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Pengembangan Branding dan Pelatihan Pemanfaatan Teknologi Informasi pada Usaha Jus Buah Ricky Aurelius Nurtanto Diaz; Putu Devi Novayanti; I Made Suandana Astika Pande; Komang Wirayudha Wizu Diaz; Ayu Ratih Cantika Dewi
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 2 No 1 (2021): Juli 2021
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (985.909 KB) | DOI: 10.30812/adma.v2i1.1250

Abstract

The COVID-19 pandemic has caused many changes in people's daily lives. Various ways have been carried out in dealing with this pandemic, like use masks, diligently washing hands and, eating balanced nutrition. The pandemic condition has also raised many new entrepreneurs in various fields. Noona Juice, which is engaged in pure fruit juice, is a form of business that arises due to economic demands and opportunities for increasing public demand for nutritious food and drinks. The condition that occurs to the business of internal community service partners is the lack of an existing market because the marketing process is only carried out through relatives or family contacts and is produced according to the number of orders. Seeing the opportunities that exist for partners, from these conditions the purpose of this community service activity is to help partners in developing their business brands and also assist partners in utilizing financial technology. To achieve this goal, the service team will provide training and workshops in developing partner business branding, online marketing training, and training on the use of financial technology. From the evaluation of the activities that have been carried out, partners are satisfied with the activities that have been carried out.
Transformasi Pembelajaran pada Jurusan Perhotelan Tingkat SMK di Bali Melalui Aplikasi Simulasi Digital Berbasis Game I Made Suandana Astika Pande
Journal of Innovation Research and Knowledge Vol. 6 No. 4 (2026): September 2026
Publisher : Bajang Institute

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Abstract

Vocational hospitality education in Bali's Sekolah Menengah Kejuruan (SMK) plays a strategic role in supplying skilled labor for the global tourism industry. However, the effectiveness of learning is often hindered by limited physical practice facilities and a lack of interactive teaching methods, creating a gap between students' competencies and industry standards. This study aims to address this problem by developing "VocaHotel," a game-based digital simulation application that offers an immersive and realistic virtual practice experience focused on the Front Office division. The application was developed using the Game Development Life Cycle (GDLC) method, which ensured the development process proceeded systematically from initiation to release. Functional testing was carried out using the blackbox method, confirming that all system features, including character/role selection, non-player character (NPC) dialogue and movement, and item-spawning mechanics, worked as expected. A usability test was then conducted with 48 hospitality students using a five-point Likert scale, yielding an overall feasibility score of 72.42%, categorized as "Good." The highest-rated aspect was student learning motivation (76.25%), confirming that the gamification elements effectively increased students' enthusiasm compared to conventional methods, while the lowest-rated aspect, character navigation (67.92%), indicates a need for improved control tutorials. VocaHotel has been finalized and published on the Google Play Store as a companion learning medium. These findings suggest that VocaHotel offers a concrete, low-cost alternative for overcoming practical-facility constraints, improving graduates' readiness for the hospitality industry in Bali and beyond.