Destrianto, Mochammad Riski
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Pengembangan Display Pohon Berbasis QR Code dan Infografis Pada Arboretum INSTIPER Yogyakarta Destrianto, Mochammad Riski; Afroda, Helmi
Lentera Pustaka: Jurnal Kajian Ilmu Perpustakaan, Informasi dan Kearsipan Vol 9, No 1 (2023): June
Publisher : Program Studi Ilmu Perpustakaan, Fakultas Ilmu Budaya, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/lenpust.v9i1.52337

Abstract

Penelitian ini bertujuan untuk mendeskripsikan proses pengelolaan dan pembuatan produk kemas ulang informasi arboretum oleh Perpustakaan INSTIPER Yogyakarta. Metode yang digunakan dalam penelitian ini adalah metode research and development (R&D), dengan tiga tahapan yaitu; 1. Analisis potensi dan masalah, 2. pengumpulan data, 3. pembuatan produk. Tujuan penelitian ini adalah untuk mengetahui proses pembuatan produk pengelolaan koleksi arboretum berbasis QR Code dan infografis pada Arboretum INSTIPER Yogyakarta. Penelitian ini menghasilkan langkah kerja dalam pengelolaan dan pengemasan koleksi arboretum di INSTIPER Yogyakarta. Workflow dalam pengembangan display pohon di arboretum tersebut memiliki 5 tahapan, yaitu: 1. identifikasi; 2. riset konten; 3. desain grafis; 4. display; 5. pembuatan katalog. Produk ini dapat diaplikasikan pada platform lain, seperti media sosial, website, LMS (learning management system), hingga media cetak. Produk ini juga multi kolaboratif, pustakawan bukan satu-satunya yang terlibat dalam produksi. Kegiatan ini menjadi ruang kolaborasi dengan elemen lainnya seperti mahasiswa, dosen, hingga pengelola arboretum. Selain itu, produksi yang mudah dan bebas biaya ini sangat cocok diimplementasikan oleh pengelola arboretum, perpustakaan atau lembaga dokumentasi lainnya dengan dana yang minim. Menimbang, bahwa di Indonesia masih ada lembaga dokumentasi baik independen atau milik pemerintah yang memiliki dana inovasi dan pengembangan terbatas.
Rekayasa Prompt untuk Pustakawan menggunakan ChatGPT 4o Utomo, Nadzir Cahyo; Destrianto, Mochammad Riski
Media Pustakawan Vol. 31 No. 3 (2024): Desember
Publisher : Perpustakaan Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37014/medpus.v31i3.5256

Abstract

The era of artificial intelligence usage has become increasingly massive lately. One of them is the use of ChatGPT-4o. ChatGPT is a generative artificial intelligence developed by OpenAI. ChatGPT-4o is the latest large language model released by OpenAI for ChatGPT. It is important for librarians not only to understand the current developments in artificial intelligence but also to master the skills relevant to artificial intelligence. Prompt engineering is a field of study that is relevant to artificial intelligence and the profession of librarianship. This research aims to identify prompt construction techniques in prompt engineering that are relevant for librarians to enhance their competencies in the field of artificial intelligence. This research is a qualitative study, as the author uses qualitative descriptive data in this research. The method of data collection used by the author in this research is literature study. The findings of this research are five prompt engineering techniques that librarians can use in carrying out their professional duties and responsibilities. Based on the implementation and testing conducted by the author, formalizing prompts is the most comprehensive prompt formulation technique in this research. This research shows that librarians can learn and master prompt engineering skills at a basic level. The recommendation from this study is that librarians need to actively engage in learning and mastering prompt engineering with the aim of enhancing their competencies. Furthermore, librarians who have mastered prompt engineering can play an important role in educating patrons about prompt engineering.
Desain Grafis dalam Perpustakaan Indonesia: Kesiapan, Peran dan Harapan Pustakawan Destrianto, Mochammad Riski
Nusantara Journal of Information and Library Studies (N-JILS) Vol. 7 No. 1 (2024): Juni 2024
Publisher : Program Studi Ilmu Perpustakaan dan Informasi, Universitas Islam Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study employs a qualitative approach to explore the roles and readiness of librarians in graphic design in Indonesian libraries. Data were collected through an online survey with semi-open questions to 92 respondents, and then analyzed to identify emerging themes and patterns. The results indicate that the majority of librarians are involved in graphic design due to a lack of human resources and personal initiative, with a variety of design products produced including social media materials, posters, and infographics. Challenges faced by librarians include a lack of skills and training, as well as limited software and hardware. Based on these findings, it is recommended that support be provided in the form of courses and workshops, clear design templates and guidelines, adequate allocation of software and hardware, and sufficient time for librarians to delve into graphic design. It is hoped that these findings can serve as a reference for further development related to graphic design in Indonesian libraries. Keyword: Librarian, graphic design, indonesia library, qualitative research.   ABSTRAK Penelitian ini menggunakan pendekatan kualitatif untuk menggali peran dan kesiapan pustakawan dalam desain grafis di perpustakaan Indonesia. Data dikumpulkan melalui survei daring dengan pertanyaan semi-open question kepada 92 responden, kemudian dianalisis untuk mengidentifikasi tema dan pola yang muncul. Hasil menunjukkan mayoritas pustakawan terlibat dalam desain grafis karena kekurangan sumber daya manusia dan inisiatif pribadi, dengan beragam produk desain yang dihasilkan termasuk materi untuk media sosial, poster, dan infografis. Kendala yang dihadapi pustakawan meliputi kurangnya keterampilan dan pelatihan, serta keterbatasan perangkat lunak dan keras. Berdasarkan temuan ini, disarankan perlu adanya dukungan berupa kursus dan workshop, template dan panduan desain yang jelas, alokasi perangkat lunak dan keras yang memadai, serta waktu yang cukup bagi pustakawan untuk mendalami desain grafis. Temuan ini diharapkan dapat menjadi referensi untuk pengembangan lebih lanjut terkait desain grafis di perpustakaan Indonesia.  
Applying Constructivism Principles to Enhance Digital Media Literacy in Higher Education Hariyati, Mutty; Nursalim, Mochamad; Fitri, Ruqoyyah; Heriyanto; Destrianto, Mochammad Riski
Khizanah al-Hikmah : Jurnal Ilmu Perpustakaan, Informasi, dan Kearsipan Vol 13 No 1 (2025): June
Publisher : Program Studi Ilmu Perpustakaan UIN Alauddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/v13i1a7

Abstract

This study explores the application of constructivist principles in the development of digital media literacy within higher education. Constructivism and digital media literacy share foundational elements, including active participation, critical thinking, contextual learning environments, and social collaboration. This research employs a qualitative approach through a literature review. Publications from 2014 to 2024 were selected based on their relevance to constructivist learning theory and digital media literacy, resulting in four core sources analyzed. The findings demonstrated that constructivist principles significantly contribute to the enhancement of digital media literacy skills, particularly in the areas of content creation, information management, digital publishing, and critical engagement. These competencies were essential for fostering independent, reflective, and responsible learners. The study concludes that constructivist-based approaches are vital for effectively integrating digital media literacy into higher education. To support this integration, it is recommended that universities embed digital media literacy into curricular frameworks and provide additional resources such as training programs through university libraries. These libraries, as central information hubs, can play a pivotal role in supporting students’ digital literacy development and promoting lifelong learning.
Desain Grafis dalam Perpustakaan Indonesia: Kesiapan, Peran dan Harapan Pustakawan Destrianto, Mochammad Riski
Nusantara Journal of Information and Library Studies (N-JILS) Vol. 7 No. 1 (2024): Juni 2024
Publisher : Program Studi Ilmu Perpustakaan dan Informasi, Universitas Islam Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30999/n-jils.v7i1.3074

Abstract

This study employs a qualitative approach to explore the roles and readiness of librarians in graphic design in Indonesian libraries. Data were collected through an online survey with semi-open questions to 92 respondents, and then analyzed to identify emerging themes and patterns. The results indicate that the majority of librarians are involved in graphic design due to a lack of human resources and personal initiative, with a variety of design products produced including social media materials, posters, and infographics. Challenges faced by librarians include a lack of skills and training, as well as limited software and hardware. Based on these findings, it is recommended that support be provided in the form of courses and workshops, clear design templates and guidelines, adequate allocation of software and hardware, and sufficient time for librarians to delve into graphic design. It is hoped that these findings can serve as a reference for further development related to graphic design in Indonesian libraries. Keyword: Librarian, graphic design, indonesia library, qualitative research.   ABSTRAK Penelitian ini menggunakan pendekatan kualitatif untuk menggali peran dan kesiapan pustakawan dalam desain grafis di perpustakaan Indonesia. Data dikumpulkan melalui survei daring dengan pertanyaan semi-open question kepada 92 responden, kemudian dianalisis untuk mengidentifikasi tema dan pola yang muncul. Hasil menunjukkan mayoritas pustakawan terlibat dalam desain grafis karena kekurangan sumber daya manusia dan inisiatif pribadi, dengan beragam produk desain yang dihasilkan termasuk materi untuk media sosial, poster, dan infografis. Kendala yang dihadapi pustakawan meliputi kurangnya keterampilan dan pelatihan, serta keterbatasan perangkat lunak dan keras. Berdasarkan temuan ini, disarankan perlu adanya dukungan berupa kursus dan workshop, template dan panduan desain yang jelas, alokasi perangkat lunak dan keras yang memadai, serta waktu yang cukup bagi pustakawan untuk mendalami desain grafis. Temuan ini diharapkan dapat menjadi referensi untuk pengembangan lebih lanjut terkait desain grafis di perpustakaan Indonesia.