Claim Missing Document
Check
Articles

Found 27 Documents
Search

MEMBANGUN IDENTITAS VIBRA (VISUAL DAN BRANDING) BERBASIS KEARIFAN LOKAL UNTUK KELOMPOK SADAR WISATA DESA WISATA BENGKALA (KAMPUNG KOLOK ) SINGARAJA Andriyani, Anak Agung Ayu Dian; Pandawana, I Dewa Gede Agung; Ardiantari, Ida Ayu Putri Gita; Maulina, Ni Made Intan; Putra, Bagus Putu Pramana; Dwipa, I Made Suryana
Jurnal Widya Laksmi: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 1 (2025): Jurnal WIDYA LAKSMI (Jurnal Pengabdian Kepada Masyarakat) - Inpress
Publisher : Yayasan Lavandaia Dharma Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59458/jwl.v5i1.137

Abstract

Desa Bengkala, di Kecamatan Kubutambahan, Buleleng, Bali, dikenal sebagai destinasi wisata edukasi karena kekhasan masyarakat Kolok (tuli-bisu) yang menarik wisatawan dan peneliti. Untuk mengoptimalkan potensi desa, dibentuk Kelompok Sadar Wisata (Pokdarwis) "Bhaskara Weda" dan kelompok tani "Mandi Madu." Namun, kedua kelompok ini menghadapi tantangan dalam pelayanan tamu akibat kurangnya struktur organisasi, keterbatasan kemampuan bahasa asing, dan penerapan hospitality. Program pengabdian ini bertujuan membangun identitas dan branding lokal, menyusun struktur organisasi, serta meningkatkan kualitas pelayanan melalui aplikasi Digital Hospitality Service (DIHOSE) dan SALOKA untuk menginventarisasi kosakata Kolok. Pelatihan Janger Kolok juga dilakukan guna melestarikan budaya lokal. Kelompok tani didukung melalui sistem irigasi tetes (SIRAT), mesin penggiling padi, dan pelatihan tumpang sari. Selain itu, Demplot Aquaponik bertenaga surya dikembangkan untuk mendukung peningkatan gizi masyarakat Kolok dan menanggulangi stunting.Pendekatan yang diterapkan meliputi Transfer Knowledge (TK), Technology Transfer (TT), dan Entrepreneurship Capacity Building. Hasil pengabdian mencakup kebijakan tiket masuk yang dikelola Pokdarwis, peningkatan keterampilan SDM di bidang pariwisata, serta peluncuran DIHOSE dan SALOKA. Regenerasi kesenian Janger Kolok juga terwujud melalui pelatihan untuk anak-anak. Tahap lanjutan akan difokuskan pada pemasaran, pembuatan paket wisata, dan virtual tour berbasis situs web untuk mendukung pemberdayaan berkelanjutan bagi Pokdarwis.
PDB DESA ANTIGA KELOD DALAM MEWUJUDKAN COASTAL-AQUA BUSINESS BERBASIS KERAKYATAN MELALUI OPTIMALISASI SENTRA GARAM RAKYAT (SEGARA) DAN GRIYA VCO Pandawana, I Dewa Gede Agung; Partama, I GD. Yudha; Sasadara, Maria Malida Vernandes; Prawitasari, Putu Putri; Joni, I Dewa Made Adi Baskara; Budayasa, I Putu Gede
Jurnal Widya Laksmi: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 1 (2025): Jurnal WIDYA LAKSMI (Jurnal Pengabdian Kepada Masyarakat) - Inpress
Publisher : Yayasan Lavandaia Dharma Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59458/jwl.v5i1.138

Abstract

Desa Antiga Kelod di Kecamatan Manggis, Kabupaten Karangasem, Bali, memiliki potensi besar dalam mengembangkan usaha berbasis sumber daya lokal melalui produksi garam dan minyak kelapa (VCO). Meski demikian, keterbatasan teknologi dan manajemen menjadi kendala bagi kelompok usaha setempat untuk meningkatkan kapasitas dan kualitas produk sesuai kebutuhan pasar pariwisata. Kegiatan pengabdian masyarakat ini bertujuan untuk mengoptimalkan Sentra Garam Rakyat (SEGARA) dan Griya VCO melalui transfer teknologi serta pelatihan manajemen usaha. Program ini mencakup instalasi Smart Greenhouse Salt Tunnel (SGST) untuk produksi garam dan penggunaan metode enzimatis dalam pembuatan VCO, yang diiringi pelatihan manajemen keuangan digital dan branding. Pemetaan potensi wisata berbasis Sistem Informasi Geografis (SIG) juga dilakukan untuk mendukung integrasi produk lokal dengan pariwisata edukatif. Hasil menunjukkan peningkatan signifikan dalam keterampilan teknis, efisiensi produksi, serta kesadaran pasar pada kelompok usaha desa. Selain itu, pengetahuan yang diperoleh memungkinkan mereka untuk mengembangkan pemasaran berbasis digital dan meningkatkan daya tarik produk secara visual dan komersial. Saran yang diusulkan adalah pengembangan pelatihan berkelanjutan yang meliputi strategi pemasaran digital dan pengelolaan wisata, guna mendukung keberlanjutan ekonomi desa secara menyeluruh.
Pelatihan Ketrampilan Dasar Komputer dan Teknologi Informasi Bagi Guru-Guru TK 2 Saraswati Denpasar Pandawana, I Dewa Gede Agung; Dwipa , I Made Suryana; Sari, Putri Agung Permata
Jurnal KOMET Vol 1 No 1 (2024): Jurnal Komet: Kolaborasi Masyarakat Berbasis Teknologi : Volume 1 Nomor 1, Juni 2
Publisher : Yayasan Sinergi Widya Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70103/komet.v1i1.12

Abstract

Guru TK (Taman Kanak-kanak) maupun PAUD (Pendidikan Anak Usia Dini), tidak hanya mengajar dan mendidik para siswa, namun juga mengasah, mengasuh dan mengasihi para siswanya (asah, asuh, asih – 3A). Dalam hal mengajar dan mendidik, para guru TK dan PAUD bertugas dalam membuat persiapan untuk kegiatan pembelajaran seperti membuat bahan ajar ataupun media pembelajaran yang menarik bagi para siswa. Hal ini menjadi tantangan tersendiri bagi guru TK dan PAUD, karena dengan mempersiapkan bahan ajar ataupun media pembelajaran yang menarik, maka suasana belajar mengajar di kelas akan menjadi lebih semangat dan antusias. Berdasarkan hasil wawancara dengan Kepala Sekolah TK 2 Saraswati Denpasar, ditemukan fakta bahwa para guru di TK 2 Saraswati kesulitan dalam hal memberikan kreasi materi ajar ataupun media pembelajaran baru yang menarik akibat minimnya pengetahuan mereka dalam hal menggunakan internet dan aplikasi pendukung dalam pembuatan materi ajar. Hal ini dirasa penting karena jika para guru mampu memadukan unsur pendidikan dengan hal unik yang sedang menjadi trend dari anak-anak yang dikemas dalam hal yang menarik, maka akan meningkatkan minat anak-anak untuk belajar, berkreasi dan berimajinasi. Beranjak dari hal tersebut, maka akan diselenggarakan pelatihan keterampilan dasar komputer dan teknologi informasi bagi guru-guru di TK Saraswati 2 Denpasar. Dengan adanya pelatihan ini, mampu memberikan kontribusi dalam membantu para guru dalam hal mencari dan mengumpulkan materi ajar di internet, serta mampu mengemasnya ke dalam suatu materi ajar ataupun media pembelajaran dengan tampilan yang menarik.
RANCANG BANGUN MEDIA INFORMASI INTERAKTIF BERBASIS ANDROID SEBAGAI MEDIA INFORMASI PROGRAM STUDI STMIK STIKOM INDONESIA Putra, I Nyoman Agus Suarya; Pandawana, I Dewa Gede Agung
Jurnal Bahasa Rupa Vol. 2 No. 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v2i1.237

Abstract

STMIK STIKOM Indonesia is an IT campus in Denpasar. STMIK STIKOM Indonesia has vision to create a study program which form bachelors of computer science who have ability to make use of smart technology system and digital system to support the development of tourism industry with cultural insight. From direct observation, it was obtained some findings, such as lack of knowledge of marketingship from the performer of the marketing activity of STMIK STIKOM Indonesia about campus life, especially the information about the study program. The effect is lack of knowledge or understanding of the prospective students about the activity done in the process of education in terms of payment, teaching and learning process, up to supporting facilities in STMIK STIKOM campus environment. Most of prospective students have tendency to come to STMIK STIKOM Indonesia to know directly the profile of TI and SK study program rather than only know through information media and its promotion. In the previous research, it has been made the design of information media study program based on desktop, and augmented reality through android application. In the next research, it is developed an information media based on android by combining information system application study program based on desktop with augmented reality which later produce new information media based on android. This new media has advantage with based on android, thus it can be accessed by anyone through android handphone. Interactive multimedia based on android is a proper way to answer the problems. Android technology gives help in the process of presentation about STMIK STIKOM Indonesia. The application that is installed in the students' handphone can inform freely and detail about important information in STMIK STIKOM Indonesia. This modern technology can be downloaded in STMIK STIKOM Indonesia website and can be accessed by the prospective students everywhere they are.
EDUKASI PROTOKOL KESEHATAN (3M) : MELALUI MEDIA GAME ATTACK OF THE KRONA I Gede Adi Sudi Anggara; Yasa, I Wayan Adi Putra; Pandawana, I Dewa Gede Agung; Jayanegara, I Nyoman
Jurnal Bahasa Rupa Vol. 5 No. 2 (2022): Jurnal Bahasa Rupa April 2022
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i2.967

Abstract

The pandemic due to the spread of the COVID-19 disease has led to changes in various social structures in society. The application of social distancing as a form of preventing the spread of disease raises the phenomenon of limiting various activities that present a large number of people. Various changes in the order of life then gave rise to a new life order (new normal) in responding to the COVID-19 epidemic. A creative effort is needed so that this new life order can be implemented in society from an early age. Games are creative solutions that combine elements of design and technology so that they are very easy to be accepted by various groups. In game design, assets are very important to design first. The design of this asset game will use a visual flat design style that has gone through a visual study process by collecting similar images or photos as a visual reference in the design. The resulting game assets display simplification of both illustrations and typography, the use of solid colors with game values, and a simpler user interface (UI).
Rancang Bangun Game Manik Angkeran Berbasis Android Pada Tahap Level Poin Pertama Pandawana, I Dewa Gede Agung; Putra, I Nyoman Agus Suarya; Yusa, I Made Marthana
Jurnal Sistem Informasi dan Komputer Terapan Indonesia (JSIKTI) Vol 2 No 2 (2019): December
Publisher : INFOTEKS (Information Technology, Computer and Sciences)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (491.834 KB) | DOI: 10.33173/jsikti.61

Abstract

This research is the next stage of the previous research entitled Development of the Awakening Bead Figure for Interactive Game Media The Story of the Separation of Java and Bali Based on Android. A problem where as the times and technology develop, folklore begins to be forgotten. To attract children's interest, an interactive folklore game media was made based on Android. In previous studies, the design of all characters from Manik Angkeran was carried out. Whereas in this advanced research, it will be designed and built level by level from Manik Angkeran Game. Where at each level of the game, Manik Angkeran characters will face different giants. Manik Angkeran must defeat the giants in order to proceed to the next level. Every time you fight a giant, Manik Angkeran will get a gold coin (pis bolong mas). Where later, these coins can be used to buy building materials, which will be used to build a dormitory (pesraman). The final goal of this game is to battle the figure of Manik Angkeran to get the golden Dragon Basukih. The opposing giants of Manik Angkeran are taken from the symbols in the semiotics of images which give an impression of the psychology of human life which includes, greed (Pig), greed and anger (Giant). At the level of this game, what I want to say is that things related to greed, greed and selfishness can be easily defeated
Pengenalan Konsep Asta Kosala-Kosali Pada Bade Di Bali Berbasis Multimedia Interaktif Pandawana, I Dewa Gede Agung; Sedhana, Ida Bagus Gede Mertha
Jurnal Sistem Informasi dan Komputer Terapan Indonesia (JSIKTI) Vol 2 No 4 (2020): June
Publisher : INFOTEKS (Information Technology, Computer and Sciences)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1608.33 KB) | DOI: 10.33173/jsikti.85

Abstract

Asta Kosala Kosali is one of the Balinese local materials in Balinese traditional building lessons. Asta Kosala Kosali is also used in the concept of making Bade, where the concept of measuring Bade is based on the measurements contained in Asta Kosala Kosali. As time goes by, there are still many people who do not know or understand the rules of Asta Kosala Kosali, so the standard Balinese building will gradually diminish in the future. Therefore interactive learning information media can help the community in the process of delivering material that is deemed indispensable and as a supporting medium for Asta Kosala Kosali and Bade materials.In making this interactive media the writer uses Coreldraw X7 software for character creation in the learning media, then for the animation process, button creation, and backsound giving is done using the Adobe Flash CS 6 application. This information media has been tested by distributing questionnaires to the community as many as 30 people, with the aim of finding out how feasible this application can be used. From the results of the questionnaires that have been distributed, it was found that 97% of the people stated that it was very good with the introduction of information media for the introduction of Bade in Bali based on interactive multimedia as a learning information medium.