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PEMODELAN CUSTOMER RELATIONSHIP MANAGEMENT (CRM) PERGURUAN TINGGI POLITEKNIK Eko Subyantoro; Septafiansyah Dwi Putra
Jurnal Informatika Vol 17, No 2 (2017): Jurnal Informatika
Publisher : IIB Darmajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30873/ji.v17i2.984

Abstract

Higher Education is a place for students to get an education to gain knowledge in the field of particular science. Old people entrust their children who are assets to the best colleges. For Higher Education is the belief of parents to be an option, thus it can be said parents and students are the main customers for PerguruanTinggi.Penelitian produces a CRM model for Higher Education Polytechnic to monitor the results of learning achievement so that Stakeholders can see the learning results both academic and nonacademic. Information systems development methodology FAST is a development with a functional analysis of parts associated with the system. The fast method can be developed to facilitate the making of CRM model in Polytechnic. Keywords: CRM, Fast Methodology, Perguruan Tinggi Politeknik
Gamifikasi untuk Meningkatkan Kesadaran Lingkungan pada Anak Usia Dini: Studi Kasus pada Game Simulasi Merawat Tanaman Lailita Permata Dewi; Septafiansyah Dwi Putra; Eko Subyantoro
ROUTERS: Jurnal Sistem dan Teknologi Informasi Vol. 1 No. 2, Juli 2023
Publisher : Program Studi Teknologi Rekayasa Internet, Politeknik Negeri Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (410.263 KB) | DOI: 10.25181/rt.v1i2.3119

Abstract

Care inining environmental sustainability in the future, is essential to show care for the surrounding living environment. Early education on environmental protection can help cultivate a love of nature. We proposed in this research to develop a game-based technology that teaches love of the environment by helping people play with plants. The Game Development Life Cycle process (GDLC) is used, with an Alpha stage test of 83.33 and a Beta stage test from 77.93. The results of research show that these gamification techniques are accepted by the public, especially children of early age.