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Penerapan Bisnis Digital Untuk Pemasaran Bola Ubi Kopong Diperkotaan M A Rizky Aditya N; Rizki Wijayanto; Bugita Danuarta; Tata Sutabri
Jurnal Riset Ekonomi dan Akuntansi Vol. 2 No. 1 (2024): March : JURNAL RISET EKONOMI DAN AKUNTANSI
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jrea-itb.v2i1.1242

Abstract

The use of digital business is increasingly crucial in facing the era of globalization and technological advancements. This article discusses the implementation of digital business strategies to market a unique product, "Hollow Sweet Potato Balls," in urban areas. The research method employed is a case study, focusing on online marketing, social media, and e-commerce strategies to enhance visibility and product sales in the urban market.By leveraging these digital tools, the hollow sweet potato ball business can expand its market reach and enhance competitiveness in the competitive urban environment. The transformation into a digital business provides a better understanding for SMEs of consumer preferences and behaviors, enabling them to reach more specific customer segments. The use of social media platforms such as Facebook and Instagram also aids SMEs in marketing strategies and consumer interaction.Additionally, delivery services like GrabFood assist SMEs in adapting to the increasing demand for delivery services. In conclusion, SMEs need to adopt digital technology to adapt and thrive amidst the ongoing changes in the business landscape.
Media Pembelajaran Metaverse Sebagai Tujuan Meningkatkan Kualitas Pendidikan M A Rizky Aditya N; Rizki Wijayanto; Bugito Danuarta; Tata Sutabri
Jurnal Sistem Informasi dan Ilmu Komputer Vol. 2 No. 1 (2024): Februari : Jurnal Sistem Informasi dan Ilmu Komputer
Publisher : Universitas Katolik Widya Karya Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/jusiik-widyakarya.v2i1.2375

Abstract

This research aims to elucidate the design of metaverse learning media with the goal of improving the quality of education. Metaverse is a virtual environment that enables interaction among users through 3D avatar representations. In the context of education, the use of metaverse offers a different learning experience, optimizing the current technology and educational media, and supporting the development of soft skills and building confidence through the simulations offered. This research also discusses the potential and limitations of metaverse educational applications, as well as the challenges and opportunities for their use in the education world. The research findings indicate that the use of metaverse in education can overcome existing limitations, such as classroom capacity, distance, and time constraints. However, the use of metaverse also poses some challenges, such as user security and privacy. Therefore, the design of metaverse learning media needs to consider these aspects to enhance the quality of education.