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Sosialisasi Digital Marketing dan Penggunaan Pembayaran Digital bagi UMKM Desa Penglipuran, Bangli, Bali Lamria Raya Fitriyani; Dewi Rachmawati
Journal of Servite Vol. 5 No. 1 (2023): Journal of SERVITE
Publisher : Lembaga Penerbitan LSPR, Institut Komunikasi dan Bisnis LSPR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37535/1020054120232

Abstract

ABSTRAK Desa Penglipuran yang berada di Kecamatan Bangli Provinsi Bali sudah lama dikenal sebagai desa wisata yang menarik bagi wisatawan mancanegara maupun dalam negeri. Desa ini terkenal karena penataan arsitekturnya yang menarik dengan penataan rumah warga yang memanjang disertai dengan gapura yang seragam. Selain itu juga terdapat hutan kayu dan hutan bambu yang menjadi tujuan wisatawan. Serta dilengkapi dengan festival dan pertunjukan-pertunjukan budaya lainnya yang menambah kentalnya budaya Bali di tempat ini.  Untuk menunjang pariwisata, penduduk lokal melalui UMKM (Usaha Mikro Kecil dan Menengah) juga berkesempatan untuk menyediakan suvenir dan makanan ringan khas Bali di tempat tersebut. Sayangnya penjualan para UMKM ini masih tradisional dan belum terdigitalisasi. Untuk itulah pengabdian masyarakat kali ini bertujuan untuk memberikan pengetahuan digital marketing dan penggunaan pembayaran digital kepada UMKM setempat.    Pelaksanaan sosialisasi dilakukan di Balai Pertemuan warga yang berada di area depan Desa Penglipuran. Pre-test diberikan kepada 24 UMKM yang berpartisipasi untuk mengetahui tingkat pengetahuan mereka mengenai sosialisasi yang akan diberikan. Setelah sosialisasi juga disebarkan post-test untuk mengetahui apakah terdapat peningkatan pengetahuan. Hasilnya menunjukkan keberhasilan dari perbandingan pre-test dan post-test, dimana mengalami peningkatan pengetahuan dan pemahaman sebesar 59%. Dan peserta juga berkeinginan untuk beralih ke pemasaran dan pembayaran digital.   Kata kunci: Sosialisasi; Digital Marketing; Pembayaran Digital; UMKM; Penglipuran Bali   ABSTRACT Penglipuran Village located in Bangli District, Bali Province, has long been known as an attractive tourist village for foreign and domestic tourists. Penglipuran village is famous for its attractive architectural arrangement with the elongated arrangement of residents' houses accompanied by an uniform gate. In addition, there are also wood forests and bamboo forests which are tourist destinations. As well as being equipped with festivals and other cultural performances that add to the thickness of Balinese culture in this place. To support tourism, local residents through their MSME (Micro, Small and Medium Enterprises) also have the opportunity to provide Balinese souvenirs and snacks at the village. Unfortunately, the sales of these MSMEs are still traditional and have not been digitized. For this reason, the community service aims to provide digital marketing knowledge and the use of digital payments to local MSMEs. The socialization was carried out at the residents' meeting hall in the area in front of Penglipuran Village. The pre-test was given to 24 participating SMEs to find out their level of knowledge regarding the socialization that would be given. After the socialization, a post-test was also distributed to find out whether there was an increase in knowledge. The results show the success of the pre-test and post-test comparisons, where knowledge and understanding increased by 59%. And there is a willingness in participants to move into digital marketing and payments.   Keywords: Socialization; Digital Marketing; Digital Payments; MSME; Penglipuran Bali
Pola Komunikasi Humanistik antara Orang Tua dan Anak atas Dampak Negatif Bermain Online Game pada Prestasi di Sekolah Dasar Rahayuning Tirta Kencanawati; Lamria Raya Fitriyani
Calathu: Jurnal Ilmu Komunikasi Vol. 3 No. 1 (2021): Calathu: Jurnal Ilmu Komunikasi
Publisher : School of Communication Science and Media Business

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/calathu.v3i1.1898

Abstract

Nowadays online games are played by various groups, starting with adults to the young especially children in elementary school and Mobile Legends is one online game that is played by children. However, sometimes children playing this online game over time impact their grade and achievement in school. The purpose of this research was to understand humanistic communication patterns between parents and elementary school children regarding the negative impact of playing Mobile Legends on school achievement. All information was gathered through interviews with three families whose child played Mobile Legends in total eight interviewees. The method used was descriptive qualitative and data analysis method from Miles, Huberman & Saldana. The results signified the interpersonal humanistic communication approach in two families were suitable for the five stages that are openness, empathy, supportiveness, positiveness, and equality. Whereas in one other family was not suitable for the five stages of the humanistic approach, but only the four stages and there was no equality. The results indicated the balanced split pattern of two families and the other one family refers to the unbalanced split pattern. Keywords: humanistic communication patterns, communication family, online game