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Pemanfaatan Desain Poster Paket Trip Untuk Menunjang Pemasaran Jasa di PT. Pratama Wisata Lintasnusa (Yukbanyuwangi) f, h; mia, sulaibatul aslamiyah; Fadlillah, Hidayatul
Jurnal Pengabdian dan Pemberdayaan Banyuwangi (Jurnal Abdiwangi) Vol 1 No 2 (2024): Jurnal Abdiwangi
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat, Politeknik Negeri Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57203/abdiwangi.v1i2.2024.86-93

Abstract

Travel destination marketing is increasingly shifting towards visually engaging and persuasive, with package trip poster design being a key element in attracting target market attention. The dedication activity focuses on designing a trip package poster that can help to support curiosity. Activities range from market and target audience analysis, in-depth understanding of destinations, and application of engaging graphic design principles. In this activity involved the z and millennial genes, which are the main segment of today's travel market. The result is the basis for creating appropriate and relevant visual messages. The design process blends elements – creative elements like colors, typography, and engaging images, all of which are tailored to brand identity and marketing purposes. The use of photographic techniques and digital illustration adds an engaging artistic and aesthetic dimension. The result is a series of trip package posters that highlight the visual appeal of destinations that are usually marketed through social media platforms like Instagram, Facebook and printed posters distributed through specific events. This design makes a positive contribution to marketing efforts that enhance competitiveness in a competitive travel industry
Augmented reality development using multimedia development life cycle (MDLC) method in learning media Solehatin, Solehatin; Aslamiyah, Sulaibatul; Pertiwi, Dwika Ananda Agustina; Santosa, Kevin
Journal of Soft Computing Exploration Vol. 4 No. 1 (2023): March 2023
Publisher : SHM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52465/joscex.v4i1.118

Abstract

Practical classroom learning in the multimedia department requires props, where props range from damage. To address this need, learning media are made by applying Augmented Reality. Learning media presents actual images without holding and seeing the objects in real terms so that there is no damage to the props. This research was conducted to create learning media for students of SMK Negeri 1 Banyuwangi majoring in multimedia as an Android-based teaching aid. Stages of research using the development method in the form of Multimedia Model Life Cycle (MDLC). The concept stage analyzes and applies the Augmented Reality (AR) method, the design stage performs application planning according to the needs of learning media. The data collection stage conducted interviews with teachers and students while the stages of making learning media used Blender, Unity and Visual Studio software. At the trial stage of the application by making a guidebook, it was carried out for students at SMK Negeri 1 Banyuwangi. For the stages of distributing learning media using the Likert scale method through distributing questionnaires. The results of the application trials and questionnaire distribution, the responses of students about learning media, the results show the interpretation of respondents by combining a value of 72.22%, which means students accept this learning media. The results of this research can create learning media for multimedia majors that can reduce the risk of damage to props and provide cool and fun learning media.
Pengembangan Aplikasi Kasir untuk Mengatasi Keterbatasan Sistem Transaksi Manual di Daanish Store Banyuwangi dengan Metode Waterfall Aslamiyah, Sulaibatul; Sumitro, Arif Hadi
Jurnal Informatika dan Komputer Vol 15 No 1 (2025): April
Publisher : Sekolah Tinggi Ilmu Komputer PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55794/jikom.v15i1.243

Abstract

A cash application is something that is very necessary in the business world. No exception to the Daanish Store, which really needs a cash app. Daanish Store is an enterprise that sells school supplies, office tools, college supplies and school equipment. Currently, the registration of sales at the Daanish Store still uses manual methods. The sales are recorded on a book and recorded every weekend. The stock of goods could not be controlled because the shop employees hardly ever recorded the stock of remaining goods. Employees only report if there are exhausted items to ask for immediate return. Thus, the owner of the Daanish Store can't know how much cancellation is obtained and cannot control the stock of goods. Based on the problems faced by Daanish Store, research was carried out on the development of cash application. The system is built using the waterfall method with stages of requirements analysis and definition, system and software design, implementation and unit testing, integration and system testing and operation and maintenance. The decommissioned system can be used to record sales, stock goods and present sales reports. The result of this research is a web-based cashier application that can help solve the problems faced by Daanish Store.
Tantangan dan Peluang Penerapan Transformasi Digital Menggunakan RACE Planning Framework Juniartha, Rhegysa Alvyanthi; Agus Eko Musantono; Sulaibatul Aslamiyah
SISFOTENIKA Vol. 15 No. 2 (2025): SISFOTENIKA
Publisher : STMIK PONTIANAK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30700/sisfotenika.v15i2.556

Abstract

Transformasi digital merupakan langkah strategis penting bagi perusahaan jasa digital marketing dalam menghadapi perubahan perilaku konsumen, algoritma platform, dan ekspektasi terhadap layanan digital yang semakin kompleks. Penelitian ini dilakukan untuk mengevaluasi tantangan dan peluang transformasi digital pada PT Lokabyte Digital Innovations menggunakan pendekatan RACE Planning Framework yang mencakup tahapan Reach, Act, Convert, dan Engage. Penelitian menggunakan metode deskriptif kualitatif dengan teknik observasi kanal digital, wawancara informal, serta analisis S.W.O.T sebagai dasar pemetaan kondisi perusahaan. Hasil penelitian menunjukkan bahwa seluruh tahapan memiliki tantangan aktif sebesar 100%, sementara tingkat pemanfaatan peluang masih rendah, yaitu 40% pada tahap Reach, 33,3% pada tahap Act dan Convert, serta 0% pada tahap Engage. Hal ini mengindikasikan bahwa transformasi digital belum dioptimalkan secara menyeluruh. Strategi digital yang dirumuskan meliputi penguatan visibilitas digital, peningkatan interaksi dua arah, pembangunan funnel konversi sederhana, serta program retensi klien pascaproyek. RACE Planning Framework terbukti mampu memberikan panduan terstruktur dalam merancang roadmap digital yang adaptif dan relevan dengan kondisi sumber daya perusahaan.
Perancangan Sistem Inventaris Barang Berbasis Web di SMKS Gajah Mada Banyuwangi Sya'diyah, Nur Halimatus; Aslamiyah, Sulaibatul
Jurnal Informatika dan Komputer Vol 15 No 2 (2025): Oktober
Publisher : Sekolah Tinggi Ilmu Komputer PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55794/jikom.v15i2.291

Abstract

The process of managing inventory of goods at SMK Gajah Mada Banyuwangi is currently still done manually, namely by recording goods data in notebooks or using spreadsheet applications such as Microsoft Excel. This manual method causes various problems in the process of managing inventory data, such as lack of time efficiency, potential recording errors, difficulty in finding goods information, and the slow process of making inventory reports required by the school. This condition has an impact on the less than optimal supervision of the availability and condition of goods. To solve this problem, the author conducted a study aimed at building a web-based goods inventory system at SMKS Gajah Mada. The system development method used in this study is the waterfall method with stages of analysis, system design, implementation, testing and maintenance. The analysis stage is divided into two stages, namely needs analysis and system design analysis. In the needs analysis stage, the author conducted interviews, observations, documentation and literature studies. While in the system design analysis stage, the UML diagram is used to describe the user flow and create an interface display. For the system design stage, the author designed the structure of the login form, goods form, borrowing form, return form and borrowing hours form and reporting. In the implementation stage, the author carried out the coding process, which aims to adjust the system design and analysis results that have been designed previously. Furthermore, in the testing stage, the author checked whether all features in the system were running properly. In the maintenance stage, the system will be monitored and repaired if errors or deficiencies are found when used. The expected result of this study is an inventory processing system at SMKS Gajah Mada Banyuwangi.
Web-based of Payment Information System at Dv Juice and Salad Apriliana, Sayu Rizky; Aslamiyah, Sulaibatul
SIMAK Vol. 22 No. 01 (2024): Jurnal Sistem Informasi, Manajemen, dan Akuntansi (SIMAK)
Publisher : Faculty of Economics dan Business, Atma Jaya Makassar University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35129/simak.v22i01.504

Abstract

This research aim to design a web-based cashier payment information system that can improve operational efficiency and provide a better service experience to customers at Dv Juice and Salad. The designed cashier payment information system aims to overcome the problem of manual recording that slows down the process and increases the risk of losing records and sales reports. The system was built using the Waterfall method. The advantage of using this method is that it provides a structured framework for managing the system development process as a whole, starting from planning, analysis, design, development, and implementation. The designed cashier information system can record transactions, stock calculations, and generate sales reports automatically, so as to minimise errors and ensure data accuracy. In addition, this system is able to fulfil business needs effectively and efficiently, and can adapt to changes that may occur. Thus, this system not only improves the operational efficiency of Dv Juice and Salad, but also provides a better service experience to customers.
WEBSITE DESIGN INFORMATION SYSTEM OF RECORDING OFFENS AND PUNISHMENT STUDENTS SMK MUHAMMADIYAH 8 SILIRAGUNG USE WATERFALL DEVELOPMENT METHOD Putri Julisa Martadina; Sulaibatul Aslamiyah
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 9 No. 1 (2024)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v9i1.206

Abstract

Educational institutions as learning centers are prepared so they keep up through developments, especially regarding the use of information systems which are expected to facilitate the completion of work effectively and in an efficient time so institutions can improve their quality achievements. In this case, SMK Muhammadiyah 8 Siliragung experienced issues in the counselling division regarding recording violations and sanctions which required plenty of time to process and search for the required documents manually. To overcome issues, an information system for recording, as well as storing the history of violations carried out in a computerized manner efficiently to search for history data. This system development uses waterfall development methodology with a MySQL storage database and WEB-based PHP programming language. This research succeeded in identifying the needs through data collection methods, analysis of needs planning and observation meanwhile the system is equipped with a login and logout, a student data, a record, an administration letter, as well as a problematic student data report feature with a violation filter. This information system have been to overcome the issues.
Assessment decisions of independent learning activities using SMART-FCM method Pelsri Ramadar Noor Saputra; Sulaibatul Aslamiyah; Ahmad Chusyairi
JURNAL INFOTEL Vol 15 No 1 (2023): February 2023
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v15i1.888

Abstract

Sekolah Tinggi Ilmu Komputer (STIKOM) PGRI Banyuwangi implemented the Independent Learning - Independent Campus (MBKM) activity for two semesters. The results of student assessments for MBKM activities for one semester are influenced by the results of daily and weekly logbook monitoring, monitoring and evaluation assessments, and assessments of supervisors, examiners, and work partners. Assessments that are less objective cause many students to get good grades even though the implementation of MBKM activities is not well. The Simple Multi-Attribute Rating Technique (SMART) method is used to produce student eligibility group data and a more objective assessment. The results of the SMART calculations are combined with the Fuzzy C-Means (FCM) algorithm so that the results of grouping student data are more appropriate based on the similarities and characteristics of the members. Silhouette Coefficient is used to compare the grouping results. The results obtained that the use of SMART-FCM is better than the SMART results because it has a Silhouette Coefficient value close to 1 of 0.31187.