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Peningkatan Pengalaman Calon Wisatawan dengan Aplikasi Augmented Reality di Taman Hutan Raya Mangrove Ngurah Rai Bali dengan Metode RAD (Rapid Application Development) Saputra, Kadek Surya Adi; Putera, Wayan Andrika; Dewi, Ni Putu Jois Tika
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 6 No 3 (2024): November
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i3.595

Abstract

The advancement of technology today provides an opportunity to develop more effective media for information and promotion. One of the popular technologies is Augmented Reality (AR), which has the potential to offer interactive information and innovative promotion in the tourism sector. This study focuses on developing an AR application for the Ngurah Rai Mangrove Forest Park (Tahura) in Bali, which until now has been promoted conventionally with limited reach. This application is designed to enhance user experience in interacting with information related to tourism destinations through AR technology while also promoting Tahura Mangrove to a broader audience. The system was developed using the RAD (Rapid Application Development) method, which includes the following stages: 1) Requirements Planning, 2) System Design, 3) Development, and 4) Implementation. Blackbox testing was conducted to evaluate system functionality, while the System Usability Scale (SUS) test involving 30 participants assessed the user experience aspects of the application. The test results showed a SUS score of 76%, indicating a good level of acceptance and satisfaction. Additionally, there was a 74% increase in prospective tourists' understanding of the destination after using the application compared to before. With these results, the AR application for Ngurah Rai Mangrove Forest Park is expected to become an innovative medium to introduce mangrove ecotourism and increase public and tourist interest in visiting.
The Influence of Service Quality Dimensions and E-Commerce Image on User Satisfaction Levels Putera, Wayan Andrika; Cipta, I Putu Agus Eka Yatna; Yudistira, I Gede Angga; Puspita, Ni Wayan Diah; Pramesti, Indra Eka Bintang
Sinkron : jurnal dan penelitian teknik informatika Vol. 9 No. 2 (2025): Research Articles April 2025
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v9i2.14685

Abstract

This study investigates how service quality and brand image influence user satisfaction on Shopee, Indonesia’s leading e-commerce platform, amid persistent operational challenges like delivery delays and inefficient return processes. Using a quantitative approach, data was collected via validated questionnaires and analysed through multiple regression, with diagnostic tests ensuring model reliability. Results show both service quality and brand image significantly boost satisfaction, with brand image having nearly twice the impact. The model’s high explanatory power, with adjusted R² is 0.943, confirms their dominant role in shaping user experiences. These findings align with prior retail and hospitality studies but challenge traditional service-dominant logic by highlighting brand perception as the stronger driver in digital commerce. For practitioners, this underscores the need to prioritize brand-building strategies, such as trust signals and influencer partnerships, while maintaining service standards. However, the study’s exclusive focus on Shopee limits generalizability, calling for future cross-platform comparisons. Additional research should employ longitudinal designs, examine cultural moderators, and apply advanced analytics to uncover deeper satisfaction dynamics. By validating the interplay of service quality and brand equity in e-commerce, this study advances theoretical discourse while offering actionable insights for platforms seeking to enhance customer satisfaction in competitive digital marketplaces.
Peningkatan Kompetensi Guru dalam Penyusunan Rencana Pelaksanaan Pembelajaran Kurikulum Merdeka dan E-Modul Flipped classroom di SMK Negeri 2 Kuta Selatan Dewi, Komang Hari Santhi; Pramartha, I Nyoman Bagus; Putera, Wayan Andrika; Mahaputra, I Kadek Anugrah Dewa; Widadga, I Ketut Lanang Agung Pradnya
I-Com: Indonesian Community Journal Vol 5 No 2 (2025): I-Com: Indonesian Community Journal (Juni 2025)
Publisher : Fakultas Sains Dan Teknologi, Universitas Raden Rahmat Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/i-com.v5i2.7564

Abstract

Tujuan utama dari Program Kemitraan Masyarakat (PKM) ini adalah mengatasi permasalahan guru di SMK Negeri 2 Kuta Selatan yaitu kurangnya pemahaman guru dalam penyusunan Rencana Pelaksana Pembelajaran (RPP) Kurikulum Merdeka dan keterampilan dalam pengembangan e-modul berbasis flipped classroom menggunakan flipbook PDF. Solusi yang ditawarkan meliputi: 1) pelatihan penyusunan RPP berbasis Kurikulum Merdeka dengan target 80-100 persen peserta mampu menyusun RPP secara mandiri; dan 2) pelatihan pengembangan e-modul berbasis flipped classroom menggunakan aplikasi flipbook PDF, dengan target keberhasilan serupa. Kegiatan ini melibatkan 10 orang guru sebagai peserta. Pelaksanaan kegiatan terdiri dari tahap perencanaan, pelaksanaan pelatihan dan evaluasi. Hasil kegiatan menunjukkan bahwa seluruh peserta (100%) memahami dan mampu menyusun RPP berbasis Kurikulum Merdeka dengan peningkatan kompetensi sebesar 60% dan skor rata-rata 83,5 (kategori baik). Selain itu, seluruh peserta (100%) juga mampu mengembangkan e-modul menggunakan flipbook PDF dengan peningkatan keteranpilan sebesar 50% dan skor rata-rata 84,92 (kategori baik).
Utilization of the Kutuh Village Tourism Website in Optimizing E-Tourism Based Tourism Village Promotion Putera, Wayan Andrika; Rahardian, Rifky Lana; Pradipta, I Made; Sukawidana, I Wayan
Journal of Computer Networks, Architecture and High Performance Computing Vol. 7 No. 1 (2025): Article Research January 2025
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v7i1.5099

Abstract

Kutuh Village is one of the villages in the south of Bali Island. Kutuh Village has tourism potential for international and domestic visitors. To increase the number of visitors to Kutuh Village, more support is needed to promote tourism in Kutuh Village. One thing that can be developed is E-Tourism. This service can be provided via a website, easily accessed anywhere and anytime using digital tools. Therefore, it is necessary to design an e-tourism application as a web-based tourism promotion in the Kutuh Tourism Village. So that it can attract more visitors in line with the objectives of this research. This web-based application has 2 users, namely visitors and admin. Visitors can view information about tourist attractions and events on this application in Indonesian and English. Apart from that, visitors can provide rates and comments in the application. This application system uses PHP as a programming language. Using waterfall as a system development method, in collecting data using observation methods, literature studies and similar literature. The system design uses DFD (Data Flow Diagram), ERD (Entity Relationship Diagram), conceptual database, table structure and then implemented. The positive feedback from the 11 respondents from Kutuh Village, who rated the application with an average score of 90.59%, suggests a high level of acceptance and satisfaction among local users. With the existence of e-tourism, the Kutuh Tourism Village is expected to increase tourist visits