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CONTENT ON SPORTS PRODUCT INDUSTRY WEBSITES: DIGITAL MARKETING ANALYSIS Ayu Angelina Pasaribu; Agus Ruhimat; Agus Dedi Subagja; Ilham Kamaruddin; Reza Saeful Rachman
Jurnal Ilmiah MEA (Manajemen, Ekonomi, & Akuntansi) Vol 6 No 3 (2022): Edisi September - Desember 2022
Publisher : LPPM STIE Muhammadiah Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (186.957 KB) | DOI: 10.31955/mea.v6i3.2694

Abstract

The sports industry is an industry that has significant revenue potential. This can then be further optimized with proper marketing. Digital marketing through a website is a marketing step that has relatively good potential. This research will determine how digital marketing is carried out for sports products through websites. This research will be conducted using a qualitative approach. The data used in this study is secondary data derived from the results of previous research and studies. This study found that the website can function as a medium for spreading information related to sports products, especially products that have just come out. Then the help of SEO can increase the website’s optimization so that it will be on the first page of searches using Google so that, in the end, it will increase the amount of traffic on the website.
The use of augmented reality to improve students' geometry concept problem-solving skills through the STEAM approach Hepsi Nindiasari; Muhammad Farhan Pranata; Sukirwan Sukirwan; Sugiman Sugiman; Maman Fathurrohman; Agus Ruhimat; Yuyu Yuhana
Jurnal Infinity Vol 13 No 1 (2024): VOLUME 13, NUMBER 1, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v13i1.p119-138

Abstract

This research develops learning media with a Science, Technology, Engineering, Art, Mathematics (STEAM) approach based on Augmented Reality (AR) to improve students' mathematical problem-solving abilities on geometric concepts. This method uses design-based research (DBR). The development stages consist of needs assessment and literature review, design and development, user testing to analyze user responses and evaluation and examination of the media devices being developed. The research subjects for expert tests included media experts and education experts, practicality tests for teachers, response tests for ten high school students, and examination stage tests for 30 high schools in Indonesia. The instruments used were media expert questionnaires, education expert questionnaires, practicality questionnaires, and tests. The media developed is called Augmented Reality Mathematics (ARM). The results of this research are 1) ARM media expert test in the very good category, 2) ARM educational media expert test in the very good category, 3) ARM media practicality test in the good category, 4) responses from students who use ARM media in the very good category, and 5) ARM media can improve mathematical problem-solving abilities in the moderate category. The findings of this research are that AR media is effectively used to improve students' problem-solving abilities in medium-category geometry concepts using the STEAM approach. This research concludes that using ARM media with STEAM learning can improve problem-solving abilities in geometric concepts.