creating interactive media was the obstacle, where at vocational education, more practice was required rather than theoretical materials delivery. The idea of “digital for everything” was introduced as the standard phase of work. This world has forced by Covid-19 pandemic to the digitalization. This study has two objectives, first to identify barriers in learning process, and second, to develop interactive English multimedia. This research was designed as R&D method. The research subjects involved media and contents experts as alpha test subjects. Alpha test results were used as the basis for the first revision. Participation of PIB students with high, medium, and low abilities were used as beta test subjects. The final product was validated by the validator team, then applied in the learning process. The results showed there was an increase in student satisfaction from moderate (5.81) to very good (8.21) when lecturers apply interactive multimedia using videos, animations and other interactive multimedia. Developed interactive English for tourism multimedia was effective during COVID-19 pandemic and can be accessed by students anywhere and anytime.