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Pengaruh Digital Marketing melalui TikTok terhadap Pemasaran Produk UMKM di Cicarimanah Husnulmar’ati, Ghina; Firmansyah, Esa; Helmiawan, Muhammad Agreindra
Jurnal Teknologi Riset Terapan Vol. 3 No. 1 (2025): Januari
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/jatra.v3i1.5008

Abstract

Purpose: The purpose of this study is to understand how using TikTok as a digital marketing platform can help Micro, Small, and Medium Enterprises (MSMEs) in Cicarimanah Village, Situraja District, Sumedang Regency to improve their product marketing. The study aims to see whether TikTok can increase brand awareness, customer interaction, and product sales. Methodology/approach: This research uses a quantitative approach. Data were collected through surveys, interviews, and direct observations of MSME owners who actively use TikTok for marketing their products. The study was conducted specifically in Cicarimanah Village, Situraja District, Sumedang Regency, and focused on local MSMEs that utilize TikTok as part of their marketing efforts. No specific software or brand tools were mentioned, but the TikTok platform was central in the data collection and analysis process. Results/findings: The findings show that using TikTok for digital marketing has a positive effect on MSMEs. It helps in increasing brand awareness, improving customer engagement, and boosting product sales. TikTok allows MSMEs to promote their products in a creative, interactive, and effective way. Conclusion: TikTok has strong potential as a marketing tool for UMKM in Cicarimanah. Its effective use requires digital skills, creative content, platform integration, and data-driven strategies to support brand growth and business development. Limitations: The study is limited to MSMEs in one village only, so the results may not represent MSMEs in other regions or sectors. Also, the study does not explore long-term impacts or compare TikTok with other digital marketing platforms Contribution: This research contributes to the field of digital marketing and entrepreneurship development, especially for rural MSMEs. It provides practical insights for small business owners, marketing practitioners, and policymakers on how social media particularly TikTok can be used as a low-cost and high-impact marketing tool to help MSMEs grow and reach wider audiences.
Technology Acceptance in Augmented Reality Yuniarto, Dwi; Helmiawan, Muhammad Agreindra; Firmansyah, Esa
JOIN (Jurnal Online Informatika) Vol 3 No 1 (2018)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v3i1.158

Abstract

Augmented Reality is now used in many fields, including in terms of helping the learning process. The purpose of this research is to know the effect of interrelated based on Technology Acceptance model, namely Perceived Usefulness, Perceived Easy to Use, Behavioral Intention Use, and Actual System Use on the use of Augmented Reality based card game. This research resulted that hypothesis in this research accepted after going through data analysis process from questionnaire result. A huge interest in the use of Augmented Reality-based games as actual technology as a factor in whether or not the game is accepted. Users, viewed in terms of ease of use and the benefits posed by the game is also very influential on the acceptance of games based on Augmented Reality.
Manajemen Risiko Teknologi Informasi Aplikasi E-Office ASN Menggunakan ISO 31000:2018 Mahardika, Fathoni; Agreindra H, Muhammad; Fatimah, Siti Ainun; Nur F, Lusi Tsulutsiah
Infotekmesin Vol 14 No 2 (2023): Infotekmesin: Juli, 2023
Publisher : P3M Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/infotekmesin.v14i2.1877

Abstract

In carrying out the task of government affairs at Diskominfosanditik Sumedang Regency, an E-Government system is implemented, namely the ASN E-Office application which is a website-based and mobile-based application with a minimum specification of Android 4 which is used by all ASN (State Civil Apparatus) consisting of PNS (Civil Servants) and PPPK (Government Employees with Work Agreements) in Sumedang Regency. With this application, there may be threats and attacks including vulnerabilities that pose a risk, which disrupt the process of using the application. Therefore, the researcher decided to conduct information technology risk management research as a handling and protection of the application by applying the risk management process from ISO 31000:2018 where any information needed in this research was obtained from internal sources at Diskominfosanditik Sumedang Regency. This research was conducted in the informatics section and resulted in 14 possible risks consisting of 3 risks with high levels, 2 risks with medium levels, and 9 risks with low levels. From the GAP measurement, there is a difference that the need for risk measurement as the first step for risk management.
DESIGN OF A PLANE FIGURE MATHEMATICS EDUCATION GAME FOR CLASS IV STUDENTS BASED ON ANDROID Heryanto, Deni; Tri Julianto, Indri; Apriliani, Insani; Agreindra Helmiawan, Muhammad
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 5 (2023): JUTIF Volume 4, Number 5, October 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.5.1413

Abstract

Mathematics is a branch of knowledge related to developing abstract concepts, structures, and relationships in the form of numbers, symbols, and patterns. The issue some students still have trouble recalling formulas, doing division in one of the flat shape materials, and doing multiplication using the formula for the perimeter and area of flat shapes. This research discusses the design of educational games to help fourth-grade students learn flat-shape mathematics. Interviews were conducted with class IV teachers at SDN Sirnajaya Five in conveying material to students; they did not use learning media or visual aids. The problem that often arises is that some students still need help learning flat-shape mathematics. This research aims to build a flat-shape math educational game application for fourth-grade students so that these students can quickly understand the basics of flat-shape material, the definition of flat shapes, formulas, and the properties of flat shapes. The method used is the Multimedia Development Life Cycle (MDLC), a pattern for developing software systems consisting of Concept, Design, Material Collecting, Assembly, Testing, and Distribution stages, which form a workflow for planning and controlling the design of Educational Game applications. This research results in an Android-based flat-shape mathematics educational game application.
Pengukuran Pengukuran Tingkat Kesuksesan Penerapan E-Office Dengan Model Kesuksesan Sistem Informasi Delone dan Mclean di Dinas Perumahan Kawasan Permukiman dan Pertanahan Sumedang Mahardika, Fathoni; Hidayatul Akbar, Yopi; Agreindra, Muhammad Agreindra Helmiawan
Infoman's : Jurnal Ilmu-ilmu Informatika dan Manajemen Vol. 17 No. 2 (2023): Infoman's
Publisher : LPPM & Fakultas Teknologi Informasi UNSAP

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Abstract

Dinas Perumahan Kawasan Permukiman dan Pertanahan Kabupaten Sumedang telah menerapkan e-office sebagai teknologi informasi yang dapat mengelola proses administrasi dalam proses bisnisnya. E-Office atau Electronic Office merupakan layanan aplikasi guna meminimalisir penggunaan kertas dalam administrasi perkantoran secara elektronik yang bertujuan untuk menyederhanakan proses bisnis perkantoran terutama dalam kegiatan korespondensi kedinasan. Tujuan dari penelitian ini yaitu untuk menilai apakah penerapan sistem tersebut berhasil dan berdampak positif bagi individu maupun organisasi. Dalam penelitian ini, penulis memilih model yang diberikan oleh William H. DeLone dan Ephraim R. McLean, yang terdiri dari enam faktor pengukur kesuksesan suatu sistem informasi yaitu kualitas sistem, kualitas informasi, penggunaan, kepuasan pengguna dan manfaat bersih. Berdasarkan hasil analisis dan pengolahan data yang telah dilakukan, maka didapatkan bahwa dalam pemanfaatan teknologi informasi khususnya dalam dalam penerapan e-office di Dinas Perumahan Kawasan Permukiman dan Pertanahan Kabupaten Sumedang dapat dikatakan belum sepenuhnya sukses, hal ini ditunjukkan oleh ke enam (6) variabel yang diteliti memperoleh nilai rata-rata yang tinggi dan sangat tinggi namun dari sepuluh (10) hipotesis yang dirumuskan menghasilkan empat (4) hipotesis diterima dan enam (6) hipotesis ditolak sebagai pengukur kesuksesan sistem informasi.
Penerapan Augmented Reality Pengenalan Monumen sebagai Upaya Pariwisata Berkelanjutan Yuniarto, Dwi; Helmiawan, Muhammad Agreindra
Infoman's : Jurnal Ilmu-ilmu Informatika dan Manajemen Vol. 17 No. 2 (2023): Infoman's
Publisher : LPPM & Fakultas Teknologi Informasi UNSAP

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Abstract

The implementation of Augmented Reality (AR) in monument recognition as a sustainable tourism strategy is an innovative approach that blends cultural heritage with modern technology. This research explores the concept and implementation of AR as a tool that enables monument visitors to dynamically interact with their cultural heritage. The methodology of a prototype is employed as the framework for this study. The research begins with an in-depth analysis of the current state of tourism and the challenges faced in cultural heritage preservation. A comprehensive literature survey is conducted to understand the latest developments in AR technology and its applications in the tourism sector. The outcome of this research is the development of an AR application that can be used by monument visitors. This application allows users to view monuments in their historical context, obtain in-depth explanations of architectural and cultural elements, and participate in interactive experiences that enhance their understanding of cultural heritage. The prototype methodology guides the stages of developing this AR application, from initial design to testing and ongoing improvement. Testing of the AR application is carried out at various monument locations, involving visitors in assessing its usage and its impact on the tourism experience. Evaluation results demonstrate a significant increase in visitor satisfaction, their understanding of monuments, and their interest in participating in sustainable tours. This research underscores the significant potential of AR technology in enhancing cultural heritage preservation efforts and sustainable tourism. The prototype methodology used not only guides the development of the AR application but also ensures that the application is user-centric and provides a satisfying experience. However, challenges in implementing this technology include technical aspects, financial sustainability, as well as education and training to maximize the benefits of AR in a tourism context. In conclusion, the application of AR in monument recognition is a crucial step towards a more sustainable future for tourism, with a focus on satisfying visitor experiences.
Pengukuran Kesiapan Transformasi Digital Desa Kaduwulung Menuju Desa Cerdas Berbasis SNI ISO 37122:2019 Melalui Pemetaan Data Desa Firmansyah, Esa; Agreindra Helmiawan, Muhammad
Infoman's : Jurnal Ilmu-ilmu Informatika dan Manajemen Vol. 19 No. 1 (2025): Infoman's
Publisher : LPPM & Fakultas Teknologi Informasi UNSAP

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Abstract

This study measures the readiness of digital transformation in Kaduwulung Village towards becoming a smart village using the SNI ISO 37122:2019 framework through information technology-based village data mapping. A quantitative method was applied by collecting data from 19 sectors and 81 standard indicators, which were then analyzed to determine the level of maturity. The results indicate a readiness achievement level of 52.4%, with key supporting factors including the availability of telecommunication infrastructure and support from the local government. Meanwhile, the main obstacles identified were limited inter-agency coordination, low digital literacy among citizens, and budget allocation constraints. GIS-based data mapping proved effective in identifying implementation gaps.
Implementasi Google Family Link Sebagai Solusi Pengawasan Penggunaan Gadget Anak di Desa Sundamekar Rospita, Sonia; Firmansyah, Esa; Helmiawan, Muhammad Agreindra
Jurnal Informatika, Multimedia dan Teknik Vol 1 No 1 (2024): Juli-Desember 2024
Publisher : Yayasan Pendidikan Tanggui Baimbaian

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Abstract

Abstract This study aims to explore the implementation of Google Family Linkas a solution for supervising children's gadget usage in Sundamekar Village. With the growing use of gadgets among children, especially with the advancements in technology, parents face challenges in managing both the time and content accessed by their children. By applying the Google Family Link application, this study examines its effectiveness in helping parents monitor and limit gadget usage. The methods used include socialization sessions for parents regarding the application's features and training on its use. The results show a significant increase in parents' knowledge of digital supervision and a reduction in children's gadget usage duration. These findings indicate that Google Family Link can be an effective tool to support parents in creating a healthier digital environment for children in Sundamekar Village. This study is expected to contribute to the development of improved digital supervision policies in the community.
Analisis Kepuasan Pengguna Wifi Imasnet Darmawan, Sofyan; Helmiawan, Muhammad Agreindra; Firmansyah, Esa
Jurnal Informatika, Multimedia dan Teknik Vol 1 No 2 (2025): Januari-Juni 2025
Publisher : Yayasan Pendidikan Tanggui Baimbaian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71456/jimt.v1i2.1121

Abstract

Penelitian ini bertujuan untuk menganalisis kepuasan pengguna terhadap layanan WiFi Imasnet di kawasan Darmajaya, tepatnya di Desa Darmajaya, Kecamatan Darmaraja, Kabupaten Sumedang, Provinsi Jawa Barat, dengan menggunakan metode Service Quality (SERVQUAL). Penelitian ini menganalisis kualitas layanan WiFi dengan mempertimbangkan distribusi bandwidth 150 Mbps yang dibagi untuk 50 pengguna. Hasil penelitian menunjukkan bahwa pembagian bandwidth ini mempengaruhi kepuasan pelanggan pada dimensi Keandalan dan Daya Tanggap, di mana pengguna sering merasakan penurunan kecepatan internet pada jam sibuk. Penelitian ini memberikan rekomendasi untuk peningkatan kapasitas jaringan guna memenuhi ekspektasi pengguna.
Rancang Bangun Aplikasi Layanan Pengaduan Pelanggan Berbasis Web: Studi Kasus Imasnet Darmaraja Anugrah, Robi; Firmansyah, Esa; Helmiawan, Agreindra
Jurnal Informatika, Multimedia dan Teknik Vol 1 No 2 (2025): Januari-Juni 2025
Publisher : Yayasan Pendidikan Tanggui Baimbaian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71456/jimt.v1i2.1137

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Layanan pengaduan pelanggan merupakan salah satu elemen penting dalam menjaga kualitas layanan suatu perusahaan. Efisiensi dalam menangani pengaduan pelanggan merupakan elemen kunci dalam mempertahankan loyalitas pelanggan, terutama bagi perusahaan penyedia jasa seperti IMASNET Darmaraja. Saat ini, pengelolaan pengaduan pelanggan dilakukan secara manual, yang sering menyebabkan keterlambatan dalam merespons keluhan dan kurangnya transparansi. Penelitian ini bertujuan untuk merancang dan membangun aplikasi layanan pengaduan pelanggan berbasis web yang memungkinkan pelanggan menyampaikan pengaduan, memeriksa statusnya, dan menerima notifikasi secara real-time. Studi ini melibatkan 50 pengguna layanan yang tersebar di 4 RT di Desa Darmajaya, Kecamatan Darmaraja, Kabupaten Sumedang, Jawa Barat, dengan bandwidth internet sebesar 150 Mbps yang didistribusikan di area tersebut. Metode Pengembangan model Waterfall digunakan dalam penelitian ini. Hasil evaluasi menunjukkan aplikasi berbasis web ini mampu mempercepat proses pengelolaan pengaduan hingga 50% dibandingkan metode manual, serta memastikan distribusi bandwidth yang lebih optimal.