RUMAH UMKM INDUSTRI KREATIF PEMBUATAN PAKET PRODUK SANGKAR BURUNG DENGAN MEMANFAATKAN LIMBAH MEBEL DAN KAIN PERCA

Authors

  • Nughthoh Arfawi Kurdhi Program Studi Teknik Informatika, Universitas Duta Bangsa
  • Nugroho Arif Sudibyo Program Studi Matematika, Universitas Sebelas Maret
  • Fanny Widadie Prodi Agribisnis, Universitas Sebelas Maret, Indonesia
  • Dewi Retno Sari S Prodi Matematika, FMIPA, Universitas Sebelas Maret

DOI:

https://doi.org/10.29303/abdiinsani.v9i4.798

Keywords:

Creative Industries, Bird Cages, Furniture Waste, Patchwork

Abstract

The creative industry is one of the solutions to the COVID-19 pandemic. The creative industry can adapt to changing times. MSME partners have problems in production, management, and marketing. The purpose of this service activity is to create industry products that are expected to become creative industry products that can compete. The method used is the 4P technique, the stages of implementation are observation, implementation, training, and mentoring. This community service activity took place in Ngemplak District, Boyolali Regency, Central Java Province. The partner mentoring process was carried out in Pandeyan Village for MSMEs Martha Mebel while Mukti Jaya's MSMEs took place in Gagaksipat Village. The training process for using the POS system is located in Gagaksipat Village where one of the community service members is located. During the training, he was also accompanied by students from the Mathematics Study Program, FMIPA UNS. The results of the training activities that have been carried out are that the training participants can operate the POS system. In this dedication activity, there was quite intense interaction between the participants and the presenters. At the end of this activity, participants can operate the POS system that has been developed. Participants can enter item and category data, besides that participants can make sales transactions and sales reports. The suggestion from this service activity is that there is support for devices and the internet that supports being able to access and edit the POS system that has been made.

Downloads

Download data is not yet available.

References

Hanoatubun, S. (2020). DAMPAK COVID – 19 TERHADAP PEREKONOMIAN INDONESIA. EduPsyCouns Journal, 2(1), 146–153.

Heryani, H., Legowo, A. C., & Nugroho, I. P. (2020). Strategi Pengembangan Industri Kreatif untuk Inovasi. Jurnal Teknologi Industri Pertanian, 30(3), 290–298. https://doi.org/10.24961/j.tek.ind.pert.2020.30.3.290

Ilhamuddin, H. M., Rusminah, R., Hilmiati, H., & Ahyar, M. (2018). Strategi Pengembangan Industri Kreatif Sektor Kerajinan Perhiasan Mutiara Di Kota Mataram. Jmm Unram - Master of Management Journal, 7(1), 58–69. https://doi.org/10.29303/jmm.v7i1.402

Iswardani, A., Sudibyo, N. A., & Hidayat, W. (2020). PELATIHAN MEMBUAT HTML DESA KECAMATAN CEMANI KABUPATEN SUKOHARJO. KOMMAS: Jurnal Pengabdian Kepada Masyarakat, 1(2), 53–59.

Kamil, A. (2015). Industri Kreatif Indonesia: Pendekatan Analisis Kinerja Industri. Media Trend, 10(2), 207–225.

Kelara, B. N., & Suwarni, E. (2020). PERAN INFORMASI AKUNTANSI DALAM MENINGKATKAN PERTUMBUHAN KINERJA USAHA MIKRO, KECIL, DAN MENENGAH. Jurnal Riset Ekonomi Dan Bisnis, 13(3), 45–53.

Kusmayadi, T. A., Martini, T. S., Indriati, D., Utomo, P. H., Winarno, B., & Sudibyo, N. A. (2021). INDUCTION OF TECHNOLOGY AS A MEANS OF IMPROVING BUSINESS COMPETITIVENESS IN CREATIVE. 4(4), 3–10.

Mahdayani, N., Haeruddin, & Hairah, U. (2017). Sistem Informasi Usaha Mikro Kecil dan Menengah (UMKM) Kota Bontang Berbasis Website. Prosiding Seminar Nasional Ilmu Komputer Dan Teknologi Informasi, 2(2), 110–116.

Muyassarah, Nurudin, & Asyifa, L. N. (2021). PELATIHAN BISNIS ONLINE IBU RUMAH TANGGA DALAM MENGATASI KEMISKINAN MASA PANDEMI COVID-19. JMM (Jurnal Masyarakat Mandiri), 5(6), 4–12.

Praditya, D. A., & Soepeno, B. (2014). Penggunaan Aplikasi CMS Wordpress Untuk Merancang Website Sebagai Media Promosi pada Maroon Wedding Malang. Akuntansi, Ekonomi Dan Manajemen Bisnis, 2(1), 63–69.

Sari, Y. I. (2020). Sisi Terang Pandemi COVID-19. Jurnal Ilmiah Hubungan Internasional, 0(0), 89–94. https://doi.org/10.26593/JIHI.V0I0.3878.89-94

Sheth, J. (2020). Impact of Covid-19 on consumer behavior: Will the old habits return or die? Journal of Business Research, 117, 280–283. https://doi.org/10.1016/j.jbusres.2020.05.059

Sudarwati, W., & Prasetyawati, M. (2015). Model Pengembangan Industri Kreatif Pemula Untuk Meningkatkan Daya Saing Melalui Analisis Swot Dan Kanvas Strategy. Seminar Nasional Sains Dan Teknologi, November, 1–9.

Sudibyo, N. A., Iswardani, A., & Kusmayadi, T. A. (2020). PELATIHAN WOLFRAM CDF PLAYER UNTUK MENINGKATKAN PEMAHAMAN SISWA SD. KOMMAS : Jurnal Pengabdian Kepada Masyarakat Universitas Pamulang, 1(2), 47–52.

Swara, G. Y., & Pebriadi, Y. (2016). Rekayasa Perangkat Lunak Pemesanan Tiket Bioskop. Jurnal TEKNOIF, 4(2), 27–39.

Wisataone, V., AW, S., & Hidayati, U. (2021). PENGGUNAAN MARKETPLACE UNTUK MENINGKATKAN PEMASARAN DIGITAL DI MASA PANDEMI COVID-19. JMM (Jurnal Masyarakat Mandiri), 5(6), 4–12.

Published

2022-12-28

How to Cite

Kurdhi, N. A. ., Sudibyo, N. A. ., Widadie, F. ., & Retno Sari S, D. . (2022). RUMAH UMKM INDUSTRI KREATIF PEMBUATAN PAKET PRODUK SANGKAR BURUNG DENGAN MEMANFAATKAN LIMBAH MEBEL DAN KAIN PERCA. Jurnal Abdi Insani, 9(4), 1789–1796. https://doi.org/10.29303/abdiinsani.v9i4.798

Issue

Section

section editor