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Pembekalan bahasa korea dasar bidang pariwisata guna meningkatkan keterampilan komunikasi siswa SMK Negeri 3 Denpasar, Bali Ashanti Widyana; Didin Samsudin; Asma Azizah; Jayanti Megasari; Teja Mustika; Ibrahim Ibrahim
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 8, No 4 (2024): December
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v8i4.28014

Abstract

AbstrakSetelah pandemi melanda, Indonesia mulai bangkit untuk memulihkan roda perekonomian yang sempat terhenti. Salah satu sektor yang kembali menggeliat pasca pandemi adalah pariwisata, terutama di Bali. Bali memiliki daya tarik sendiri bagi wisatawan lokal dan mancanegara, terutama wisatawan dari Korea Selatan yang pada tahun 2023 menyumbang sebanyak 226.789 orang wisatawan atau sekitar 4,3 % dari total wisatawan mancanegara yang berwisata ke Bali. Industri pariwisata Bali yang semakin pulih meningkatkan kebutuhan tenaga profesional yang mampu berbahasa Korea, khususnya yang mendukung layanan pariwisata. Sekolah Menengah Kejuruan (SMK) adalah salah satu elemen penting untuk menyiapkan generasi muda untuk memenuhi kebutuhan ini. Sebagai bentuk dukungan untuk mempersiapkan lulusan yang berkompeten dalam bahasa Korea bidang pariwisata, dilaksanakanlah program pengabdian kepada masyarakat yang bertujuan untuk meningkatkan keterampilan dasar bahasa Korea. Program ini menggunakan metode pembelajaran bauran (blended learning), menggabungkan sesi daring melalui Zoom dan tatap muka di SMKN 3 Denpasar. Sebanyak 20 siswa dari SMKN 3 Denpasar menjadi peserta pelatihan, yang difokuskan pada penguasaan bahasa Korea dasar untuk pariwisata. Pelatihan ini dirancang dengan bahan ajar khusus, silabus terstruktur, dan panduan praktis. Hasil program ini mencakup lima luaran utama: panduan bahasa Korea untuk pariwisata, hak kekayaan intelektual (HKI), publikasi di jurnal nasional, liputan media massa, dan video dokumentasi kegiatan. Diharapkan, kegiatan ini mampu membekali siswa dengan keterampilan bahasa Korea yang relevan dan mendukung peningkatan kompetensi mereka di industri pariwisata. Kata kunci: bahasa korea dasar; Bali, blanded learning; pariwisata; pembekalan; pengabdian kepada masyarakat; sekolah menengah kejuruan  AbstractAfter the pandemic, Indonesia began to recover its economy, with tourism being one of the sectors that thrived again, particularly in Bali. Known for its unique charm, Bali remains a favorite destination for domestic and international tourists. In 2023, South Korean tourists made up 4.3% of international visitors to Bali, totaling 226,789 arrivals. This recovery has created a growing need for professionals proficient in Korean to support tourism services. Vocational High Schools (SMK) are pivotal in preparing students to meet this demand. To enhance their skills, a community service program was conducted at SMKN 3 Denpasar, focusing on basic Korean language proficiency for tourism purposes. The program used a blended learning approach, combining online sessions via Zoom with face-to-face classes. Twenty students participated in the training, which included specialized teaching materials, a structured syllabus, and practical exercises. Key outcomes included a Korean language guide for tourism, intellectual property rights registration, publication in a national journal, media coverage, and a video documentation of the activities. This initiative aims to equip students with essential Korean language skills, enabling them to thrive in Bali’s recovering tourism sector and meet its professional demands effectively. Keywords: Bali; basic korean language; blended learning; community service; facilitating; tourism; vocational high school
Pengaruh Citra Merek, Kualitas Produk, dan Gaya Hidup terhadap Keputusan Pembelian Iphone di Kabupaten Bogor Rezha Irsyadul Anam; Dedy Tri Cahyono; Mimin Rukmini; Didin Samsudin; Siana Ria
Jurnal Publikasi Sistem Informasi dan Manajemen Bisnis Vol. 4 No. 2 (2025): Jurnal Publikasi Sistem Informasi dan Manajemen Bisnis
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupsim.v4i2.5221

Abstract

A brand is the identity and characteristic of a product, whether goods or services, that influences consumer decisions when choosing which product to use. Meanwhile, product quality refers to the consumer's evaluation of the advantages or special features of the product. In highly competitive markets like the smartphone industry, both brand and quality play crucial roles in attracting consumer attention. The smartphone market is currently filled with various brands competing for consumer attention, resulting in intense competition. According to data from the International Data Corporation (IDC), iPhone is one of the brands with a significant market share, demonstrating its ability to compete with other competitors. The success of the iPhone is not only driven by high product quality but also by its well-established brand image, which is widely recognized by consumers. However, competition in the smartphone market is not limited to big brands but also includes new manufacturers trying to capture consumer attention by offering various features and more affordable prices. The main issue in this research is the high level of competition in the smartphone category, indicating that this market is highly potential, with many consumers having multiple options. In this context, consumers are very selective and consider various factors, such as quality, price, and brand reputation, before making a purchasing decision. Therefore, smartphone manufacturers are required to be more meticulous in understanding consumer needs and desires. They must deliver innovative products that align with current trends and offer quality that meets consumer expectations. Manufacturers who can adapt to consumer preferences and maintain high product quality will have a significant opportunity to remain competitive and dominate the market in the increasingly competitive future.
The UI/UX development of the 'Koin' application to create interactive Korean language learning Alfira Faza Aprilia; Didin Samsudin; Arif Husein Lubis
Inovasi Kurikulum Vol. 21 No. 4 (2024): Inovasi Kurikulum, November 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i4.75884

Abstract

With the rapid development of technology, there is an excellent opportunity to utilize it in creating interactive, application-based Korean language learning media. This study aims to design the 'Koin' application, primarily focusing on its UI and UX aspects, to enhance effectiveness and user engagement in Korean language learning. This research employs the design thinking method, which consists of five stages: empathize, define, ideate, prototype, and test. Data for this study were collected through qualitative and quantitative methods, including structured interviews and usability testing with beginner-level Korean language learners as participants. Two media experts and two subject matter experts in the Korean language were engaged to provide feedback and suggestions to ensure the validity of the developed application. The qualitative results demonstrate that the design thinking method has identified the user’s needs in-depth and captured the user’s good experience navigating the interface with relevant features. The quantitative results show that the UI/UX design of the Korean language learning application for beginners, developed using the design thinking method, resulted in a well-designed application with a final score of 80 points. This finding indicates that design thinking effectively designs learning applications that meet target users' needs and preferences.   Abstrak Dengan perkembangan teknologi yang sangat pesat, terdapat peluang besar untuk memanfaatkannya dalam menciptakan media pembelajaran bahasa Korea berbasis aplikasi yang interaktif. Penelitian ini bertujuan untuk merancang aplikasi 'Koin', dengan fokus utama pada UI dan UX untuk meningkatkan efektivitas dan keterlibatan pengguna dalam pembelajaran bahasa Korea. Penelitian ini menggunakan metode design thinking, yang terdiri dari lima tahap: empathize, define, ideate, prototype, dan test. Data untuk penelitian ini dikumpulkan dengan menggunakan metode kualitatif dan kuantitatif, termasuk wawancara terstruktur dan uji kegunaan dengan pemelajar bahasa Korea tingkat pemula sebagai partisipan. Selain itu, dua ahli media dan dua ahli materi pelajaran bahasa Korea juga dimintai pendapat untuk memberikan masukan serta saran untuk memastikan validitas aplikasi yang dikembangkan. Hasil kualitatif menunjukkan bahwa metode design thinking telah mengidentifikasi secara mendalam dan menggambarkan pengalaman positif pengguna pada navigasi antarmuka dengan fitur-fitur yang relevan. Hasil kuantitatif mengindikasikan bahwa desain UI/UX aplikasi pembelajaran bahasa Korea untuk pemula yang dikembangkan dengan metode design thinking menghasilkan aplikasi yang dirancang dengan baik dan mendapatkan skor akhir 80 poin. Temuan ini menunjukkan bahwa pendekatan design thinking efektif dalam merancang aplikasi pembelajaran yang sesuai dengan kebutuhan dan preferensi target pengguna. Kata Kunci: antarmuka pengguna; aplikasi pembelajaran bahasa Korea; design thinking; pengalaman pengguna
INFLUENCE OF EXPERIENTIAL MARKETING ON CUSTOMER LOYALTY IN SHARIAH-COMPLIANT HOTEL Samsudin, Didin; Putra, Fajar Kusnadi Kusumah
Journal of Indonesian Tourism, Hospitality and Recreation Vol 3, No 2 (2020): Journal of Indonesian Tourism, Hospitality and Recreation
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jithor.v3i2.20401

Abstract

This study set out to determine whether hotel guest perceptions in five aspects of experiential marketing: sense, feel, think, act, and relate and their effects on customer loyalty in Sharia-compliant hotels. Quantitative research methods were used in this study, questionnaire assessments of experiential marketing and loyalty were collected from 100 respondents who stayed at Sharia-compliant hotels in the city of Jakarta, Indonesia. The findings show that experiential marketing was statistically significant (R2 = 0.677) as a predictor variable of customer loyalty in Sharia-compliant hotels.Keywords: Shariah-compliant hotel, Experiential marketing, Customer loyalty, Islamic Hospitality.