1 , herubudianto@uniku.ac.id, 2 Gelora Mukti Sport menggunakan sistem konvensional dalam pengelolaan produk dan pelangggannya. Sistem konvensional menyebabkan ketidakakuratan pada pengelolaan data barang, inventori, dan data pelanggan. Peningkatan loyalitas dilakukan dengan memberikan pelayanan yang baik. Penelitian ini bertujuan meningkatkan loyalitas konsumen melalui penerapan CRM. Penelitian ini menggunakan metode pengembangan sistem waterfall. Adapun tahapan dari waterfall ini ialah menganalisis kebutuhan sistem, membuat desain sistem, mengimplementasi sistem, melakukan pengujian serta pengoperasian dan pemeliharaan sistem. Bentuk implementasi dari CRM yang diterapkan pada Gelora Mukti Sport yaitu pemberian diskon pada hari-hari tertentu, pemberian poin dengan ketentuan akan mendapatkan 10 point untuk satu kali transaksi, poin dengan jumlah tertentu dapat ditukarkan dengan produk atau voucher yang telah disediakan, voucher bisa di gunakan untuk pemotongan jumlah total pembayaran, serta wallet berguna untuk pembayaran pemesanan produk yang dimana wallet didapatkan dari pengembalian dana dan sarana kritik untuk memberikan kritik atau saran bagi pihak toko Gelora Mukti Sport. Penerapan CRM dalam sistem ini diharapkan mampu meningkatkan pelayanan sehingga berimbas pada peningkatan loyalitas konsumen. Kata Kunci: Gelora Mukti Sport, CRM operasional, Waterfall, loyalitas, diskon, voucher, wallet, web, pelanggan.Gelora Mukti Sport still uses a conventional system in managing its products and customers. Conventional system causes inaccuracies in managing data item data, inventory and customer data. Increasig loyalty is done by providing good service. This study aims to increase consumer loyalty through the application of CRM. This study uses waterfall as method of developing system. The stages of the waterfall are analyzing system requirements, making system design, implementing systems, testing and operating and maintaining the system. The form of implementation of CRM applied at Gelora Mukti Sport is by giving discounts on certain days, giving points provided that they will get 10 points for one transaction, points with a certain amount can be exchanged for products or vouchers that have been provided, vouchers can be used to deduct the total amount of payment, and wallet is useful for payment of product orders where the wallet is obtained from refunds and means of criticism to provide criticism or suggestions for the Gelora Mukti Sport store. The application of CRM in this system is expected to be able to improve service so that it impacts on the increase of consumer loyalty.
English is the most widely used international language in communication and is the second language after Indonesian. English will be taught more easily and effectively to children from an early age. But it needs learning media that suits the needs of children’s growth. Learning media should be fun and able to get the child moving to explore the surrounding environment. This research aims to create an English learning application by applying Tensor flow machine learning that is able to recognize objects around us and package them in a learning application in which there is a game that is able to attract the attention of children to learn English. This research was built using the RUP (Rational Unified Process) system development method which consists of 2 dimensions. The first dimension consists of dynamic aspects in development consisting of inception, elaboration, construction, and transition phases. The second dimension represents static aspects which are grouped into 4 important elements, namely who is doing, what, how, and when. The machine learning process consists of 3 stages, namely data input (object image capture), preprocessing, and the training process. The results of this study are in the form of a learning media application that can recognize surrounding objects by applying Tensor Flow-based deep learning. The application consists of 2 parts, namely vocabulary learning and a quiz for the introduction of surrounding objects. Parents have a role to be able to add names and objects to the quiz in the application. The results of the research can be used as a learning medium according to the needs of the child.
According to Law No. 14 of 2005 in Indonesia regarding teachers and lecturers, Article 36 paragraph (1) mandates that teachers who have achievements, are extraordinarily dedicated, and/or work in a special area are entitled to receive awards. However, in determining or choosing an exemplary teacher is not as easy as imagined, this is because there are many teachers who can be used as candidate for exemplary teachers, this is certainly a difficulty for decision makers, in this case, namely the principal to determine exemplary teachers, it cannot be denied that too selection is often done not objectively due to unclear judgments. This study aims to design a decision support system using the Profile Matching method. This method was chosen because the assessment through a decision support system with profile matching has a better level of objectivity, this is done by measuring the value of each indicator of the assessment variable which is then derived again using sub-indicators and weighted using the assessment parameters then calculated using the decision-making mechanism assuming that there is an ideal predictor variable level that must be met by the subject. The output of this study is in the form of recommendations for exemplary teachers who have criteria in accordance with the criteria set by the relevant parties.
Aksara Sunda merupakan budaya masyarakat Sunda yang telah ada dari kurang lebih 2.000 tahun yang lalu. Dalam upaya untuk mencegah kepunahan aksara Sunda di Jawa Barat, berbagai upaya dilakukan oleh pemerintah, salah satunya yaitu melalui sekolah-sekolah di bawah naungan Dinas Pendidikan, siswa/siswi diwajibkan untuk mempelajari aksara Sunda dalam mata pelajaran muatan lokal bahasa sunda. Hal ini tercantum dalam Perda Propinsi Jawa Barat No.5/2003. SD Negeri 1 Jalaksana merupakan salah satu sekolah dasar di Kabupaten Kuningan, Jawa Barat yang ikut serta dalam melestarikan aksara sunda. Berdasarkan hasil observasi kepada guru dan siswa/siswi terdapat kesulitas dalam mempelajari aksara sunda. keterbatasan media pembelajaran dan sukar untuk dipelajari menjadi faktor siswa/siswi mengalami kesulitan dan kejenuhan dalam pembelajarannya. Buku paket yang terbatas dan pembelajaran di masa pandemic covid-19 yang menuntut siswa/siswi belajar mandiri. Dari permasalahan tersebut peneliti tertarik untuk membuat media pembelajaran yang menyenangkan dengan konsep belajar sambal bermain, yaitu dengan memanfaatkan perkembangan teknologi, salah satunya adalah teknologi games. Seiring berkembangnya zaman, game bukan hanya digunakan sebagai alat hiburan semata namun digunakan sebagai media pembelajaran. Tujuan penelitian ini adalah membuat game bergenre labirin dan edukasi yang dapat dijadikan media pembelajaran alternatif aksara sunda. Untuk memberikan konsep game yang menyenangkan, peneliti menggunakan algoritma recursive backtracking sebagai maze generator agar arena labirin bersifat dinamis dan tidak membosankan. Metodologi pengembangan game yang digunakan adalah GDLC (Game Development Life Cycle) dan pemodelan sistem berupa perancangan menggunakan diagram UML (Unified Modeling Language) dengan menerapkan algoritma Recursive Backtracking sebagai maze generator serta pengujian aplikasi game menggunakan UAT (User Acceptance Test). Berdasarkan pengujian UAT, game labirin aksara sunda dinilai menarik serta memiliki unsur belajar sambal bermain., Game yang dibuat dapat menjadi media pembelajaran alternatif yang untuk siswa/siswi sdn negeri 1 jalaksana dalam mempelajari aksara sunda secara menyenangkan.
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