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Implementasi dan Pelatihan Agrowisata Virtual Tour dan Branding Pada Kelompok Tani Green Fresh Pelaga IGKG Puritan Wijaya ADH; Ni Nyoman Utami Januhari; I Made Surya Adiputra; I Made Arya Budhi Saputra; I Made Bhaskara Gautama; I Gusti Ngurah Wikranta Arsa; Cahya Harya Dharma; Ni Putu Cindy Wulandari
Journal of Community Development Vol. 4 No. 1 (2023): August
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/comdev.v4i1.134

Abstract

Pelaga Village offers tourist attractions complete with their ecology. Pelaga Village has a large and diverse horticultural farm ranging from vegetables, flowers, and fruit. Pelaga Village has a Farmers Group called Pelaga Green Fresh with members spread throughout the Pelaga Village hamlets. Each member has a well-managed garden with the production of vegetable and fruit commodities. This potential makes Pelaga Village suitable as an agro-tourism location which is also one of the leading programs in the Pelaga Village RPJMDes. However, the Green Fresh Pelaga Farmer Group has not realized the potential of this agro-tourism due to a lack of knowledge and lack of information media to introduce the potential of this village. Therefore, branding and information media are needed so that the agro-tourism potential of Pelaga Village can be recognized by more people so that it can improve the welfare of the local community. In addition to using information media, the Green Fresh Pelaga Farmer Group also needs knowledge on how to brand and use this information media. This activity is carried out by creating information media in the form of a Virtual Tour which includes a garden atmosphere and agro-tourism video content. In addition, training was conducted on using the virtual tour website and socialization as well as training on Agro-tourism branding in the Pelaga village area, especially for the Pelaga Green Fresh Farmer Group. This is done to make the potential of Pelaga village more accessible and farmers understand about agro-tourism branding. Based on the results of the activity, members of the farmer groups have been able to understand the use of brands in the implementation of their products. In addition, the members of the Green Fresh farmer group also have a virtual tour website and are able to master the management of the virtual tour website.
Identifikasi Software Dan Metode Pengembangan Game Di Indonesia Menggunakan Systematic Literature Review Putu Devi Novayanti; Igkg Puritan Wijaya ADH
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 10 No 4 (2023): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v10i4.5957

Abstract

Industri game di Indonesia mengalami pertumbuhan yang pesat dan menjanjikan. Namun, pengembangan game di Indonesia masih dihadapkan dengan berbagai tantangan, seperti perangkat lunak pengembangan game yang terus berkembang dan berubah, serta metode pengembangan game yang cukup beragam. Oleh karena itu, penelitian ini bertujuan untuk mengidentifikasi perangkat lunak dan metode pengembangan game yang paling sering digunakan di Indonesia. Metode Systematic Literature Review (SLR) digunakan untuk melakukan review terhadap literatur yang relevan dan terpercaya dalam bidang pengembangan game di Indonesia. Penelitian ini menggunakan situs GARUDA Kemendikbud sebagai sumber basis data untuk memilih data penelitian. Dihasilkan sebanyak 106 paper yang telah melewati tahapan proses seleksi dan sesuai dengan kriteria yang dibutuhkan dalam penelitian. Hasil dari penelitian ini berupa jenis perangkat lunak dan metode penelitian yang sering digunakan dalam pengembangan game di tahun 2020-2023. Dimana Software Unity dan Metode Research and Development (RnD) merupakan software dan metode yang paling banyak digunakan dalam pengembangan game pada tahun 2020-2023 di Indonesia. Hasil penelitian ini dapat menjadi rekomendasi dalam penelitian dan pengembangan game.
RANCANG BANGUN SISTEM INFORMASI BERBASIS WEB MANAJEMEN PERPUSTAKAAN UNIVERSITAS TABANAN Ni Made Dwi Laksmi; IGKG Puritan Wijaya ADH; Dian Rahmani Putri
JIS SIWIRABUDA Vol. 1 No. 2 (2023): JIS SIWIRABUDA September 2023
Publisher : Universitas Tabanan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58878/jissiwirabuda.v1i2.228

Abstract

Library management information system is the application of information systems in the library to support the information needed by all levels of library management.  In this study, the purpose of creating an information system is to help the library overcome data management and speed up the service process for the better. The research method used in making this information system starts by conducting effectiveness testing which is then continued with the collection of data needed by conducting interviews and observations. In making the system, the concept of planning and design through the stages of data collection, Data Flow Diagram (DFD), Entity Relationship Diagram (ERD), database and then implement it. The software used in the design and implementation is Laragon as a webserver, MYSQL as a database, and Visual Studio Code as an editor using PHP and HTML writing. The results of this study prove that the Management Information System implemented into the library system makes the system able to provide convenience in managing data and the library service process becomes faster.
IMPLEMENTASI METODE CERTAINTY FACTOR PADA SISTEM CERDAS PEMANTAUAN STRES MAHASISWA BERBASIS PERCEPTIONS OF ACADEMIC STRESS I Komang Budi Mas Aryawan; I Gusti Ngurah Putra Arimbawa; I Gede Nyoman Agung Jayarana; Igkg Puritan Wijaya Adh
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 3 (2024): Vol. 7 No. 3 (2024): Volume 7 No 3 Tahun 2024 (Special Issue)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i3.30969

Abstract

Tuntutan akademik yang tinggi, ujian, tugas, dan persaingan yang meningkat terus-menerus dapat mempengaruhi kesehatan fisik, mental, dan hasil akademik mahasiswa. Penelitian ini bertujuan untuk mengimplementasikan metode faktor kepastian (certainty factor) pada sebuah sistem cerdas pemantauan stres mahasiswa dan mengetahui hasil pemantauan tersebut. Metode penelitian memiliki beberapa tahapan, yaitu: (1) Pengumpulan Data, (2) Pengembangan Sistem, dan (3) Evaluasi Sistem. Populasi penelitian adalah mahasiswa semester akhir ITB STIKOM Bali dengan sampel penelitian sebanyak 95 orang. Hasilnya, pengujian fungsionalitas sistem menggunakan metode pengujian blackbox berfungsi sesuai harapan (valid). Selanjutnya, hasil pemantauan dengan melakukan diagnosa kategori stres pada sistem yang merujuk pada pernyataan Perceptions of Academic Stress (PAS) adalah sebagai berikut: kategori stres Perceptions of Workload and Examinations memiliki jumlah diagnosa terbanyak yaitu 45 orang atau 12% dengan nilai faktor kepastian (certainty factor) 91%, kategori stres Time Restraints 32 orang atau 34% dengan nilai faktor kepastian 78%, kategori stres Pressures to Perform 11 orang atau 12% dengan nilai faktor kepastian 86% dan kategori stres Self-perceptions 7 orang atau 7% dengan nilai faktor kepastian 85%.