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Pembuatan Brand Sambal Dan Media Promosi Pada Kedai Yono Di Tanjung Batu Kundur Kepulauan Riau Wisnu Yuwono; El Vin Ho; Chris Tan; Jerry Jerry; Reddyson Reddyson; Dimas Firmansyah Nasution
National Conference for Community Service Project (NaCosPro) Vol 3 No 1 (2021): The 3rd National Conference of Community Service Project 2021
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v3i1.6009

Abstract

Program pengabdian kepada masyarakat ini bertujuan untuk membantu mitra dalam meningkatkan omzet penjualan mitra. Mitra dalam kegiatan ini adalah Kedai Yono yang berlokasi di Tanjung Batu Kundur Kepulauan Riau. Permasalahan utama yang dihadapi mitra adalah berkaitan dengan produk sambalnya. Meskipun produk sambalnya memiliki kekhasan dan keistimewaan, namun produk sambalnya ini kurang dikenal oleh konsumen karena tidak memiliki merek dan hanya dikenal di kalangan toko tersebut. Maka kegiatan pengabdian kepada masyarakat ini, bertujuan membantu pemilik usaha tersebut mempromosikan produk sambalnya. Dengan membuat sebuah desain/logo dan mencetaknya di sebuah spanduk dan sticker dan juga membuat sebuah akun sosial media untuk membantu mempromosikam produknya. Setelah diimplementasikan selama kurang lebih satu bulan, menunjukkan bahwa produk sambal mitra mulai sudah dikenal masyarakat melalui sosial media, dan menunjukkan peningkatan omzet penjualan dari sebelumnya
Study Of Student Satisfaction And Acceptance In Batam City For Post-Pandemic Online Learning Jefry Tan; El Vin Ho; Ivan Hendardi; Micheal Micheal; Jacky Jacky
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 10 No 2 (2023): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v10i2.5179

Abstract

During the pandemic, education institutions have applied online learning methods as emergency learning solutions during duress situations. Online learning affects the engagement,satisfaction, and perception of students. Because of that, to understand better how Perceived ease of use, Perceived usefulness, Satisfaction, and Acceptance intention affects students that participate in online learning during the pandemic, we conducted this research using an online survey (N = 390) among online learning students. We found that students are satisfied with online learning whenever the service is easy and more useful when used. We also identified every positive experience from online learning, therefore, encouraging enhancement. We also identified that every positive experience gained in online learning can increase the intention to use it again. This study will help students identify things that can increase student satisfaction and acceptance intentions during the post-Covid-19 pandemic.
Video Game Success Using D&M among Batam Consumers Tony Wibowo; El Vin Ho
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 7 No. 1 (2023): Issues July 2023
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v7i1.9619

Abstract

This study aims to understand how to answer the success of video games on user satisfaction and use the research method DeLone and McLean Information Systems Succes Model on quantitative research. And it can be useful for the public to add new insights and for game developers to know the factors that influence user satisfaction in determining the success of online video games. The variables in this study are Perceived Enjoyment, Perceived ease of use, Perceived System quality, Perceived Service Quality, Satisfaction, and Continuance intention and population in Batam community, analysis using SPSS and AMOS. This research implies that game developers need to pay attention to and improve the quality of services provided to users to increase user satisfaction.