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IMPLEMENTASI SYSTEM LOYALTI MANAJEMEN (RENATA) MENGGUNAKAN FRAME WORK LARAVEL 9 STUDI KASUS AGUNG TOYOTA KUTA I Made Putra Mahayasa; I Nyoman Bagus Suweta Nugraha; Ni Luh Gede Ambaradewi
Jurnal Manajemen dan Teknologi Informasi Vol. 14 No. 2 (2024): Jurnal Manajemen dan Teknologi Informasi
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59819/jmti.v15i2.3974

Abstract

Loyalty programs are designed to encourage and maintain customer loyalty to a brand, company, or product. In these programs, customers are often given incentives, rewards, or special benefits in exchange for repeat purchases or other desired behaviors. The primary goal of loyalty programs is to increase customer retention, strengthen the relationship between the brand and customers, and enhance the customers' lifetime value. To identify loyal customers at Agung Toyota Kuta, a tool is needed to expedite the determination of customer status. In this research, data collection methods through interviews and observations are complemented by conducting literature studies on books, theses, journals, data collection, and references that support this research. The system development method uses the waterfall method, and the program design uses the Laravel framework. The implemented system is expected to help determine loyal customers so that it can provide various types of benefits, such as discounts, access to exclusive offers, or other special treatments to loyal customers. The company can enhance its promotional strategies and communication systems so that customers become more aware of the workshop's loyalty program. By providing accurate information systems regarding customer loyalty programs that are accessible to those concerned.
TEKNOLOGI AUGMENTED REALITY SEBAGAI MEDIA BELAJAR BERBASIS ANDROID BAGI SISWA KELAS 4 SD NEGERI 11 SESETAN Made Bhismayoga; I Gede Putu Megayasa; Ni Luh Gede Ambaradewi
Jurnal Manajemen dan Teknologi Informasi Vol. 14 No. 2 (2024): Jurnal Manajemen dan Teknologi Informasi
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59819/jmti.v15i2.4036

Abstract

Low learning interest among students, especially fourth-grade elementary school students, often becomes an obstacle in achieving optimal learning outcomes. To help make the learning process more effective and efficient, educational media are used as intermediaries between educators and learners that connect, provide information, and deliver messages. With the advancement of technology, the education world faces new challenges in applying technology to learning activities, particularly in the development of educational media. One technology that can support learning is Augmented Reality (AR). The main component of Augmented Reality is a 3D object that appears when a marker is scanned by software or an application. This will make students more interested in learning because of the animated 3D objects. In this research, the researcher developed "Augmented Reality Technology as an Android-Based Learning Media for Fourth-Grade Students at SD Negeri 11 Sesetan" to assist teachers and students in the learning process. With it students will become more interested in the learning process when using this AR-based educational media
PEMANFAATAN DAN PENDAMPINGAN PEMBUATAN QR CODE DAN FACEBOOK MARKETPLACE SEBAGAI MEDIA PROMOSI WISATA DI DESA APUAN SUSUT BANGLI Gde Iwan Setiawan; Ni Luh Gede Ambaradewi; I Kadek Juniarta; I Nyoman Bagus Suweta Nugraha
Sewagati Vol. 2 No. 2 (2023): Sewagati
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59819/sewagati.v2i2.3436

Abstract

The purpose of this service activity is to develop the potential of tourist destinations in Apuan village by utilising information technology-based local wisdom, which empowers the potential of the community in increasing family income through increasing creative economic businesses supporting tourist destinations. While the specific target of this service activity, namely in the development of tourism destination promotion. This activity was carried out for 1 (one) month, with several stages of activities in the implementation of this Community Service (PKM), including: (1) initial evaluation; (2) group formation; (3) QR-Code making training; (4) Facebook Marketplace making training; (5) business management assistance; (6) final evaluation, and (7) special monitoring for sustainability. The activities have been implemented, and the village community has begun to utilise Facebook Marketplace as a medium for digital-based tourism promotion.
PELATIHAN QUIZIZZ UNTUK MEDIA PEMBELAJARAN BERBASIS PERMAINAN BAGI GURU DI SMA PGRI BLAHBATUH PLUS PARIWISATA (PARISMA BLAHBATUH) Ida Ayu Putu Febri Imawati; Ni Luh Putu Risma Noviana; I Wayan Dika; I Nyoman Bagus Suweta Nugraha; Ni Luh Gede Ambaradewi
Sewagati Vol. 3 No. 1 (2024): Sewagati
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59819/sewagati.v3i1.3827

Abstract

Quizizz training for teachers at SMA PGRI Blahbatuh aims to improve teacher competence in information technology. The training was conducted for one day. Starting from introducing Quzizz in general, making presentations to making quizzes. Based on the training results, trials of using Quizziz independently, and mentoring, teachers have been able to use Quizizz as a learning media.  
PENGEMBANGAN MEDIA PEMBELAJARAN DENGAN APLIKASI POWTOON PADA MATA KULIAH BIOTEKNOLOGI gde Iwan Setiawan; Ni Luh Gede Ambaradewi; Anak Agung Istri Mirah Dharmadewi
Emasains : Jurnal Edukasi Matematika dan Sains Vol. 14 No. 1 (2025): Maret 2025
Publisher : Program Studi Pendidikan Matematika dan Pendidikan Biologi Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59672/emasains.v14i1.4563

Abstract

enelitian pengembangan media PowToon memiliki tujuan: 1) mengembangkan media pembelajaran PowToon pada mata kuliah Bioteknologi; 2) mengetahui kelayakan media pembelajaran PowToon pada mata kuliah bioteknologi; 3) mengetahui respons mahasiswa terhadap media pembelajaran PowToon pada mata kuliah bioteknologi. Jenis Penelitian ini menggunakan metode Penelitian R&D (Research and Development) dengan model pendekatan 4D. Subjek Penelitian yaitu pertama Instrumen Pengumpulan Data: 1) Lembar Telaah Ahli Media dan Materi, 2) Lembar Validasi Ahli Media dan Materi, dan 3) Lembar Respons Mahasiswa. Selanjutnya Teknik analisis Data: 1) Analisis Angket Telaah Ahli Media dan Materi, 2) Analisis Angket Validasi. Hasil Penelitian ini menunjukkan bahwa: 1) media pembelajaran PowToon telah berhasil dikembangkan melalui metode R&D dengan model 4D, 2) media pembelajaran PowToon yang dikembangkan mendapatkan persentase nilai validasi oleh para ahli dengan Kriteria “Sangat Layak”, 3) media pembelajaran dengan aplikasi PowToon yang dikembangkan mendapat keseluruhan respons mahasiswa menggunakan ukuran “Sangat Layak”.