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Pengembangan Marketplace Preng sebagai Platform Digital Penjualan Produk UMKM di Desa Karangmelok Kecamatan Tamanan Kabupaten Bondowoso Januar Adi Putra; Fahrobby Adnan; Panca Oktawirani; Yeni Puspita
JPM: Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2022): Oktober 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jpm.v3i2.426

Abstract

Karangmelok Village, Tamanan District, Bondowoso Regency has many excellent bamboo handicraft products that can be developed to boost the economy of its inhabitants, but this is not being utilized properly. The lack of utilization of technological developments is one of the main causes of the lack of recognition of the potential products of Karangmelok Village, Tamanan District, Bondowoso Regency. With the less effective use of technology, marketing is not optimal and results in small income received. The Community Service Team has conducted an analysis of the partner situation where it was found that the main problems mentioned occurred in the majority of MSMEs in Karangmelok Village, Tamanan District. Based on the problems above, it is proposed that community service activities utilize technology that can accommodate all Karangmelok Village SMEs, so that they can realize the village's dream of becoming an INDEPENDENT CREATIVE VILLAGE, besides that Karangmelok Village SMEs are also expected to increase competitiveness to realize UMKM Go Online which was initiated by the Ministry of Cooperatives and SMEs and the Ministry of Communication and Information of the Republic of Indonesia. The solution that will be offered is the development of a Marketplace system under the name Preng as a Digital Platform for Sales and Forecasting of MSMEs Product Trends in Karangmelok Village, Tamanan District, Bondowoso Regency to Realize MSMEs Go Online.
Perancangan Desain User Interface dan User Experience Media Pembelajaran Aksara Jawa Untuk Siswa Sekolah Dasar dengan Metode Design Thinking Januar Adi Putra; Muhammad Yusuf Auliya; Fahrobby Adnan
Bulletin of Computer Science Research Vol. 3 No. 2 (2023): Februari 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v3i2.228

Abstract

Learning media plays a role in supporting the learning process to create variation and not boring. SDIT Bina Insani presents learning media as a means as well as a learning support. The learning media used is Javanese script card. The Javanese script card is considered sufficient to create variations in the learning experience, but it is not enough to attract students’ interest in learning and is limited to interaction with the teacher. To improve this, learning media is needed that has a user interface design and interactive user experience and able to help students make learning more fun. Design Thinking is a UI and UX design development method that focuses on extracting information and building creative ideas for solutions to encountered problems. Design thinking has five stages of the development process: Empathize, Define, Ideate, Prototype, and Test. The design of the learning media is expected to be able to provide interaction for students to understand Javanese script interactively and without being limited to learning time at school.