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Pelatihan Kompetensi Kewirausahaan dan Digital Marketing guna Mengoptimalkan Penjualan Produk UMKM di Desa Wisata Jipangan Ginanjar Setyo Nugroho; Murniady Muchran
Jurnal Pengabdian UNDIKMA Vol. 4 No. 3 (2023): August
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v4i3.7990

Abstract

This service aims to improve the competencies in order to optimize sales of MSME products. The method of this service is participatory training. The partner of this service is several MSME owners in Jipangan Tourism Village, Bangunjiwo, Kasihan, Bantul, Special Region of Yogyakarta. The activity evaluation instrument uses a pre-test and post-test, which is then analyzed descriptively. The results of this service show that there is an increase in MSME owners’ knowledge related to entrepreneurship by 70% and knowledge related to digital marketing by 37,5%. In addition, MSMEs have the motivation to keep trying to develop their products with innovative patterns in creating more significant opportunities by maximizing marketing through the use of social media.
Membangun Suara Komunitas - Pelatihan Peningkatan Kemampuan Public Speaking Pemuda Karang Taruna Padukuhan Ngeblak Hazmin, Gulam; Nugroho, Ginanjar Setyo; Farhan, Fikri; Rahmawati, Laela
Jurnal Atma Inovasia Vol. 4 No. 4 (2024)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jai.v4i4.9385

Abstract

Pengabdian masyarakat ini ditujukan untuk mengatasi permasalahan dalam kemampuan public speaking yang dihadapi oleh pemuda Karang Taruna Padukuhan Ngeblak. Pemuda Karang Taruna sering kali mengalami ketakutan berbicara di depan umum, kurangnya kepercayaan diri, dan masih dalam tahap pembelajaran, sehingga belum menguasai materi dengan baik, serta adanya rasa malu yang menghambat partisipasi aktif mereka. Solusi yang diusulkan melibatkan sejumlah kegiatan yang dirancang untuk mengatasi hambatan tersebut. Pertama, akan diselenggarakan sesi penyuluhan untuk memberikan pemahaman dasar mengenai public speaking, menjelaskan pentingnya keterampilan ini, dan dampak positifnya dalam kehidupan sehari-hari. Selanjutnya, pemuda akan dibimbing dalam cara bersikap yang baik dan benar saat berbicara di depan umum, melibatkan panduan mengenai ekspresi wajah, gerakan tubuh, dan intonasi suara yang efektif. Tips dan trik praktis dalam berbicara di depan umum juga akan disampaikan untuk membantu mereka meningkatkan keterampilan komunikasi. Untuk mengatasi rasa cemas dan malu, akan diadakan sesi khusus yang mencakup teknik relaksasi dan latihan mental positif.
Pembuatan Nama Brand Menggunakan Brand Canvas Template Hazmin, Gulam; Muchran, Murniady; Nugroho, Ginanjar Setyo; Prasetyo, Adi; Rahma; Moh Nuradi; Vivi Risnawati
JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Vol. 5 No. 1 (2024)
Publisher : Politeknik Piksi Ganesha Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/jurpikat.v5i1.1637

Abstract

Tujuan pengabdian ini adalah mengoptimalkan penjualan produk UMKM melalui teori dan praktik terkait Branding. Metode pelaksanaan pengabdian ini adalah pelatihan dan pendampingan. Mitra pengabdian ini adalah dengan beberapa pelaku UMKM di Desa Wisata Jipangan. Instrumen evaluasi kegiatan untuk pelatihan berupa perbandingan hasil nilai pre-test dibandingkan dengan nilai post-test. Instrumen evaluasi kegiatan untuk pendampingan berupa kewajiban peserta untuk mengumpulkan salah satu isian dari brand canvas, yaitu: brand name. Hasil pengabdian untuk pelatihan adalah peningkatan pengetahuan sebesar 50%. Hasil pengabdian di pendampingan adalah seluruh peserta telah mempunyai brand name. Hal ini mengindikasikan kenaikan 54,54% dibandingkan pengumpulan brand name setelah pelatihan selesai
INOVASI PENGOLAHAN SAMPAH DI DESA NGESTIHARJO UNTUK MENDUKUNG GERAKAN BANTUL BERSAMA Sari, Marti Widya; Setyo Nugroho, Ginanjar; Syah, Firdiyan
Jurnal Berdaya Mandiri Vol. 5 No. 3 (2023): JURNAL BERDAYA MANDIRI (JBM)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/jbm.v5i3.5615

Abstract

Padukuhan Tambak, Ngestiharjo Urban Village, Bantul, has a high population density and has a waste problem which is the main issue. Narrow land makes it more difficult for residents to dispose of garbage around their homes, besides that residents throw garbage carelessly, even in river basins, which causes the river to overflow during the rainy season and causes an unpleasant smell. The urgency of this PKM activity is the need to unravel and overcome waste problems to support the Bantul Bersama program, by empowering the community from the lowest level (village level). Partners in this activity are the Mitra Melati Garbage Bank Group (KBS) in Padukuhan Tambak. Priority problems faced by partners are 1) they do not understand waste management, 2) waste segregation is not optimal, 3) lack of skills in managing waste savings/alms, and 4) waste residues are not managed properly. The purpose of this PKM activity is to unravel the problems of waste management in Padukuhan Tambak, to assist partners in dealing with waste management to support the realization of the 2025 Bantul Bersama program.  Keywords: Waste management, Bantul Bersama, Empowerment, Garbage Bank
Gamification-Driven Management Information System: A Design Approach for Enhancing Students’ Final Project Supervision Troy; Ginanjar Setyo Nugroho; Kathryn Widiyanti
Journal of Information Technology and Its Utilization Vol 8 No 2 (2025): December 2025
Publisher : Sekolah Tinggi Multi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jitu.8.2.6038

Abstract

This study aims to design a gamification-based Management Information System (MIS) interface to enhance the effectiveness and engagement of students during final project supervision. The research background is based on literature findings regarding the potential of gamification in education that can encourage motivation, participation, and transparency in the learning process. The research method used is Research through Design (RtD), emphasizing the integration of gamification elements into the MIS framework, including features for recording progress, awarding points, levels, and badges related to guidance activities. The research results is a student final project MIS interface that combines managerial functions with gamification-based motivational mechanisms. This system is expected to increase student engagement, provide more transparent monitoring for supervisors, and create a more attractive and interactive guidance ecosystem. The direction of further research is directed at the development of a complete MIS prototype, limited trials, and evaluation of effectiveness through case studies.