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PEMBERDAYAAN PKK TEMPEK KANGIN DALAM PENGOLAHAN KACANG LOKAL GUNA MENINGKATKAN PRODUKSI DI DESA BUKIT KABUPATEN KARANGASEM I Ketut Putu Suniantara; I Gede Suardika; I Made Ari Santosa; I Made Agus Wirahadi Putra; I Gede Nika Wirawan; I Made Rudita; Gede Suwardika; Kadek Masakazu; Ni Nyoman Supuwiningsih; Joko Santoso; Lilis Yuningsih; I Nyn Suraja Antarajaya
J-ABDI: Jurnal Pengabdian kepada Masyarakat Vol. 3 No. 11: April 2024
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53625/jabdi.v3i11.7510

Abstract

Mitra dalam pengabdian saat ini adalah kelompok PKK Tempet Kangin yang beranggotakan 12 orang. Kelompok PKK ini bergerak dalam bidang sosial dan kegiatan eknomi. Kegiatan ekonomi yang dilakukan oleh kelompok ini adalah memproduksi kacang bali (kacang kapri dan kacang mentik) dengan produksi sebanyak 40 kg sebulan. Hal ini dilakukan karena peralatan yang digunakan terbatas. Kacang yang diproduksi dijual dengan kemasan sekala besar dengan rasa original karena hasil produksi diambil langsung oleh pengepul. Permasalahan yang dihadapi mitra yaitu keterbatasan alat produksi dan pengemasan, pengemasan dalam skala besar, produk yang dihasilkan hanya satu jenis varian dan satu jenis kemasan dan proses pemasaran produk terbatas karena langsung dijual ke pengepul. Pemecahan masalah yang diberikan yaitu dengan memberikan sumbangan alat – alat produksi dan beberapa pelatihan. Metode pelaksanaan pengabdian dilakukan dengan 3 tahapan yaitu tahap perencanaan, tahap pelaksanaan dan tahap monitoring. Hasil pengabdian yang diperoleh yaitu adanya peningkatan kapasistas produksi, adanya berbagai kemasan, rasa dan varian produk yang siap dipasarkan melalui pemasaran digital. Kegiatan evaluasi dan monitoring yang sudah dilakukan dalam kegiaatan pengabdian ini memperoleh hasil bahwa pelaksanaan kegiatan pengabdian pada mitra telah terlaksanakan sesuai dengan perencanaan serta target kegiatan yang ditetapkan.
Sistem Informasi e-Tourism Ekowisata Hutan Mangrove Sebagai Media Promosi Pariwisata Bali Berbasis Android Kadek Surya Adi Saputra; I Ketut Putu Suniantara
Jurnal Teknologi Informasi dan Multimedia Vol. 5 No. 3 (2023): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i3.364

Abstract

The province of Bali has many exotic and interesting tourist areas to be visited by domestic and foreign tourists. One example is Taman Raya Hutan (Mangrove) one of the ecotourism tourist destinations in the Province of Bali. Based on data from the Bali Provincial Statistics Center, tourist arrivals to Indonesia have decreased by 7.62% due to the COVID-19 pandemic. One of the impacts affected by the decrease is the object Mangrove ecotourism in Ngurah Rai Bali Tahura which is only able to attract 1,000 visits in 2020 based on the results of interviews that have been conducted. From the results of these problems, it is necessary to build an e-tourism information system as a means of providing information and as a forum for the promotion of mobile technology-based Grand Forest Park (Mangrove) tourism objects, which is an effort to develop a strategy to promote Ngurah Rai Grand Forest Park (Mangrove) ecotourism as an effort to restore the tourism industry. This information system contains text, images, audio, and video and is supported by an attractive and user-friendly display design. This system development method uses the Software Development Life Cycle which consists of the concept stage, application design, the testing stage. This system testing phase uses the whitebox testing method and a direct questionnaire survey with 10 respondents in the test, The results of testing this system get a value of 81.43% which indicates that the system is running well and is acceptable. Through the results of the test data, it is hoped that it can become an alternative promotional medium to increase the number of tourists or customers to visit the Ngurah Rai Bali mangrove forest.
ANALISIS USABILITY PADA SISTEM INFORMASI E-TOURISM EKOWISATA HUTAN MANGROVE NGURAH RAI DENGAN METODE COGNITIVE WALKTHROUGH DAN SYSTEM USABILITY SCALE (SUS) Kadek Adi Saputra; I Ketut Putu Suniantara; I Nyoman Dwi Arysna Mahendra; Ayu Chrisniyanti
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 5 No. 2 (2024): Desember 2024
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v5i2.211

Abstract

Currently, UPTD Tahura Ngurah Rai has information system called E-Tourism Ecotourism Ngurah Rai Information System (Ekomang) provided information about the Ngurah Rai Mangrove Forest Park. This application is used as a medium for introducing flora and fauna. However, usability testing has never been conducted on this application. Therefore, this research aims to conduct usability testing on the Ekomang system to ensure that application runs well and meets user needs. This research uses two methods such as the cognitive walkthrough and system usability scale (SUS). The evaluation of cognitive walkthrough is conducted by five UPTD Tahura employees and general public who have never used the Ekomang to identify problems and aspects such as learnability, effectiveness, and efficiency. In contrast, the system usability scale (SUS) is used to measure satisfaction aspects by collecting data from 20 users who have used the Ekomang. This usability on the Ngurah Rai Mangrove Forest Ecotourism system is expected to benefit UPTD Tahura Ngurah Rai in understanding the system’s efficiency and effectiveness levels as well as providing evaluation material for further developmentt
Database Click Stream of E-commerce Functional Evi Triandini; I Gede Suardika; I Ketut Putu Suniantara
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 21 No. 1 (2021)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v21i1.1446

Abstract

The availability of e-commerce functionality that suits for user needs in e-commerce applications will increase the sustainability of application usage and can provide benefits for its users. Many e-commerce applications have been developed, but based on the results of previous research, these e-commerce applications do not pay attention to the availability of functionality and its advantages in the application. A database design to store functional clickstream ecommerce is required to determine the number of features that users are accessing. Database application development is the activity of identifying real-world requirements, analyzing requirements, designing system data and functions, and then implementing operations in the system. The database life cycle method is used to build a database in this study. This research has produced a click stream database that has added functional attributes available in e-commerce, which are accessed by users. The results also show the addition of several tables that will facilitate the management of click stream data functionality from e-commerce applications.
The Mediating Role of Brand Image in the Relationships between Interactivity, Electronic Word of Mouth (E-WOM), and Purchase Intention among Generation Z Kadek Masakazu; I Gusti Ngurah Satria Wijaya; Gede Suwardika; I Ketut Putu Suniantara
Binus Business Review Vol. 16 No. 1 (2025): Binus Business Review
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/bbr.v16i1.12080

Abstract

The world is still evolving, and in this era of disruption, everything is based on digital technology. A new phenomenon has emerged in the business world in recent years, namely the bankruptcy of a number of large companies in Indonesia like Giant and the closure of several Carrefour outlets and Matahari Department Store. The research aimed to analyze the effect of interactivity and Electronic Word of Mouth (E-WOM) on the intention to purchase Erigo products with the brand image as a mediating variable on Generation Z in Denpasar City. As the respondents, 208 samples from Denpasar City’s Generation Z population were selected using a purposive selection technique. The analysis method used was Structural Equation Modeling (SEM) through Partial Least Squares (PLS-SEM). As a result, Generation Z in Denpasar City is positively and significantly influenced by brand image, E-WOM, and interactivity when it comes to their intention to buy Erigo fashion items. When it comes to the purchase intention for Erigo products, brand image has the ability to mediate the impact of TikTok interactivity and E-WOM. The managerial implications include the need for Erigo management to focus on the factors influencing potential customers’ decisions to purchase Erigo products, specifically interactivity, E-WOM, and brand image.