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Desain Karakter Pada Penciptaan Buku Golden Tiket Petualangan Kereta Api Allifia, Zidni Enggar; Masnuna; Sutejo, Aris
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4460

Abstract

The train adventure presented is about an adventure carried out by a child packaged in a fantasy story. This study aims to develop character designs in illustrated train travel books that utilize augmented reality (AR) technology for children aged 6-12 years. The research method involves analyzing literature related to character design, children's illustrations, and the application of augmented reality in interactive media. Data collection was carried out through literature studies, interviews with illustrators and children's book experts, and surveys of parents and children. The results of this study are the characters that will be used in illustrated books that combine short stories and the use of augmented reality. Character designs are created digitally with a cartoon drawing style, paying attention to the principles of illustration and the characteristics of the target readers. The implementation of augmented reality allows readers to interact directly with the book via a smartphone or tablet, displaying simple animations that bring the characters and tourist attractions in the story to life. The results of this study show the importance of character design that is appropriate to the target audience so that it can attract the attention of readers before seeing the entire contents of the illustrated book.
Perancangan Buku Cerita Ilustrasi Petualangan Kreta Api Indonesia Dengan Menerapkan Augemented Reality Enggar Allifia, Zidni; Masnuna, Masnuna; Sutejo, Aris
Jurnal Media Informatika Vol. 6 No. 1 (2024): Jurnal Media Informatika Edisi September - Desember
Publisher : Lembaga Dongan Dosen

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

Abstract

Penelitian ini bertujuan untuk memberikan pengetahuan kepada anak-anak mengenai KAI, seperti sejarah dan profesi yang ada di KAI. Untuk menumbukan rasa tertarik pada anak untik berpegianmenggunakan KAI. Untuk menumbuhkan minat anak-anak terhadap buku, bahwa buku juga menarik dengan dikombinasikan dengan Augmrntrd Reality. Metode penelitian ini menggunakan kualitatif dan kuantitatif dengan data yang digunakan yaitu data primer yang di dapat dari wawancara , oservasi dan kuesioner.Objek perancangan pada buku ilustrasi dengan menerapkan Augmented Reality ini sangatlah penting karena mempengaruhi ketertarikan target audiens dan yang membuat buku ini unik untuk dibaca. Teknik analisa data yang digunakan adalah analisis deskriptif kualitatif dengan tahapan reduksi data. Metode ini penulis gunakan untuk menemukan inti penting danberguna untuk perancangan yang dihasilkan melaui wawancara mendalam, observasi maupun data kuisioner, yang kemudian dibuat sistesa data. Hasil penelitian membuktikan bahwa Perancangan buku cerita ilustrasi petualangan kereta api Indonesia dengan menerapkan augmented reality sebagai media pembelajaran mengenai kereta api yang berisikan mengenai provesi yang ada di kereta api dan menumbuhkan rasa tertarik untuk berpergian mengunakan kereta api. Dalam proses perancangan penulis menyadari jika kereta api sangatlah menarik, banyak hal lainnya yang dapat lebih digali mengenai kereta api dan perjalanan yang mengunakan kereta api sangatlah seru karena tidak akan terjebak kemacetan. Penyajiann buku yang dikemas dalam bentuk cerita yang menarik perhatian pembaca, tidak hanya dalam segi cerita penambahan augmented reality mampu membuat anak-anak atau target audient lebih tertarik untuk membaca buku.
Perancangan Antarmuka Aplikasi Pemesanan Kopi Online Onestop Coffee Toffee Faisal Amri Diarrahman; Masnuna Masnuna
DEKAVE : Jurnal Desain Komunikasi Visual Vol 14, No 2 (2024)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v14i2.123836

Abstract

Kemajuan teknologi informasi dan peningkatan minat masyarakat dalam minuman kopi telah memunculkan kebutuhan akan aplikasi pemesanan kopi online yang efisien dan mudah digunakan. Tujuan dari penelitian ini adalah untuk merancang antarmuka aplikasi pemesanan kopi online yang mengintegrasikan berbagai layanan kopi dan fitur dari berbagai kedai kopi di bawah satu platform, yang disebut OneStop Coffee Toffee.
Board Game sebagai Media Pendukung Murojaah Juz Amma untuk Anak Usia 6-8 Tahun Safitri Nur Ramadhani; Masnuna Masnuna; Bayu Setiawan
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 4 No. 1 (2025): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v4i1.4482

Abstract

The activity of murojaah or repeating the memorization of the Qur'an is an important part in the process of strengthening memory of the verses of the Qur'an that have been memorized. However, children often face challenges in maintaining the consistency of murojaah due to lack of motivation and lack of interesting learning methods. This design aims to explore the potential of board games as a supporting media for murojaah juz amma which is educational and fun. By having an attractive visual design, it is expected to be able to increase learning motivation, strengthen memory, and strengthen social interaction between players.  
Webtoon Festival Daul Madura Sebagai Upaya Pengenalan Budaya Madura Terhadap Remaja Usia 18-22 Tahun Akbar Firmansyah; Restu Ismoyo Aji; Masnuna Masnuna
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 4 No. 1 (2025): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v4i1.4525

Abstract

Madura, an island in East Java, is known for its rich cultural heritage. Despite this, prevailing stereotypes in society often emphasize negative aspects of Madurese culture, which can obscure its valuable and positive traditions. One such cultural gem is Daul music—a vibrant and rhythmic musical expression that deserves greater public appreciation. This study explores the design and development of a digital comic titled “The Sparkle of Madura’s Daul”, which aims to introduce Daul music to a younger audience, particularly teenagers aged 18–22, through the Webtoon platform. Utilizing a qualitative descriptive method, the research gathered data through observation, questionnaires, and interviews to inform the design process. The comic is created not only as an engaging entertainment medium but also as a tool for cultural education and preservation. By integrating narrative and visual storytelling, the comic presents Daul music in a compelling and accessible format, positioning it as a cultural asset comparable to the well-known Karapan Sapi. The final product is intended to reshape perceptions of Madurese identity, promote cultural pride, and encourage the appreciation of traditional music among youth. This initiative highlights the potential of digital media to bridge generational and cultural gaps while revitalizing local heritage through creative means.
Desain Karakter untuk Board Game Edukasi Burung Endemik Biantoro, Zahranie Suga Eka Putri; Masnuna; El Chidtian, Aileena Solicitor Costa Rica
Kaisa: Jurnal Pendidikan dan Pembelajaran Vol. 5 No. 1 (2025): Kaisa: Jurnal Pendidikan dan Pembelajaran
Publisher : STAIN Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56633/kaisa.v5i1.1048

Abstract

Indonesia possesses a rich in natural resources, including the presence of various endemic bird species. However, there endemic birds are currently facinng serious threats due to widespread habitat destruction and illegal wildlife trade. This condition necessitates increased public attention and awareness from an early age. To foster such awareness, it is necessary to develop educational media that are attractive and aligned with children’s interest. This study aims to design characters for an educational board game with the theme of conserving and introducing endemic birds, targeted at children age 13-15 years. The method used in this study are qualitative annd quantitative. The study resulted in the creation of four main characters, Pak Damar (Forest Ranger), Mbak Rani (Bird Researcher), Mas Budi (Environmental Activist), and Dokter Tari (Wildlife Veterinarian), each design based on children’s visual preferences. The characters developed for this board game are expected to provide an enjoyable learninng experience while enhancinng early awareness of endemic bird conservation among young audiences.
Peningkatan Kemampuan Komunikasi Siswa melalui Pelatihan Keterampilan Berbicara di Depan Khalayak Umum Bagi Siswa SMA Negeri 1 Abab Pali Masnunah, Masnunah; Wardiah, Dessy; Hetilaniar, Hetilaniar; Agustina, Juaidah; Riyanto, Riyanto; Wahidy, Achmad; Effendi, Darwin; Puspita , Yenny
Wahana Dedikasi: Jurnal PkM Ilmu Kependidikan Vol. 8 No. 1 (2025): Wahana Dedikasi : Jurnal PkM Ilmu Kependidikan
Publisher : Universitas PGRI Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31851/wdk.v8i1.18392

Abstract

Keandalan berkomunikasi yang efektif Krusial bagi siswa, tetapi banyak yang masih kesulitan berbicara di depan umum. Oleh karena itu, pelatihan public speaking ini sangat penting, untuk membantu meningkatkan keterampilan komunikasi. Lokakarya ini menggabungkan metode teoritis dan praktis, dengan penekanan pada berbicara di depan umum, terutama dalam pembawa acara, diikuti dengan sesi pelatihan praktis. Hasilnya menunjukkan peningkatan signifikan dalam keterampilan berbicara di depan umum, kepercayaan diri, dan kemampuan menghadapi audiens. Evaluasi menunjukkan bahwa materi pelatihan dan fasilitatornya efektif, dan menyarankan perlunya pengembangan lebih lanjut untuk meningkatkan kualitas pelatihan di masa mendatang.
Designing Character Design in the Illustrated Story Book "The Mystery of Ilange Klambi Si Besut" Wibowo, Khalaya Azizah; Masnuna; Aninditya Daniar
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 7 No. 1 (2025): Vol. 7 (2025) No. 1
Publisher : fakultas Desain Koomunikasi visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v7i1.247

Abstract

Indonesia is rich in cultural diversity, one of which includes local theatrical arts such as Besutan from Jombang Regency. Besutan is a form of traditional folk drama that became the forerunner of Ludruk, yet it now faces challenges due to the lack of younger generations to carry it on and limited educational media to promote it. Therefore, introducing this art form, especially to elementary school children, is essential through educational, engaging, and easy-to-understand media such as illustrated storybooks. To support this effort, the Besutan performing arts are introduced through an interactive picture book specifically designed for children. In Besutan performing arts, there are four main characters involved. These characters represent cultural values while also being visually appealing due to their distinctive costumes and behaviors. The portrayal of each character is adjusted to match their personality traits and the symbolic meanings embedded in their visual elements.This study aims to develop a visual character design that embodies the cultural traits of Besutan in a way that is attractive to children. The character design process includes observing local culture, conducting interviews with Besutan performers, and studying visual traits of stage characters. The outcome supports the development of an interactive and educational storybook that effectively introduces local performing arts to children.
Perancangan Karakter Buku Anak “What’s Around Ami?” dengan Konsep Antropomorfisme dan Simbolisme Domba dalam Alkitab Putri, Regina Dian Larasati; Masnuna; Sri Wulandari
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 1 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v18i1.2518

Abstract

Children's Storybook "What's Around Ami?" is designed as an educational medium incorporating Biblical values for children aged 4-7 years. Utilizing an anthropomorphic approach and lamb symbolism as its main character, this study aims to create easily understandable character designs. The design methodology includes market observation, interviews with child psychologists and teachers, literature studies on anthropomorphism, and questionnaires to validate character designs. According to child psychologist interviews, children show greater preference for animal characters. This book simplifies complex spiritual concepts while serving as an interactive and engaging solution for parents and educators to teach Christian morals and faith.
DESAIN KARAKTER UTAMA WEB KOMIK RADEN SAWUNGGALING SEBAGAI MEDIA PENGENALAN TOKOH LOKAL BERSEJARAH UNTUK REMAJA USIA 17-21 TAHUN I Putu Rayga Ondias Putra; Alfian Candra Ayuswantana; Masnuna, Masnuna
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 1 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v18i1.2542

Abstract

The declining awareness among youth about local historical figures such as Raden Sawunggaling inspired the creation of this web comic. Aimed at teenagers aged 17–21, this project seeks to reintroduce local history through a visually engaging and interactive medium. The comic features a flowing narrative, semi-realistic illustrations, and strong elements of East Javanese culture. Its design was informed by qualitative and quantitative research to align with the preferences of the target audience. The web comic format was chosen for its accessibility, cost-efficiency, and relevance to the digital habits of today’s youth. This medium is expected to reignite interest in local history while serving as a creative and educational approach to cultural preservation.
Co-Authors Achmad Wahidy, Achmad Aditya Rahman Yani Afifah, Annisa Fitri Aileena Solicitor Costa Rica El Chidtian Akbar Firmansyah Alfian Candra Ayuswantana Allifia, Zidni Enggar Amaliya Nur Hanani Putri Kinasih Apriani, Pariska Dwi Nanda Aprisilia, Nadia Aradea, Riswan Ariany, Devy Arva Rangga Yudhistira Aswadi Jaya, Aswadi Athika Dwi Wiji Utami Azahara, Ritza Balqis, Martiza Bayu Setiawan BAYU SETIAWAN Biantoro, Zahranie Suga Eka Putri Dahlia Pinem Danar Rizkiardi Daniar, Aninditya Danna Norisa Putriyani Danu Zulfan Irnanda Dessy Wardiah, Dessy Dewi, Kartika Chandra Cahya Dian Nuzulia Armariena, Dian Nuzulia Diana Aqidatun Nisa Diaz Tri Mustikaningrum Effendi, Darwin Enggar Allifia, Zidni Faisal Amri Diarrahman Faisal Ilham Perdana Fatihah Nahya Izayanah Ferdian, Fany Ferdian Firmansyah, Mochammad Al Hadad Gadis Cantik Bunga Tunjungwangi Hamam Asyhari Haq, Nathaniela Sabitah Hayatun Nufus Heidy Arviani Helvy Ranti, Uci Hetilaniar, Hetilaniar Hidayatullah, Alfiyan Houri Gita Semesta I Putu Rayga Ondias Putra Ifa Nurhayati Ilmiah Rizki Okalia Irwandi, Wahyu Triputra Jian Fitriana Juaidah Agustina, Juaidah Junaidi, Nedi Kadiasti, Ristia Kusuma Wardani, Nungky Indah M Nasir Margaretha, Tessa Mashuda, Muhammad Muhammad Rafif Farhan Muniroh, Muniroh Nur Azizah Susetyaningsih Nur Latifatuz Zakiyah Nuzuli Armariena, Dian NUZULIA ARMARIENA, DIAN Nyimas Qonita Oscar Ade Gunawan Pradana, Andhika Putra Pungky Febi Arifianto Puspita , Yenny Puspita, Yenny Pusporini Pusporini Putra Uji Deva Satrio Putra Winarno, Athallah Ramadhan Putra, Ardiansyah Pratama Putri, Regina Dian Larasati Putri, Werdany Ayudya Qonita, Nyimas Raden Firman Nurbudi Prijambodo Restu Ismoyo Aji Rifqi, Tifani Jihaniar Riska Riska Riyanto Riyanto Rohmatulloh, Mas Ahmad Akbar Rokim, Mat Romadhona, Mahimma Safeyah, Muchlisiniyati Safitri Nur Ramadhani Salsabila, Salsabila Saniyah Azzaliyah Putri Saputra, Sleng Sarah Zhafirah Septiani, Yeni Sharah Shabina Siti Rukiyah, Siti Sonhaji Arif SRI WULANDARI Sujatmiko, Wandi Sunarte, Wayan Sunarya, Wendy Sutejo, Aris Vandhu Hidayat Vandhu Hidayat Wandanissyika, Adelladia Teshania Wandiyo Wandiyo, Wandiyo wibowo, khalaya azizah Wibowo, Nur Cahyo Widyasari Widyasari Widyasari, Widyasari Wiwik Dwi Susanti Wiwik Dwi Susanti Wiwik Dwi Susanti Wiwik Dwi Susanti Wulandari, Sri Yanuar Aldin Yasmin Firda Safira Yuanyuan Wang, Yuanyuan Zou, Guijiao