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Optimalisasi Keberdayaan Kelompok Pengerajin Bambu Khas Bangli dengan Penerapan Teknologi Inovasi Pemasaran dan Keuangan : Pengabdian Nyoman Ayu Nila Dewi; I Ketut Widhi Adnyana; I Gusti Agung Vony Purnama; Luh Gede Cahya Maykernia Pratiwi
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 3 No. 4 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 3 Nomor 4 (April 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v3i4.518

Abstract

The beauty of Balinese artisans' handicrafts has long been known and sought after by local and foreign tourists. One of the handicraft products that has high cultural and economic value is keben, which is made of bamboo. However, keben craftsmen in Kayubihi Village, Bangli Regency, face various challenges such as limited access to technology, lack of marketing understanding, and low managerial skills. This community service activity aims to provide training and mentoring to keben craftsmen so that they can develop technical skills, understand effective marketing strategies, and improve business management. In addition, this activity also aims to raise awareness of the importance of preserving traditional crafts as part of cultural identity. Thus, it is hoped that craftsmen can increase their income and be ready to face the global era and international marketing. The results of the implementation of this community service activity are the achievement of 100% output for the e-commerce system, the Kayubihi Village web profile system, and the craftsmen's smart financial system. English language training has been carried out. So it can be concluded that the implementation of this community service activity has been achieved in accordance with the proposed target.
GAME EDUKASI RPG SEAL BREAKER MENGGUNAKAN RPG MAKER MV BERBASIS ANDROID Sukanto, Petrus Sokibi; Adnyana, I Ketut Widhi
Jurnal Bahasa Rupa Vol. 2 No. 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v2i1.240

Abstract

Finding insights into the questions for learning exercises is not only found in schools but outside the school environment such as reading books in the library or by utilizing the sophistication of Smartphones. The majority of children are very willing to play games, based on data from Appbrain (2015) shows that the number of games on Google Play are Action Games totaling 17,853, Casual Games 51,458, Puzzle Games 59,283, Game Education only 14,180. By playing an educational game, children can easily remember and discuss problems. The method used is a system approach with Object Oriented that uses AOO (Object Oriented Analysis) and DOO (Object Oriented Design) which are visualized with UML (Unified Modeling Language) and the results obtained from this study are games that are able to combine RPG games by discussing the questions of the junior high school national exams.
A TOGAF-based information governance model for the digital transformation of SMES Dewi, Nyoman Ayu Nila; Adnyana, I Ketut Widhi
Matrix : Jurnal Manajemen Teknologi dan Informatika Vol. 15 No. 3 (2025): Matrix: Jurnal Manajemen Teknologi dan Informatika
Publisher : Unit Publikasi Ilmiah, P3M, Politeknik Negeri Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31940/matrix.v15i3.114-125

Abstract

Digital transformation is key in business processes, including for Small and Medium Enterprises (SMEs). With digital transformation, a company can change the way it serves its customers, but this implementation carries high risks due to limited resources and management changes. SMEs often face obstacles in adopting new technologies, such as financial constraints, lack of technical skills, and barriers in technology implementation and human resources. Good IT governance is necessary for SMEs to survive technological developments. In general, business processes that already run are still done conventionally, thus governance needs to be implemented. From these problems, a strategic plan is needed that can produce a blueprint framework which is needed by the company. The findings of this study consist of TOGAF ADM-based architectural artifact documents, which serve as a foundation for identifying technology mappings that can be developed in alignment with the existing business processes of small and medium-sized enterprises (SMEs). A blueprint framework can be used by SMEs to determine the priorities and stages of system development over the next few years to be carried out, of course, by considering internal and external factors. From the results of the framework, the development of information systems for marketing and selling SME products is carried out to overcome problems such as the lack of knowledge of partners in marketing so that it has an impact on partner income. With structured IT governance, SMEs can align IT strategies with business goals and develop information systems that support business continuity in the future.
A decision support system for Ogoh-Ogoh assessment based on SMART and SAW methods in the context of Balinese cultural preservation Adnyana, I Ketut Widhi; Fratiwi, Tria Hikmah
Matrix : Jurnal Manajemen Teknologi dan Informatika Vol. 15 No. 3 (2025): Matrix: Jurnal Manajemen Teknologi dan Informatika
Publisher : Unit Publikasi Ilmiah, P3M, Politeknik Negeri Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31940/matrix.v15i3.137-147

Abstract

Bali’s cultural richness includes the Ogoh-Ogoh tradition, which has recently evolved from a ritualistic practice into a competitive event evaluated through multidimensional criteria. However, the current manual evaluation process faces significant challenges, including subjective bias, inconsistent scoring standards, and inefficient data processing, which often reduce public trust in competition results. This study proposes a web-based Decision Support System (DSS) integrating the Simple Multi-Attribute Rating Technique (SMART) and Simple Additive Weighting (SAW) methods to enhance objectivity and transparency in Ogoh-Ogoh assessment. The system was implemented and tested using a dataset of 45 Ogoh-Ogoh alternatives. The comparative analysis demonstrates a strong consistency between the two methods, evidenced by a Spearman’s Rank Correlation coefficient of 0.81. Furthermore, performance testing revealed that the system achieved an 85% ranking accuracy compared to expert manual evaluations and significantly improved operational efficiency by reducing processing time by 40% (from 2.5 hours to 1.5 hours). These findings confirm that the proposed DSS not only minimizes subjectivity but also serves as a valid tool for the digitalization and preservation of cultural heritage assets.