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EFEKTIVITAS MEDIA SOSIAL DALAM PENGEMBANGAN DESA WISATA: SEBUAH KAJIAN LITERATUR I Ketut Gunarsa; Budiman, Diky
INSPIRE : Journal of Culinary, Hospitality, Digital & Creative Arts and Event Vol. 2 No. 2 (2024): INSPIRE : Journal of Culinary, Hospitality, Digital & Creative Arts and Event
Publisher : Politeknik Internasional Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46837/inspire.v2i2.61

Abstract

Pada zaman digital saat ini banyak cara yang dapat dilakukan untuk mempromosikan sebuah desa wisata. Media sosial muncul sebagai tempat atau wadah yang sangat baik untuk dapat dipergunakan dalam promosi destinasi wisata. Keterjangkauan yang luas kepada audiens dalam hal ini wisatawan dalam dan luar negeri yang besar dan beragam, memberikan kesempatan bagi media social seperti Instagram, Facebook, dan TikTok mampu memberikan informasi dalam bentuk platform bagi desa-desa wisata untuk menampilkan keunikan mereka secara visual dan interaktif. Adapun tujuan dari penelitian ini adalah untuk mengeksplorasi efektivitas media sosial dalam pengembangan desa wisata melalui kajian literatur yang komprehensif. Metode penelitian yang digunakan adalah literature review. Hasil yang diperoleh dari telaah literatur yang dilakukan yakni, platform media sosial Instagram merupakan sebuah wadah yang paling efektif dalam promosi desa wisata jika dikelola dengan baik, menggunakan konten berkualitas, dan didukung oleh sinergi antar pemangku kepentingan. Namun, optimalisasi pengelolaan akun dan pengembangan kapasitas sumber daya manusia tetap merupakan tantangan yang perlu diatasi untuk mencapai hasil terbaik.
Edukasi Potensi Bisnis Game melalui Gamification Method bagi Generasi Z Budiman, Diky; I Ketut Gunarsa
Jurnal Ilmiah Pengabdian dan Inovasi Vol. 4 No. 2 (2025): Jurnal Ilmiah Pengabdian dan Inovasi
Publisher : Insan Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57248/jilpi.v4i2.722

Abstract

The rapid development of the global game industry has created new opportunities for digital entrepreneurship among younger generations. This community service program aims to introduce high school students to the economic potential of the game industry through the application of the gamification method. The program was conducted with students from senior high school Sedes Semarang and vocational school Pariwisata Harapan, combining interactive lectures, game-based challenges, and hands-on activities using the Scratch platform. The service-learning approach enabled students to experience a practical learning process that integrates digital literacy, creativity, and entrepreneurial insight. Throughout the program, students learned about game monetization models, basic game development logic, and the structure of simple game design. The implementation demonstrated increased student engagement, motivation, and understanding of career and business opportunities in the game sector. Students were also able to generate independent game concepts and participate actively in discussions and presentations. The results highlight that gamification is an effective method for enhancing learning outcomes and fostering digital entrepreneurial awareness among Generation Z learners. This program underscores the strategic role of higher education institutions in supporting digital competency development through participatory and innovative learning models.
DEVELOPMENT A SUSTAINABLE BUSINESS MODEL FOR ANANDA SEVA DHARMA FOUNDATION THROUGH MARKETING AND ENTREPRENEURSHIP I Wayan Adi Pratama; Luh Sri Damyanti; Diky Budiman
BINA CIPTA Vol 4 No 2 (2025): BINA CIPTA
Publisher : Politeknik Internasional Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46837/binacipta.v4i2.84

Abstract

This study aims to develop a sustainable business model for the Ananda Seva Dharma Foundation, an orphanage located in Sangsit Village, Buleleng, Bali, by strengthening business management and marketing strategies for their home industry product, B'Onic. The foundation has potential in human resources and agricultural assets, but faces challenges in the form of unstable product sales, limited digital marketing, and the absence of a structured management system. To overcome these problems, a community service program was designed using the Triple Layer Business Model Canvas (TLBMC) approach, which integrates economic, social, and environmental values, combined with a digital marketing strategy. The activity methodology included socialization, training, and mentoring stages carried out over six months. The results of the activity showed that this program succeeded in increasing the foundation's business management capacity, strengthening brand identity, and expanding market reach through digital marketing. The foster children gained entrepreneurial skills, while the foundation achieved better organizational efficiency and broader market opportunities. Overall, this program contributes to promoting the financial independence of foundations and social impact through the integration of sustainable business practices and digital entrepreneurship. The novelty of this research lies in the combination of TLBMC with digital marketing in the context of community service, so that it can become a model that can be replicated by other social enterprises.