Claim Missing Document
Check
Articles

Found 15 Documents
Search
Journal : kemadha

PERANCANGAN MOTION COMIC SEBAGAI MEDIA EDUKASI PENCEGAHAN BULLYING TERHADAP SISWA SEKOLAH Muhammad Wahyu Illahi; Henny Lukitasari, Evelyne; Khoirul Anwar, Ahmad
JURNAL KEMADHA Vol. 14 No. 2 (2024): Jurnal Kemadha Vol. 14 No. 2, Oktober 2024
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v14i2.1881

Abstract

The use of digital media makes it very easy to find various kinds of information on the internet. The use of the internet can make it easier for people in their daily activities, especially students. However, this convenience makes many students misuse the internet. Many students enjoy watching entertainment content with violent themes. This causes a lot of bullying in the school. Bullying that occurs in the school environment can cause victims to suffer from mental disorders. This can affect the future of students and make it difficult for students to grow both in terms of character and knowledge. Therefore, education is needed to prevent bullying. Motion comics are used as educational media to prevent bullying. The media is chosen because it is able to convey information clearly with a more interesting impression so that it can be well received by the audience. The design method used in this final assignment is the Antelope studio design method. This design method is divided into 5 stages, namely: development, pre-production, production, post-production, and distribution. The design of this motion comic final assignment is intended as educational, as well as useful entertainment content.
USER INTERFACE DESAIN WEBSITE CV. EKOKAPTI CREATIVE PRODUCTION Farid; Khoirul Anwar, Ahmad
JURNAL KEMADHA Vol. 15 No. 1 (2025): Jurnal Kemadha Vol. 15 No. 1, April 2025
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v15i1.1984

Abstract

The development of information technology in Indonesia facilitates access to information and communication, both domestically and abroad. The existence of a functional and attractive website is an essential element in the marketing and operational strategies of various companies such as the broadcasting industry and media production. The website functions not only as an information medium but also as a tool to strengthen the brand and build relationships with clients. The creative industry in Surakarta has great potential to develop due to its rich culture and creative human resources. The website design process for Cv. Ekokapti Creative Production is structured through the stages of Idea/Concept, Observation, Brief, Brainstorming, Creative Brief, Design, and Evaluation. The resulting website has a responsive, user- friendly appearance and displays service information clearly and attractively. Design elements such as portfolio galleries, interactive videos, and intuitive navigation are applied to enhance visual appeal and user experience. With an aesthetic and functional concept, this website is not only a means of promotion but also strengthens the brand identity of Cv. Ekokapti Creative Production in the creative industry. Keywords: Design, Website, Branding, Promotion, Creative Industry
Perancangan Game Story “Inner Threads” Sebagai Media Edukasi Kesehatan Mental Pada Generasi Muda Di Indonesia Laila; Khoirul Anwar, Ahmad; Wibowo, Yudi
JURNAL KEMADHA Vol. 16 No. 1 (2026)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v16i1.2097

Abstract

ABSTRACTMental health is a crucial aspect of individual well-being, yet it is a pressing concernamong Indonesia's younger generation. Data from the 2022 I-NAMHS shows that34.9% of adolescents experience mental health issues, with 5.5% diagnosed with amental disorder. Studies also indicate that cases of mental disorders, particularlyanxiety and depression, peak in early adulthood (21-23 years). However, it is still only2.6% of adolescents who access services. Globally, the WHO identifies adolescents asbeing at high risk for mental disorders, with depression being the leading cause ofdisability and suicide the leading cause of death among those aged 15-29. In responseto this gap, this project developed "Inner Threads," an interactive visual novel game asa medium for mental health education. The game targets late adolescents and youngadults in Indonesia, highlighting issues of emotional management and burnout, as wellas the importance of professional support. This approach aligns with Generation Z'spreference for digital technology and gaming. This is supported by an interest survey,which showed 84.7% of respondents were interested. The development of "InnerThreads" used the Multimedia Development Life Cycle (MDLC) method. The finalresults showed that this game was effective in conveying an educational message andincreasing user awareness, empathy, and understanding of mental health issues. Thiseffectiveness was demonstrated by playtest results with respondents aged 18-24, wherethe majority felt a substantial emotional impact, found the story relevant, andappreciated the visuals and music that supported the immersive experience. This gamesuccessfully triggered self-reflection, fostered awareness of the importance of supportfrom those around them, and even motivated them to seek professional support.Keywords: Mental Health, Adolescents, Early Adults, Educational Games, VisualNovels, Inner Threads, Indonesia.
Desain Game Edukasi Berbasis Board Game Sebagai Media Pembelajaran Inovatif Untuk Siswa Sd Kristen Banjarsari Setyo Budi Utomo, Shaneabel Azarya Utomo; Khoirul Anwar, Ahmad; Henny Lukitasari, Evelyne
JURNAL KEMADHA Vol. 16 No. 1 (2026)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v16i1.2192

Abstract

Elementary school is the initial level of education that plays a crucial role in shaping children's cognitive development, learning habits, and character. However, learning at Banjarsari Christian Elementary School of Surakarta is still dominated by conventional methods that are inappropriate to the developmental characteristics of elementary school students, resulting in low student interest and focus. Questionnaires administered to fourth- to sixth-grade students and their parents and guardians indicate that students often become bored, lose focus, and have difficulty understanding the learning material. On the other hand, Banjarsari Christian Elementary School excels in its application of humanistic Christian values, child-friendly learning environment, and close relationships between teachers and students, thus offering potential for development through learning innovation. This study aims to design educational learning media to support the learning process at Banjarsari Christian Elementary School of Surakarta. The media design is an educational board game with a visual and interactive approach, using the ADDIE method. The design is expected to increase student interest, focus, and engagement in learning.
Perancangan Video Iklan Produk Jamu Tradisional Di Desa Nguter Untuk Remaja Yastaqim, Naufal Galang; Khoirul Anwar, Ahmad; Yulianto, Arif
JURNAL KEMADHA Vol. 16 No. 1 (2026)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v16i1.2193

Abstract

Traditional medicine is a health product made from natural ingredients processed according to local wisdom. Traditional medicine is made from ingredients chosen by teenagers as a supplement to maintain their health. Kautsar 2024 revealed that 88 respondents (78.6%) had used the supplement effectively, while 24 respondents (21.4%) experienced adverse side effects, categorizing it as a negative outcome. Based on these issues, the design of a traditional medicine advertisement video for teenagers is expected to provide information about the benefits of consuming traditional medicine for maintaining health. The objective of this design is to provide teenagers with information about the benefits of traditional medicine for maintaining health. This design used a video advertisement to convey information about traditional medicine for maintaining health. This design method used design thinking, which consists of five stages: empathize, define, ideate, prototype, and test. The result of this design is a traditional medicine advertisement video entitled " Dari Alam Untuk Generasi Masa Kini." Through this advertisement video, teenagers can better understand information about traditional medicine and the benefits of consuming traditional medicine for health.