Peran Augmented Reality dan Mobile Marketing dalam Meningkatkan Promosi Bisnis
Abstract:
Purpose: This community service activity aims at preparing students to utilize technological developments that are used to improve business promotion at SMK Ma Arif Banyumas through the role of augmented reality and mobile marketing.
Research Methodology: This mentoring process is carried out by socializing the use of digital technology as a medium for business promotion. The target of this community service is 12th-grade students of SMK Ma Arif Banyumas, with specifications majoring in Office Management and Business Services.
Results: The result of this community service is to educate and provide solutions for students in developing businesses through a technology-based promotional medium, which in this case is through the role of augmented reality and mobile marketing.
Conclusions: Augmented reality provides users with an overview of the merging of the real world and the virtual world. Meanwhile, mobile marketing focuses on what media and content you need to design to promote and become a medium of communication to consumers.
Limitations: This research is still in the socialization stage, so it is necessary to have an implementation process from the results of the first stage of socialization.
Contribution: This research contributes to SMK Ma Arif Banyumas in utilizing technological developments that are used to enhance business promotion through the role of augmented reality and mobile marketing.
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Anggraini, & D. T. (2021). Upaya Pemulihan Industri Pariwisata dalam Situasi Pandemi Covid-19. Jurnal Pariwisata, 22-31.
Anggraini, D. T. (2021). Upaya Pemulihan Industri Pariwisata dalam Situasi Pandemi Covid-19. Jurnal Pariwisata. Jurnal Pariwisata, 22-31.
Anwari, E. d. (2020). Konsep Augmented Reality Sebagai Media promosi dalam Menghadapi New Normal Masa Pandemi Covid 19. Universitas Politeknik Pariwisata Medan.
Azuma, R. e. (2021). Recent Advances in Augmented Reality. IEEE Computer Graphics and Applications, 34-47.
Cranmer, E. (2019). Designing valuable augmented reality tourism application experiences. In: Augmented Reality and Virtual Reality. Springer, 73–87.
Dawle, A. (2020). An Overview Of Marketing Communication Strategy?: A Descriptive Research Article An Overview Of Marketing Communication Strategy?: A Descriptive Study. International Journal of Current Researc, 14502–13504.
Hidayah, N. (2020). Strategi pemasaran pariwisata dimasa pandemi covid-19 new-normal. Universitas Politeknik Pariwisata Medan.
Nabilah, S. e. (2021). Dampak Pandemi Covid-19 terhadap UMKM (Studi Kasus UMKM ZEA FOOD di Kota Mataram). Jurnal Inovasi Penelitian, 2655–2660.
Nurhidayati Rina, dkk. (2022). Strategi Pemasaran dengan Teori Permainan pada Usaha Minuman Street Boba dan Kamsia Boba (Marketing Strategy with Game Theory on Street Boba and Kamsia Boba Beverage Business). Jurnal Studi Ilmu Manajemen dan Organisasi, 3(2), 303-314.
Paujiah Sipa, dkk. (2022). Pengaruh Foto Produk dan Customer Rating terhadap Keputusan Pembelian melalui Aplikasi GoFood (The Effect of Product Photos and Customer Ratings on Purchase Decisions through GoFood Application). Jurnal Reviu Akuntansi, manajemen, dan Bisnis (Rambis), 2(2), 79-87.
Prasetyo Eri Teguh, dkk. (2022). Upaya Peningkatan Omset Penjualan UMKM melalui Penerapan Digital Marketing Terhadap UMKM di Bekasi (Efforts to Increase MSME Sales Turnover through the Application of Digital Marketing to MSMEs in Bekasi). Jurnal Pemberdayaan Umat. 1(2), 61-70.
Rauschnabel, et. al. (2019). Augmented reality marketing: how mobile AR-apps can improve brands through inspiration. Journal Retailing Consumer Service, 43–53.
Rauschnabel. (2018). Virtually enhancing the real world with holograms: an exploration of expected grati?cations of using augmented reality smart glasses. Psychol. Market, 35 (8), 557–572. Retrieved
selly. (2020). akuntansi. bisnis,
Sudarmilah, E. (2017). Augmented Reality Edugame Senjata Tradisional Indonesia. Khazanah Informatika Jurnal Ilmu Komputer dan Informatika, 12-15.
Sulistyo, A. P. (2020). Mendapatkan Word of Mouth in Social Media Dan Loyalitas Dengan Digital Customer Experience. Jurnal Bisnis Dan Manajemen.
Takrim Muhammad, dkk. (2022). Upaya Peningkatan Penjualan melalui Kegiatan Pemasaran (Marketplace) di Era New Normal (The Efforts to Increase Sales Through Marketing Activities (Marketplace) in the New Normal Era). Jurnal Pemberdayaan Umat (JPU). 1(2), 79-89.
Tambunan, et. al. (2020). Konsep Augmented Reality Sebagai Pengembangan Pemasaran dalam Menghadapi New Normal Masa Pandemi Covid-19. Jurnal Ilmiah Akomodasi Agung.
Undang-Undang Republik Indonesia No 13 Tahun 2003 Sistem Pendidikan Nasional. (2003). Jakarta.
Utama, A. Y. (2017). Penggunaan Augmented Reality Sebagai Media Promosi Bisnis di Kabupaten Karanganyar. Universitas Muhammadiyah Surakarta.
Wearesocial. (2020). Peringkat Negara Indonesia dalam pertumbuhan internet. Diambil kembali dari http://kompas.com.
- Anggraini, & D. T. (2021). Upaya Pemulihan Industri Pariwisata dalam Situasi Pandemi Covid-19. Jurnal Pariwisata, 22-31.
- Anggraini, D. T. (2021). Upaya Pemulihan Industri Pariwisata dalam Situasi Pandemi Covid-19. Jurnal Pariwisata. Jurnal Pariwisata, 22-31.
- Anwari, E. d. (2020). Konsep Augmented Reality Sebagai Media promosi dalam Menghadapi New Normal Masa Pandemi Covid 19. Universitas Politeknik Pariwisata Medan.
- Azuma, R. e. (2021). Recent Advances in Augmented Reality. IEEE Computer Graphics and Applications, 34-47.
- Cranmer, E. (2019). Designing valuable augmented reality tourism application experiences. In: Augmented Reality and Virtual Reality. Springer, 73–87.
- Dawle, A. (2020). An Overview Of Marketing Communication Strategy?: A Descriptive Research Article An Overview Of Marketing Communication Strategy?: A Descriptive Study. International Journal of Current Researc, 14502–13504.
- Hidayah, N. (2020). Strategi pemasaran pariwisata dimasa pandemi covid-19 new-normal. Universitas Politeknik Pariwisata Medan.
- Nabilah, S. e. (2021). Dampak Pandemi Covid-19 terhadap UMKM (Studi Kasus UMKM ZEA FOOD di Kota Mataram). Jurnal Inovasi Penelitian, 2655–2660.
- Nurhidayati Rina, dkk. (2022). Strategi Pemasaran dengan Teori Permainan pada Usaha Minuman Street Boba dan Kamsia Boba (Marketing Strategy with Game Theory on Street Boba and Kamsia Boba Beverage Business). Jurnal Studi Ilmu Manajemen dan Organisasi, 3(2), 303-314.
- Paujiah Sipa, dkk. (2022). Pengaruh Foto Produk dan Customer Rating terhadap Keputusan Pembelian melalui Aplikasi GoFood (The Effect of Product Photos and Customer Ratings on Purchase Decisions through GoFood Application). Jurnal Reviu Akuntansi, manajemen, dan Bisnis (Rambis), 2(2), 79-87.
- Prasetyo Eri Teguh, dkk. (2022). Upaya Peningkatan Omset Penjualan UMKM melalui Penerapan Digital Marketing Terhadap UMKM di Bekasi (Efforts to Increase MSME Sales Turnover through the Application of Digital Marketing to MSMEs in Bekasi). Jurnal Pemberdayaan Umat. 1(2), 61-70.
- Rauschnabel, et. al. (2019). Augmented reality marketing: how mobile AR-apps can improve brands through inspiration. Journal Retailing Consumer Service, 43–53.
- Rauschnabel. (2018). Virtually enhancing the real world with holograms: an exploration of expected grati?cations of using augmented reality smart glasses. Psychol. Market, 35 (8), 557–572. Retrieved
- selly. (2020). akuntansi. bisnis,
- Sudarmilah, E. (2017). Augmented Reality Edugame Senjata Tradisional Indonesia. Khazanah Informatika Jurnal Ilmu Komputer dan Informatika, 12-15.
- Sulistyo, A. P. (2020). Mendapatkan Word of Mouth in Social Media Dan Loyalitas Dengan Digital Customer Experience. Jurnal Bisnis Dan Manajemen.
- Takrim Muhammad, dkk. (2022). Upaya Peningkatan Penjualan melalui Kegiatan Pemasaran (Marketplace) di Era New Normal (The Efforts to Increase Sales Through Marketing Activities (Marketplace) in the New Normal Era). Jurnal Pemberdayaan Umat (JPU). 1(2), 79-89.
- Tambunan, et. al. (2020). Konsep Augmented Reality Sebagai Pengembangan Pemasaran dalam Menghadapi New Normal Masa Pandemi Covid-19. Jurnal Ilmiah Akomodasi Agung.
- Undang-Undang Republik Indonesia No 13 Tahun 2003 Sistem Pendidikan Nasional. (2003). Jakarta.
- Utama, A. Y. (2017). Penggunaan Augmented Reality Sebagai Media Promosi Bisnis di Kabupaten Karanganyar. Universitas Muhammadiyah Surakarta.
- Wearesocial. (2020). Peringkat Negara Indonesia dalam pertumbuhan internet. Diambil kembali dari http://kompas.com.