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Video Promosi Perawatan Anti Aging di Klinik Kecantikan Leny Skincare Tangerang Sugeng Santoso; Ferry Sudarto; Shega Andyka
Jurnal MAVIB Vol 4 No 2 (2023): MAVIB Journal - Agustus 2023
Publisher : Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/mavib.v4i2.2681

Abstract

Media audio-visual merupakan salah satu jenis media yang dihadirkan oleh pesatnya perkembangan teknologi multimedia dalam penyebaran iklan dan informasi. Dalam penyampaian informasi dan promosi paket perawatan anti aging kepada pelanggan dan calon pelanggan dapat menggunakan salah satu teknik penyajian visual yaitu perpaduan teknik live shoot dengan motion graphic. Klinik Kecantikan Leny Skincare bertempat di Ruko Citra Raya blok K1 no. 18-19R, Citra Raya, Kabupaten Tangerang. Media promosi cetak seperti spanduk, poster, dan pamfllet masih memiliki pasar yang terbatas, strategi promosi saat ini kurang menarik dan beragam. Ada perbedaan mencolok antara setiap perawatan, dengan hanya 33 kunjungan yang menerima perawatan anti aging, terlihat dari grafik yang menunjukkan jumlah rata-rata pengunjung selama tiga bulan. Menyikapi hal tersebut, harus ada upaya untuk mendongkrak antusiasme pelanggan terhadap paket perawatan anti aging. Metode penelitian yang digunakan adalah pengumpulan data, analisis SWOT, perancangan media (Adobe Illustrator CC, Adobe After Effect CC, Adobe Premiere Pro CC) dan Konsep Produksi Media (KPM). Diharapkan dengan adanya penelitian tersebut dapat menyelesaikan dan mendongkrak antusias pelanggan terhadap paket anti aging.
Web-Based Financial Recording Information System Application Using the Rapid Application Development Method Dwi Setyasih; Sugeng Santoso; Indah Wahyuni; Eka Fitri Rahayu
ICIT Journal Vol 10 No 1 (2024): Februari 2024
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/icit.v10i1.3030

Abstract

Sistem informasi pencatatan keuangan merupakan salah satu sistem informasi memanfaatkan kemajuan teknologi di bidang keuangan. Sistem ini memberikan kemudahan di dalam proses pencatatan keuangan, sehingga memberikan dampak efisien kerja yang lebih cepat, tepat, dan akurat. TK. Asih Ceria merupakan suatu lembaga yang bergerak dalam pendidikan anak usia dini yang dibangun pada tahun 2008. TK. Asih Ceria masih melakukan secara manual proses pencatatan pembayaran SPP sehingga rentan terjadi kesalahan dan kehilangan atau kerusakan data pada saat mencatat pembayaran. Dengan adanya beberapa permasalahan tersebut, penulis membuat sebuah aplikasi sistem informasi pencatatan keuangan berbasis web pada TK Asih Ceria untuk mempermudah proses pencatatan pembayaran SPP mulai dari pencatatan transaksi pembayaran sampai mencetak laporan dan bukti transaksi pendapatan. Siswa akan diberikan sebagai bukti pembayaran SPP. Penulis menggunakan metode pengembangan Rapid Application Development (RAD) untuk mengembangkan aplikasi sistem informasi pencatatan keuangan berbasis web. Berdasarkan hasil uji coba, dapat disimpulkan bahwa website ini telah berhasil dibuat dan sebanyak 100% menyatakan aplikasi sudah sesuai dan berhasil seperti yang diharapkan pengguna untuk memudahkan melakukan proses pencatatan keuangan SPP dan meningkatkan efektifitas serta efisiensi dalam proses pengerjaan pencatatan keuangan. Selain itu, aplikasi website ini dapat mencetak laporan pendapatan dan bukti transaksi pendapatan pembayaran SPP.
Analysis of the potential context of Blockchain on the usability of Gamification with Game-Based Learning Tarisya Ramadhan; Qurotul Aini; Sugeng Santoso; Achmad Badrianto; Ruli Supriati
International Journal of Cyber ​​and IT Service Management (IJCITSM) Vol. 1 No. 1 (2021): April
Publisher : International Institute for Advanced Science & Technology (IIAST)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1999.111 KB) | DOI: 10.34306/ijcitsm.v1i1.24

Abstract

Within the world of gaming, there has been a move from diversions being utilized exclusively for excitement, to recreations being utilized as a medium to teach. For this matter, there are two strategies of making amusement which are gamification or game-based learning. The previous is the utilization of diversion components, such as wellbeing focuses or pioneer sheets, and they are connected to a non-gaming stage. The last mentioned, game-based learning, incorporates creating a full-fledged amusement where the means towards the conclusion, that's to say triumph, are set in a world where the player needs to apply the lessons given to progress. Since typically an IT-related investigation, the subject chosen for this study is Blockchain, an ever-expanding division over the past decade. Diverse parts of Blockchain's makeup have been dismembered into little, comprehensible pieces of data within the applications made, which innovative understudy to the frame can take in at their claimed pace. Should this study transcend this research, it might be beneficial for the experiments to possess two games designed and created by someone who has the artistic and technical capabilities of making their own assets. This is able to leave a far better impression with the test subjects and ideally receive a far better data set for examination.
Analysis of the potential context of Blockchain on the usability of Gamification with Game-Based Learning Tarisya Ramadhan; Qurotul Aini; Sugeng Santoso; Achmad Badrianto; Ruli Supriati
International Journal of Cyber ​​and IT Service Management (IJCITSM) Vol. 1 No. 1 (2021): April
Publisher : International Institute for Advanced Science & Technology (IIAST)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34306/ijcitsm.v1i1.24

Abstract

Within the world of gaming, there has been a move from diversions being utilized exclusively for excitement, to recreations being utilized as a medium to teach. For this matter, there are two strategies of making amusement which are gamification or game-based learning. The previous is the utilization of diversion components, such as wellbeing focuses or pioneer sheets, and they are connected to a non-gaming stage. The last mentioned, game-based learning, incorporates creating a full-fledged amusement where the means towards the conclusion, that's to say triumph, are set in a world where the player needs to apply the lessons given to progress. Since typically an IT-related investigation, the subject chosen for this study is Blockchain, an ever-expanding division over the past decade. Diverse parts of Blockchain's makeup have been dismembered into little, comprehensible pieces of data within the applications made, which innovative understudy to the frame can take in at their claimed pace. Should this study transcend this research, it might be beneficial for the experiments to possess two games designed and created by someone who has the artistic and technical capabilities of making their own assets. This is able to leave a far better impression with the test subjects and ideally receive a far better data set for examination.