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SOCIAL MEDIA ADVERTISING ASSISTANCE WITH PERSUASION CONCEPT – ELABORATION LIKELIHOOD MODEL (ELM) FOR SMES IN SURABAYA Phima Ruthia Dwikesumasari; Maurisia Putri Permatasari; Damar Kristanto
Darmabakti Cendekia: Journal of Community Service and Engagements Vol. 3 No. 2 (2021): DECEMBER 2021
Publisher : Faculty of Vocational Studies, Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (606.006 KB) | DOI: 10.20473/dc.V3.I2.2021.66-70

Abstract

Background: Along with the development of digital media tools, the direction of marketing shifts from conventional to social media-oriented. However, this is not easily conducted by SME business circles. Many of them do not have high literacy, do not have IT coding skills. In addition, capitalizing as well as maintaining a website are costly for them. This fact encourages the SMEs to look at another opportunity, namely the use of social media. However, it proves that these SMEs have not utilized the use of social media with persuasive advertisements. Objective: This community service activity purposes to assist the SMEs in Surabaya creating their social media advertisements using the persuasion concept-elaboration likelihood model (ELM) to solve the problems in marketing. Methods: The methods used are (1) discussion; (2) training and assisting in making advertisements; (4) evaluating/monitoring. As a result of this community service activity, the SMEs that have been assisted are able to create persuasive social media advertisements and can improve their marketing performance. Results: These MSME owners are able to create advertisements using the ELM method and determine the performance of these advertisements. Conclusion: SME owners can create advertisements using the ELM method during the training period, conduct independent evaluations of advertisements, the sales performance of these SMEs tends to increase compared to the previous by creating advertisements using the ELM method, practical modules are provided so that making advertisements using same method can be practiced for current and future needs.
The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game Damar Kristanto
TIJAB (The International Journal of Applied Business) Vol. 2 No. 2 (2018): NOVEMBER 2018
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (547.18 KB) | DOI: 10.20473/tijab.V2.I2.2018.86-106

Abstract

The increasing number of video game titles raises competition between video game developers getting tighter and more competitive, this encourages the game developers to be more creative in designing their games so that players become loyal to play and not quickly switch to playing other games. While we know that game development is very difficult, time consuming and requires a lot of costs for the RPG genre. So that the loyalty of game players in playing games becomes a crucial problem.This study aims to explain how the customization of game avatars can increase the loyalty of video game players in playing role-playing games (RPGs).This study uses the within-subject experimental method with participants who are RPG video game players who have played for at least 1 year, 24 participants participated in the 8 experiment session throughout the study. The results of this study indicate that avatar customization is very important because it can improve the player's self-identification in the game, improve the playing experience, improve the perceived quality of the video game played, increase the flow and immersion of players, and increase gamer loyalty. Another result that was raised was that the use of avatars that were the same gender with players (male players using male avatars) did not have higher flow and immersion than when using different genders (male players use female avatars) so that this raises new issues of gander swapping in the role playing video game that can be continued for further research. 
Are video games the best way to stay-at-home? Damar Kristanto; M. Nilzam Aly; Bambang Suharto; Rahmat Yuliawan; Aji Akbar Firdaus
TIJAB (The International Journal of Applied Business) Vol. 5 No. 1 (2021): APRIL 2021
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/tijab.V5.I1.2021.51-59

Abstract

The COVID-19 pandemic has disrupted many aspects of normal social life. The community is required not to leave the house too much if it is not necessary. Often during times of independent isolation or in personal cases, people are afraid to leave the house. They are faced with boredom so this is an opportunity for the digital entertainment industry to develop. On the other hand, many violations of COVID-19 health protocols still occur in society and people are still reluctant to stay-at-home. The question is what medium is good for persuasion as well as giving pleasure to people to entertain themselves during independent isolation and with low levels of boredom. Video games are a growing industry during the COVID-19 pandemic, unfortunately, this media has not been widely used as a means of persuading people to obey health protocols and stay-at-home. This study shows a correlation between gaming activity and the tendency not to leave the house. Besides, what types of games have the potential to keep someone from leaving the house are also discussed in this paper.
The role of Applied Higher Education in achieving the SDGs: The Example from the Faculty of Vocational Studies at Universitas Airlangga Damar Kristanto; Mochammad Soleh; Novianto Edi Suharno; Gagas Gayuh Aji
TIJAB (The International Journal of Applied Business) Vol. 5 No. 2 (2021): NOVEMBER 2021
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/tijab.v5.I2.2021.30918

Abstract

Abstractthe whole world has been made aware of the importance of sustaining human life on this earth. The economic improvement felt in the last decade is the result of increasing industrialization around the world. This has a fairly serious impact in terms of natural damage and social life. Fundamental changes are urgently needed to break the chain of socio-environmental damage that threatens the survival of future generations. These fundamental changes can be started from changes in the concept of education. Education is still considered the key to development both in terms of human resources and innovation. Applied education can be a door in the teaching of new abilities and skills based on the SDGs. This study aims to describe the role of applied or vocational education in achieving SGDs. The Faculty of Vocational Studies at Universitas Airlangga can be an example of how applied higher education institutions have the potential to achieve the SDGs goals. Based on the results of our study, it appears that the role of applied educational institutions has the potential to achieve the SDGs targets. The results of this study have a significant impact on future policy directions and institutional development. Keywords: SDGs, higher education institution, sustainable development, thematic analysis.
PENGARUH KEMAMPUAN LITERASI MAHASISWA UNIVERSITAS AIRLANGGA DI BERBAGAI BIDANG KEILMUAN Bambang Suharto; Aji Akbar Firdaus; Damar Kristanto; Novianto Edi Suharno; Dimas Fajar Uman Putra; Vicky Andria Kusuma
Jurnal Layanan Masyarakat Vol. 6 No. 2 (2022): JURNAL LAYANAN MASYARAKAT
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/jlm.v6i2.2022.325-333

Abstract

Literasi merupakan seperangkat kemampuan dan keterampilan individu dalam membaca, menulis, berbicara, menghitung, dan memecahkan masalah pada tingkat keahlian tertentu. Terdapat enam literasi yang harus dikuasai peserta didik, orang tua, dan seluruh warga masyarakat menurut World Economic Forum yaitu baca tulis, literasi numerasi, literasi finansial, literasi sains, literasi budaya dan kewarganegaraan, serta literasi teknologi informasi dan komunikasi atau digital. Namun kemampuan ini tidak hanya berupa literasi secara umum, tetapi juga literasi dalam berbagai bidang keilmuan seperti literasi keuangan, literasi kesehatan, literasi sosial, dan literasi saintifik serta pengaruh antar bidang ilmu pengetahuan yang lain. Oleh karena itu, kuisioner tentang pengaruh literasi diberbagai bidang ilmu pengetahuan diperlukan. Berdasarkan hasil kuisioner yang telah dilakukan, dapat disimpulkan mahasiswa UNAIR semester 2 tahun angkatan 2021 sudah memiliki pemahaman mengenai kemampuan literasi dan pentingnya peran membaca dalam kemampuan literasi. Namun, kemampuan literasi mahasiswa semester 2 Universitas Airlangga terbilang masih kurang karena 62% responden masih melakukan kegiatan literasi hanya tergantung dari bacaannya saja, serta 86% responden masih mengalami kesulitan dalam memahami informasi yang dibaca.
Community Satisfaction Survey On "Lapak Asik Onsite" Service: BPJS Ketenagakerjaan Blitar City Amelia Nurina Syahra; Damar Kristanto; Phima Ruthia Dwikesumasari; Edwin Fiatiano
TIJAB (The International Journal of Applied Business) Vol. 6 No. 2 (2022): NOVEMBER 2022
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/tijab.v6.I2.2022.33909

Abstract

Abstract The COVID-19 pandemic has changed the old ways of doing business. Various policies are pursued so that the industry remains able to co-op in a pandemic situation and can revive the business. Likewise, government institutions are required to always be able to provide excellent service to the community and strive to maintain the quality of their services even in a pandemic condition. BPJS Ketenagakerjaan is one of the public service institutions that also strive to innovate to be able to provide the best service even in a pandemic condition. One form of strategy that is sought is the LAPAK ASIK ONSITE Services. Blitar is a diverse and growing city. The presence of LAPAK ASIK ONSITE Services can be said to be something new and the people of Blitar are still adapting to this new service model. The new strategy must be well guarded so that the implementation of LAPAK ASIK ONSITE Services in the city of Blitar can run well, be accepted by the community, and satisfy the community following the mandate carried out by the implementation of good governance, including by conducting performance evaluations through community satisfaction surveys. This study aims to measure whether LAPAK ASIK ONSITE Services have been able to provide community satisfaction. This study uses an approach to calculating the Community Satisfaction Index based on PERMENPAN RB no.14-2017. The results of this study indicate that BPJS Ketenagakerjaan in Blitar City has been able to provide good LAPAK ASIK ONSITE Services and can generate community satisfaction.
Students' Consumerism Attitude to Higher Education Institutions Raden Johnny Hadi Raharjo; G. Oka Warmana; Damar Kristanto; Anandya Zalva Yunnafisah; Andrew Baihaqi Firdaus
Nusantara Science and Technology Proceedings 7st International Seminar of Research Month 2022
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2023.3361

Abstract

Modern society argues that society depends on the ideology of consumption. Consumption is not only a marker of the social status of a person or group. Status consumption is a mechanism used by consumers to gain social status or prestige by buying and consuming goods that customers and their significant other consider high status. but also a way of solving problems, constructing meaning for the environment around us, and even forming personal identities. The increasing reach of the ideology of consumerism has expanded the traditional definition of what is called a "commodity" to an intangible service. When service becomes a commodity, the institutions that provide it tend to focus more on activities that are consumer service, with the aim of attracting and retaining customers who are influenced by market ideology. This model has been used by higher education institutions, namely universities, so that consumerism occurs by students who need educational service products, therefore this study wants to know the consumerism behavior of students. This study uses a quantitative approach, with a sample of 500 respondents. The survey shows that students tend to act as consumers in the education provided by the university. Consumerism is correlated with expectations of lecturers, job preparation, and grades, but not with student responsibilities.
EFEKTIVITAS QRIS PADA EDC MACHINE DALAM CLOSING BILL DI VIRTUAL HOTEL PROGRAM Bambang Suharto; Sita Arifani Rahayu; Damar Kristanto; Asminar Mokodongan
JUTECH : Journal Education and Technology Vol 5, No 1 (2024): JUTECH JUNI
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jutech.v5i1.3390

Abstract

Maraknya penggunaan Internet Of Thing yang merambah industrialisasi dalam bentuk penggunaan pembayaran nontunai menjadi kebutuhan pengusaha dan pelanggan di era teknologi digitalisasi, tetapi sisi negatif juga menjadi kekhawatirannya. Penelitian ini bertujuan untuk menganalisis tingkat efektivitas sistem penginputan closing bill pada Virtual Hotel Program (VHP) saat menggunakan metode pembayaran QRIS di EDC mesin. Faktor-faktor yang diteliti, seperti kecepatan, akurasi, efisiensi, serta kepuasan pengguna dengan harapan dapat menghemat waktu dan sumber daya. Pendekatan penelitian menggunakan metode kualitatif yang fokus pada efektivitas penggunaan QRIS pada EDC mesin serta literature review dari jurnal terdahulu. Untuk dapat menghasilkan data yang relevan, peneliti menggunakan cara pengamatan langsung dan menganalisis data transaksional. Hasil penelitian menunjukkan bahwa pembayaran menggunakan Quick Response Code Indonesian Standard (QRIS) pada Electronic Data Capture (EDC) dapat meningkatkan efisiensi dan keamanan proses pembayaran mesin karena melebihi efektivitas pembayaran tunai, kartu kredit, COD, transfer, ataupun debit, serta memberikan pengalaman yang lebih baik bagi pelanggan. Integrasi Quick Response Code Indonesian Standard (QRIS) dengan sistem Virtual Hotel Program (VHP) secara langsung juga memiliki potensi untuk meningkatkan efisiensi operasional hotel dan mempercepat proses penginputan closing bill.
VIRTUAL REALITY-BASED DIGITAL MARKETING DEVELOPMENT TRAINING FOR THE TOURISM AWARENESS GROUP OF TROWULAN TOURISM VILLAGE, MOJOKERTO REGENCY Damar Kristanto; Gagas Gayuh Aji; Angkita Wasito Kirana; Novianto Edi Suharno; Bambang Suharto; Aji Akbar Firdaus; Maurisia Putri Permatasari
Jurnal Layanan Masyarakat (Journal of Public Services) Vol. 8 No. 1 (2024): JURNAL LAYANAN MASYARAKAT
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/jlm.v8i1.2024.001-011

Abstract

The COVID-19 pandemic has had a profound impact on the tourism industry since its emergence in late 2019. Visitor restrictions have led to a significant decline in activity across various sub-sectors of tourism, and prospective travelers have experienced burnout due to isolation. In such a situation, the digital industry has emerged as a rapid and interim solution. One intriguing digital technology that has garnered attention is Virtual Reality (VR). These efforts have been undertaken to ensure the sustainability of tourism destinations, and VR technology has piqued the interest of potential tourists. Despite its effective role in virtual promotion and learning, particularly for cultural heritage and archaeological sites like the Trowulan Site, stakeholders need to be supported through education on immersive technologies such as VR and their utilization in tourism and education, especially in the field of history. The adoption of VR technology in tourism destinations has experienced significant growth, but issues have arisen due to the lack of Human Resources (HR) related to VR Tourism content creation. As a result, the presentation of VR Tourism experiences has been delayed in terms of content updates, which can have a detrimental impact on the image of the tourism destination, potentially undermining its full potential. Awareness of this issue has been recognized by the Tourism Awareness Group (Pokdarwis) Ladewa, a stakeholder involved in the management of tourism destinations and travel packages in the Trowulan region. To address this issue, a proposed solution involves training related to VR Tourism and Social Media Content Creation as part of the digital marketing strategy for the tourism destination. This training will primarily focus on tourism themes with a sub-theme of enhancing the capacity of the Tourism Awareness Group (POKDARWIS) LADEWA.
Students' Consumerism Attitude to Higher Education Institutions Raden Johnny Hadi Raharjo; G. Oka Warmana; Damar Kristanto; Anandya Zalva Yunnafisah; Andrew Baihaqi Firdaus
Nusantara Science and Technology Proceedings 7st International Seminar of Research Month 2022
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2023.3361

Abstract

Modern society argues that society depends on the ideology of consumption. Consumption is not only a marker of the social status of a person or group. Status consumption is a mechanism used by consumers to gain social status or prestige by buying and consuming goods that customers and their significant other consider high status. but also a way of solving problems, constructing meaning for the environment around us, and even forming personal identities. The increasing reach of the ideology of consumerism has expanded the traditional definition of what is called a "commodity" to an intangible service. When service becomes a commodity, the institutions that provide it tend to focus more on activities that are consumer service, with the aim of attracting and retaining customers who are influenced by market ideology. This model has been used by higher education institutions, namely universities, so that consumerism occurs by students who need educational service products, therefore this study wants to know the consumerism behavior of students. This study uses a quantitative approach, with a sample of 500 respondents. The survey shows that students tend to act as consumers in the education provided by the university. Consumerism is correlated with expectations of lecturers, job preparation, and grades, but not with student responsibilities.