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PELATIHAN DASAR KEWIRAUSAHAAN BERBASIS TEKNOLOGI INFORMASI DI SMKN 2 DENPASAR Juliharta, I Gede Putu Krisna; Astawa, Ni Luh Putu Ning Septyarini Putri; Fredlina, Ketut Queena; Dewi, Putri Anugrah Cahya; Zildjian, Romiza; Suartama, I Komang
Mitra Mahajana: Jurnal Pengabdian Masyarakat Vol. 5 No. 3 (2024): Volume 5 Nomor 3 Tahun 2024
Publisher : LPPM Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/mahajana.v5i3.4533

Abstract

The digital era, opportunities for students to learn about entrepreneurship. With the advent of information technology such as smartphones and laptops, starting entrepreneurial activities has become more accessible for students. SMKN 2 Denpasar is one of the schools implementing and supporting entrepreneurship education. This program aims to instil an entrepreneurial spirit in students and enhance their foundational business knowledge and mindset on starting a business from scratch. The methods used in this program include imparting an entrepreneurial mindset, utilising the Business Model Canvas (BMC) to analyse and plan business models, managing business finances to effectively control financial resources, and creating digital content for marketing through social media. The results indicate that students responded positively and found the entrepreneurship learning beneficial, as evidenced by the questionnaires completed by students regarding the IT-based entrepreneurship training they participated in.
PENGEMBANGAN AUGMENTED REALITY UNTUK APLIKASI PENGENALAN RUMAH ADAT NUSANTARA DENGAN METODE MDLC Suartama, I Komang; Astawa, Ni Luh Putu Ning Septyarini Putri; Juliharta, I Gede Putu Krisna
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 7 No 2 (2024)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v7i2.1587

Abstract

This research developed an educational media application based on Augmented Reality (AR) called "AR Rumah Adat Nusantara," aimed at introducing traditional houses of Indonesia to students. The primary issue addressed is the need to preserve local culture, which is increasingly being eroded by modernization. This application is expected to enhance students' understanding of Indonesia's cultural heritage. The development method used is the Multimedia Development Life Cycle (MDLC), and the study employs a mixed-method approach combining quantitative and qualitative data. Data collection techniques include interviews, observations, and literature review. The application was tested using black box testing to ensure all functions work as intended. The study participants consisted of educators and fourth-grade students from a non-formal educational institution in Gianyar Regency, Bali. The results indicate that the application was successfully developed with 100% functionality as confirmed through testing. The study concludes that AR technology has significant potential in enhancing the learning process, particularly in introducing and preserving local culture. The "AR Rumah Adat Nusantara" application is expected to be an effective and engaging learning tool, helping students to learn about and appreciate Indonesia's rich cultural heritage.