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The Students' Perception On Youtube Video Speaking Project Purnama, I Gusti Agung Vony; Krisnawan, Gusti Ngurah Aditya
International Journal of Linguistics and Discourse Analytics Vol 6 No 1 (2024): IJOLIDA Vol. 6 No. 1, September 2024
Publisher : Denpasar Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52232/ijolida.v6i1.128

Abstract

In language learning, there are four skills that must be mastered by the learners, such as speaking, reading, listening, and writing. Each of them has its own difficulty, particularly for EFL learners. This study is focused on speaking skill. Speaking English for the English as a foreign language students is difficult, since this skill is a real-time action, it means that the speakers must think fast to find the suitable vocabularies then use the correct pronunciation to convey the messages that they want to deliver. Thus, this present study aims to find out the students’ perception regarding their YouTube video speaking project in English II subject. This study applied a qualitative descriptive method. The data was collected from the interview. There were fourteen students participated on the interview. This can be concluded that the students have positive perception regarding their YouTube video speaking project. The finding shows that speaking English is important for them, they usually learn to speak from internet, particularly from YouTube videos. This speaking project was motivating them to be fluent in speaking English, improving their pronunciation in speaking, adjusting articulation and sentences to be able to convey English according to the sentence, and speaking in front of the camera. It is hoped that this result can facilitate the next researchers in the same area
The Promotion Strategy for Virgin Coconut Oil Products in The Pangsan Ayu Group, Petang District, Badung District Upadani, I Gusti Ayu Widari; Triandini, Evi; Srinadi, Ni Luh Putri; Krisnawan, Gusti Ngurah Aditya; Saputra, Kadek Surya
MIX: JURNAL ILMIAH MANAJEMEN Vol 15, No 1 (2025): MIX : Jurnal Ilmiah Manajemen
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/jurnal_mix.2025.v15i1.018

Abstract

Objectives: Virgin Coconut Oil (VCO) is oil obtained from the processing of coconuts, this VCO has many benefits, especially for health and beauty. However, this product still faces obstacles in the marketing process. Digital marketing is one solution that can be offered to the Pangsan Ayu group. The purpose of this research is to determine the marketing system used and to determine the appropriate marketing method used by the Pangsan Ayu group.Methodology The research was conducted using a survey method through the use of questionnaires and in-depth interviews. The quantitative and qualitative data obtained were analyzed using statistical analysis with SPSS version 25 application. Primary data was obtained from questionnaires given to 96 respondents, consisting of 90 consumers, 4 producers (Pangsan Ayu group) and 2 representatives of the Pangsan Village government.Finding: The research results show that: The group has carried out the planning stage before carrying out the production process 83.3%. Apart from that, the group has also received training (33.3%) and is skilled in processing VCO (33.3%) and the group has divided work tasks (66.7%) in carrying out production.Conclusion: All consumers, 100% of the 90 people who were respondents, said they had used Pangsan Ayu VCO, had purchased it by order, so they recommended using VCO. Most of the 66.7% VCO oil is sold at IDR 35,000, this price is considered cheap at 34.4% and some say the price is moderate at 61.1%. VCO quality is good at 44.4%, attractive at 44.4% and the information conveyed on the packaging label is complete. Most of Pangsan Ayu's VCO products are 51.1% for beauty and 44.4% for health.
Pengembangan Game Edukasi Pengenalan Pakaian Adat Bali Berbasis Android Adi Saputra, Kadek Surya; Pradipta, I Made; Chrisniyanti, Ayu; Krisnawan, Gusti Ngurah Aditya; Upadani, I Gusti Ayu Widari
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 8 No. 2 : Tahun 2023
Publisher : LPPM UNIKA Santo Thomas

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The rapid development of technology today accompanied by the influence of foreign cultures, makes today's younger generation less interested in learning and preserving their culture, especially about Balinese traditional clothing culture. With the application of technology, we can anticipate by creating interactive educational media that can be delivered to its users. The development of this educational media can be applied in the Android-based Balinese traditional clothing introduction game application, which provides knowledge to users in getting to know the types of traditional clothing, especially in the Bali area in an innovative and interactive way. The method used in making this application is the Multimedia Development Life Cycle (MDLC). This learning media testing stage uses the black-box testing method which is used to observe the execution results through test result data that focuses on the requirements and functionality of the application made. The results of this research are expected to increase public interest, especially in the younger generation, to preserve Balinese art and culture. Keywords: Educational Games, Balinese Traditional Clothing, Multimedia Applications
Pengembangan Game Edukasi Pengenalan Pakaian Adat Bali Berbasis Android Adi Saputra, Kadek Surya; Pradipta, I Made; Chrisniyanti, Ayu; Krisnawan, Gusti Ngurah Aditya; Upadani, I Gusti Ayu Widari
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 8 No. 2 : Tahun 2023
Publisher : LPPM UNIKA Santo Thomas

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The rapid development of technology today accompanied by the influence of foreign cultures, makes today's younger generation less interested in learning and preserving their culture, especially about Balinese traditional clothing culture. With the application of technology, we can anticipate by creating interactive educational media that can be delivered to its users. The development of this educational media can be applied in the Android-based Balinese traditional clothing introduction game application, which provides knowledge to users in getting to know the types of traditional clothing, especially in the Bali area in an innovative and interactive way. The method used in making this application is the Multimedia Development Life Cycle (MDLC). This learning media testing stage uses the black-box testing method which is used to observe the execution results through test result data that focuses on the requirements and functionality of the application made. The results of this research are expected to increase public interest, especially in the younger generation, to preserve Balinese art and culture. Keywords: Educational Games, Balinese Traditional Clothing, Multimedia Applications