Claim Missing Document
Check
Articles

Found 10 Documents
Search

ANALYSIS OF DIGITAL MARKETING STRATEGIES ON INTEREST AND ENROLLMENT DECISIONS OF PROSPECTIVE NEW STUDENTS IN PRIVATE HIGHER EDUCATION INSTITUTIONS IN INDONESIA (A CASE STUDY OF JAKARTA GLOBAL UNIVERSITY) Hadi Wijaya; RM Chairil Andri; Dwi Rachmawati
Klabat Journal of Management Vol 4 No 2 (2023): Klabat Journal of Management
Publisher : Faculty of Economics and Business, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60090/kjm.v4i2.1007.147-162

Abstract

The research investigates the impact of Google Adwords Advertising and Social Media Marketing on the interest to register (enrollment) and enrollment decisions of potential new students at Global University Jakarta (JGU). In Indonesia, Private Higher Education Institutions (PTS) make up 66.27% of the total higher education institutions, facing intense competition for prospective students, particularly from Generation Z. The COVID-19 pandemic has expedited the transition to digital activities, necessitating continuous adaptation by universities. Generation Z, characterized by 100% internet usage and high smartphone ownership, demands innovative digital marketing strategies. The study employs a quantitative approach, collecting data through questionnaires from 172 first- and second-semester students at JGU. Path analysis is utilized to examine the relationships between Google Adwords Advertising, Social Media Marketing, interest to register, and enrollment decisions. The results indicate that both Google Adwords Advertising and Social Media Marketing significantly and positively influence the interest to register. Furthermore, interest to register significantly affects enrollment decisions. These findings emphasize the significance of effective digital marketing strategies in influencing prospective students' interest and enrollment decisions. Given that digital marketing dynamics evolve alongside changing technologies and platform algorithms, regular analysis and adaptation are recommended. This study aim to provide valuable insights for educational institutions, encouraging the utilization of Google Adwords Advertising and Social Media Marketing to enhance enrollment among prospective students. Keywords: Digital marketing, Google adwords advertising, social media marketing, interest to register, enrollment decisions.
THE INFLUENCE OF DIGITAL BRANDING ON BRAND AWARENESS AND PURCHASE DECISIONS AMONG MSMES IN PALEMBANG: A CASE STUDY ON ZANAIA ACRYLIC RM Chairil Andri; Hadi Wijaya
Klabat Journal of Management Vol 4 No 2 (2023): Klabat Journal of Management
Publisher : Faculty of Economics and Business, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60090/kjm.v4i2.1009.112-127

Abstract

Digital branding has become a necessity in the contemporary business landscape. These branding efforts often involve leveraging social media marketing and influencer marketing techniques to enhance brand awareness and drive product sales. This study aims to investigate the role of digital branding strategies at ZANAIA Acrylic Palembang in influencing brand awareness and purchase decisions for MSMEs' products or services. The independent variables encompass social media marketing and influencer marketing, while brand awareness acts as the intervening or mediating variable, and purchasing decisions represent the dependent variable. Primary data was collected using a questionnaire as the research instrument and analyzed using SPSS. The study involved a total sample of 100 respondents in Palembang City. The anticipated results of this research are expected to contribute valuable insights and serve as a reference for other SMMEs in formulating effective business strategies, targeting consumers, and optimizing their profits. Keywords: Digital Branding, Social Media Marketing, Influencer Marketing, Brand Awareness, Purchasing Decision
Penerapan Jelajah Kampus Virtual dalam Meningkatkan Pengalaman Orientasi Mahasiswa Kelas Karyawan Jakarta Global University Andri, Chairil; Oktaviati, Risna; Wijaya, Hadi
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 6 No 2 (2024): August
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i2.583

Abstract

New employee class students frequently encounter substantial challenges in attending on-campus orientation sessions, such as time constraints, geographical barriers, and financial burdens. This study investigates the effectiveness of implementing a virtual campus tour application in assisting new employee class students at Jakarta Global University to better acquaint themselves with the campus and prepare for academic life. By leveraging technologies such as 3D mapping, 360-degree panoramic photography, and virtual reality (VR), the virtual campus tour provides an immersive and flexible experience, allowing students to explore various campus facilities at their convenience and from any location. The development method used is Multimedia Development Life Cycle (MDLC), which encompasses needs analysis, conceptualization, design, material collection, assembly, testing, and distribution. The application underwent black box testing to ensure functionality, while student perceptions were assessed through a structured questionnaire. The research results indicate that the majority of respondents, with an average positive rating of 86.3%, agree that virtual campus tours are an innovative solution that should be adopted by universities to overcome the limitations of traditional campus orientation activities.
Implementasi Sistem Pelaporan Kerusakan Lab Komputer Berbasis QR Code dengan Pendekatan Agile pada Mahasiswa Andri, RM Chairil; Oktaviati, Risna
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 1 (2025): Januari 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i1.179

Abstract

Computer lab facilities play a crucial role in supporting the learning process, particularly in the fields of engineering and technology. However, the manual reporting system for facility damages at the Computer Engineering Department, Politeknik Negeri Sriwijaya, is often inefficient and poorly documented. This study aims to analyze the impact of implementing a digital reporting system using QR Code technology on students' understanding and responsibility in maintaining lab facilities. The research employed the Agile Software Development method, encompassing five stages: requirements, design, development, testing, and deployment. Data were collected through interviews, literature reviews, as well as pre-test and post-test surveys using a Likert scale questionnaire. The results revealed a significant improvement in reporting experience (96.4%) and awareness of facility maintenance (92.8%) following the system's implementation. The system effectively facilitated real-time reporting of facility conditions by students and enhanced the efficiency of damage handling by technicians. Challenges, such as data input errors and QR Code sticker distribution, were addressed with corrective measures. This research contributes to the sustainable management of educational facilities and recommends further refinement to optimize the system.
Pengembangan Video Pembelajaran Anggota Tubuh dengan Animasi dan Lagu untuk Anak Usia Dini Oktaviati, Risna; Andri, RM Chairil
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 1 (2025): Januari 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i1.180

Abstract

The use of engaging and interactive educational media is essential to support the development of early childhood, especially in introducing human body parts. This study aims to develop and evaluate an educational video based on animation and songs designed to enhance young children's understanding. The research methodology employs a mixed-method approach (qualitative and quantitative) using the Multimedia Development Life Cycle (MDLC) model, which includes six stages: concept, design, material collection, assembly, testing, and distribution. Observations were conducted on 10 toddlers at a daycare in Depok, while quantitative data were collected through questionnaires completed by media and learning content experts. The results of material and media validation tests show that the animated video is highly feasible for use (score 89.2%) and effective in improving children's understanding (effectiveness 84.75%). The video is considered user-friendly, interactive, and presents content that is engaging and suitable for early childhood. The songs included in the video aid in enhancing children's memory of the learning material. However, aspects such as the structure of material delivery and interactivity elements can be further improved. This study concludes that the combination of animation and songs in educational videos significantly enhances young children's understanding of body parts. These findings open opportunities for developing more interactive and effective multimedia-based learning media to support early childhood education.
UI/UX Design of the Mobile Application 'Kalem' Using the Double Diamond Method Rembulan Cahyaninghati; R.M Chairil Andri; Nurul Aslamiah Istiqomah
ENCRYPTION: Journal of Information And Technology Vol. 3 No. 1 (2024): ENCRYPTION: Journal of Information And Technology, July 2024
Publisher : ASIAN PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58738/encryption.v3i1.577

Abstract

Abstract This research aims to design a user interface (UI) for a mobile application named "Kalem" to assist users in tracking their menstrual cycles and to analyze user experience (UX). The Double Diamond methodology, encompassing the Discover, Define, Develop, and Deliver phases, was employed to ensure a comprehensive approach to UI/UX design. The design process commenced with the Discover phase to identify user needs and problems. Subsequently, the Define phase was used to formulate the primary problem and requirements that the application must fulfill. In the Develop phase, design ideas were developed into testable prototypes. Finally, the Deliver phase resulted in a final prototype ready for user testing. The usability testing phase utilized the System Usability Scale (SUS) to measure and assess the ease of use and satisfaction of users. Based on the SUS calculation, the obtained score of 86.0753 indicates a positive result, placing the Kalem application design in the 'acceptable' category, suggesting that users are satisfied with its usability.
ARphabet: Pembelajaran Abjad Inovatif Berbasis Augmented Reality untuk Anak Usia Dini Andri, RM Chairil; Juniarti, Revie; Oktaviati, Risna
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 2 (2025): Mei 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i2.194

Abstract

Letter recognition is a fundamental aspect of early childhood literacy development. Unfortunately, conventional media such as printed books and flashcards often lack appeal due to their limited ability to deliver simultaneous visual and auditory stimuli. This study aims to develop and evaluate an interactive Augmented Reality (AR)-based learning application called ARphabet, designed to assist young children in recognizing letters through 3D visualizations, supporting objects, and pronunciation audio. The application was developed using the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. Evaluation was conducted through two approaches: expert validation using a questionnaire instrument with indicators including ease of use, effectiveness of content delivery, child appropriateness, and interactivity; and user testing using a quantitative approach through pre-tests and post-tests involving 21 kindergarten students. The expert validation results indicated a high feasibility score, with an average of 92.5%. Meanwhile, user testing showed that 90.5% of the children demonstrated improved letter recognition after using the application. These findings suggest that the use of AR technology can offer an innovative and effective solution to support early childhood literacy learning. The application also holds potential for further development, including syllable introduction, vocabulary building, or other age-appropriate educational content.
MEMBANGUN JALAN MENUJU KEBERHASILAN SDGS DAN KEUNGGULAN DIGITAL UMKM 2030 MELALUI LITERASI DIGITAL DAN LITERASI MEDIA PADA UMKM ASINAN BETAWI 88 DI KOTA DEPOK Wijaya, Hadi; Andri, Chairil; Rachmawati, Dwi; Dewi, Nur Fitri; Hertin, Revita Desi
Jurnal Abdi Insani Vol 12 No 6 (2025): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v12i6.2650

Abstract

Program pengabdian kepada masyarakat ini bertujuan untuk meningkatkan literasi digital dan literasi media pada UMKM Asinan Betawi 88, usaha mikro yang berlokasi di Kota Depok, Indonesia. Program ini dirancang untuk menjawab berbagai tantangan yang dihadapi mitra, seperti keterbatasan pengetahuan dalam pemasaran digital, strategi branding yang kurang optimal, rendahnya keterampilan dalam manajemen keuangan, serta minimnya pemanfaatan alat digital. Pendekatan partisipatif diterapkan dalam kegiatan ini, meliputi analisis kebutuhan, pelatihan, dan lokakarya langsung mencakup topik pemasaran digital, branding, fotografi produk, manajemen keuangan, serta pengembangan website yang dioptimalkan dengan Search Engine Optimization (SEO). Program ini juga menekankan pentingnya pendampingan berkelanjutan untuk menjamin keberlangsungan hasil kegiatan. Evaluasi dilakukan melalui pre-test dan post-test untuk mengukur efektivitas program. Hasil evaluasi menunjukkan peningkatan kompetensi yang signifikan dari peserta, dengan nilai rata-rata pre-test sebesar 2,3 (dari skala 5) meningkat menjadi 4,2 pada post-test. Peserta menunjukkan peningkatan nyata dalam pengelolaan media sosial, pembuatan konten, dan penggunaan alat bantu manajemen keuangan. Program ini juga menghasilkan luaran berupa website berbasis SEO, konten pemasaran digital, serta portofolio fotografi produk yang secara signifikan meningkatkan branding dan kehadiran daring UMKM. Selain itu, kegiatan ini memberikan pengalaman belajar praktis bagi mahasiswa yang terlibat dalam program Merdeka Belajar Kampus Merdeka (MBKM), dengan mengintegrasikan pembelajaran ke dalam praktik dunia nyata. Inisiatif ini berhasil memberdayakan UMKM Asinan Betawi 88 dalam memanfaatkan teknologi digital untuk pertumbuhan bisnisnya, serta turut mendorong daya saing di era ekonomi digital. Program ini menunjukkan potensi untuk direplikasi pada UMKM lainnya sebagai langkah strategis dalam mendukung Sustainable Development Goals (SDGs) 2030 melalui transformasi digital.
Belajar Huruf dengan Augmented Reality di TK Islam Siti Fatimah Palembang Juniarti, Revie; Andri, RM Chairil; Hargita, Bhramastya Sandy; Tuti, Resti Ries; Wahyuni, Sri; Oktaviati, Risna
Jurnal Pengabdian Masyarakat Bangsa Vol. 3 No. 3 (2025): Mei
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v3i3.2318

Abstract

Pengabdian Kepada Masyarakat (PKM) ini bertujuan untuk mengembangkan sebuah media pembelajaran inovatif berbasis Augmented Reality (AR) untuk meningkatkan kemampuan literasi pengenalan huruf pada anak usia dini di TK Islam Siti Fatimah Palembang. Metode yang digunakan dalam pengembangan ini meliputi analisis kebutuhan, perancangan konsep media AR, pengembangan aplikasi, dan uji coba skala kecil terhadap anak-anak. Media AR yang dikembangkan menyajikan visualisasi huruf yang interaktif dan menarik melalui perangkat seluler, memungkinkan anak-anak belajar sambil bermain. Hasil uji coba awal menunjukkan respon positif dan peningkatan minat belajar pada anak-anak. Diharapkan, media AR ini dapat menjadi alternatif yang efektif dan menyenangkan dalam menstimulasi kemampuan literasi awal anak usia dini
Meningkatkan Daya Saing UMKM melalui Pelatihan Produksi Video Promosi di Palembang Darlies, Meiyi; Andri, RM Chairil; Oktaviati, Risna; Juniarti, Revie; Bey, Safitriana
Jurnal Pengabdian Masyarakat Bangsa Vol. 3 No. 5 (2025): Juli
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v3i5.2676

Abstract

Artikel ini bertujuan untuk mendeskripsikan upaya peningkatan daya saing UMKM di Kota Palembang melalui pelatihan pembuatan video promosi. Permasalahan yang diangkat adalah rendahnya literasi digital dan keterampilan pelaku UMKM dalam memproduksi konten promosi visual secara mandiri. Untuk menjawab hal tersebut, kegiatan pengabdian ini dilaksanakan dengan metode pelatihan berbasis praktik (hands-on training) yang dikombinasikan dengan sesi pendampingan pasca-pelatihan. Tahapan kegiatan meliputi identifikasi kebutuhan peserta, pelaksanaan pelatihan teknik produksi dan penyuntingan video menggunakan aplikasi mobile, serta pendampingan peserta untuk penyempurnaan hasil video. Evaluasi dilakukan dengan membandingkan hasil pre-test dan post-test serta observasi langsung terhadap video yang dihasilkan peserta. Hasil kegiatan menunjukkan peningkatan signifikan dalam pemahaman peserta terhadap teknik produksi video, kepercayaan diri untuk mempromosikan produk secara visual, serta kemampuan menggunakan alat dan aplikasi secara mandiri. Pelatihan ini terbukti efektif dalam meningkatkan kapasitas promosi digital UMKM dan dapat menjadi model pemberdayaan yang aplikatif, terjangkau, serta mudah direplikasi di wilayah lain.