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IMPLEMENTASI GERAKAN 15 MENIT MEMBACA TERHADAP KEMAMPUAN MEMBACA PEMAHAMAN SISWA DI SEKOLAH DASAR Yudanti, Seni Tri; Masnunah, Masnunah; Syaflin, Sylvia Lara
JURNAL PENDIDIKAN DASAR PERKHASA: Jurnal Penelitian Pendidikan Dasar Vol 12, No 1 (2026): Jurnal Pendidikan Dasar Perkhasa: Jurnal Penelitian Pendidikan Dasar
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpdp.v12i1.5041

Abstract

The aim of this study was to examine the implementation of the 15-minute reading movement and its impact on students’ reading comprehension skills in elementary school. This study employed a descriptive qualitative method. The informants in this research were teachers and fifth-grade students, while the object of the study was the implementation of the 15-minute reading movement at SD Negeri 5 Talang Ubi. Data collection techniques included observation, interviews, and documentation. Data analysis was conducted through data reduction, data display, and conclusion drawing. The results of the observation showed that 73.33% of the implementation of the 15-minute reading movement was categorized as good in supporting students’ reading comprehension skills. The interview results indicated that the school literacy movement has been well implemented and supported by adequate facilities and structured activities provided by the school. Furthermore, students’ reading comprehension skills were found to be good, as evidenced by their ability to understand the meaning or content of the texts they read.
Meninjau Perubahan Sosial Kultur Masyarakat Terdampak Lumpur Sidoarjo Setelah 2 Dekade dengan Wawancara Elisitasi Foto Dwi Oktavian Widyatama; Aryo Bayu Wibisono; Masnuna Masnuna
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 5 No. 1 (2026): 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.v5i1.8867

Abstract

The Sidoarjo mudflow eruption in Porong, Sidoarjo, that have been flowing since 2006 has caused long-term impacts on the affected communities. the impact in question are people losing their job, change in social interaction and culture that are applied everyday by the communities. This study aims to examine the socio-cultural changes that are experienced by the community two decades after the disaster. The research employs a qualitative approach using photo elicitation through five photographs that are taken in the affected area map as prompts for resource person to reflect and recount their experience that they undergo, then will be conducted semi-structured interviews. The findings indicate a transformation of the physical landscape, which has led to shifts in social structures, the weakening of communal bonds, and changes in collective identity. Memories of the former homeland and the continuation of annual commemorative practices demonstrate that the disaster remains embedded in the community’s social life. These findings affirm that the impacts of the disaster are not merely physical, but also social and cultural in between communities in the long term and continuosly happening.
Character Design for Interactive Pop-Up Storybook as Emotional Regulation Learning Media for Marginal Children Indra, Diva Irmaliya; Sutejo, Aris; Masnuna, Masnuna
Journal of Visual Communication Design Vol. 11 No. 1 (2026): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v11i1.6455

Abstract

Children's emotional regulation is crucial for psychological well-being and social development, yet marginalized children in Indonesia remain vulnerable due to socioeconomic pressures and limited access to interventions. Existing studies have primarily focused on facilitator-oriented training modules that emphasize rules and activity flow. These are not easily accessible to children, lack visual appeal, and are hampered by time, resources, and technical requirements for training sessions. This creates a gap in non-digital, interactive visual media that children can use independently to memorize and practice emotion regulation strategies while gaining a comparable learning experience. Addressing this gap, the present study aims to design character representations for an interactive pop-up storybook as a self-learning tool, facilitated by the WE POSE Surabaya community. Employing a qualitative Design Thinking approach through interviews with children aged 8–10, expert validation, and a literature review. This exploration resulted in four characters: Jalu, Tilu, Bara, and Laras. Warm color tones and chromatic shifts were applied to intuitively represent the emotional context. This storybook integrates interactive features such as pop-up scenes, liftable flaps, and pull-out tabs, allowing children to actively engage. The findings suggest that this type of interactive storybook can serve as an inclusive educational medium for marginalized children with limited digital access. This research contributes to Visual Communication Design by combining character design with physical interactivity to strengthen learning outcomes on emotion regulation.
Perancangan Karakter Maskot Digital PKBM Sebaya Siduarjo:Pendekatan Visual Dalam Konteks Media Sosial Interaktif: Desain Komunikasi Visual Bilqis Agneza Herwanda; Masnuna Masnuna; Febi Arifianto, Pungky
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol. 4 No. 2 (2025): Mei: Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v4i2.3867

Abstract

This study aims to Increase brand awareness through mascot design as a visual identity of PKBM Sebaya, Create a distinctive character that is able to represent the vision and mission of PKBM Sebaya Sidoarjo, Build a unique, professional and attractive impression to be recognized by customers, Help make it easier for customers to remember PKBM Sebaya through the appeal of the mascot in social media content. The research method used is qualitative descriptive analysis. Data collection techniques used in this study include interview methods, direct observation and questionnaires that are distributed directly to respondents through social media, the questionnaire used is a Google form formula. The data analysis technique used in this study is a qualitative descriptive analysis of the TOWN Matrix which is used for the results of PKBM observations. The results of the study indicate that the design of the mascot for PKBM Sebaya Sidoarjo aims to strengthen visual identity and increase the appeal of social media content, which has become less attractive. This mascot is expected to be able to increase public awareness of PKBM Sebaya. The design process is carried out through qualitative and quantitative data collection, analyzed using the TOWS Matrix approach to determine the right strategy. The main media of design are character design and mascot dolls, supported by various promotional media such as graphic standard manuals, t-shirts, x-banners, and others. This strategy is expected to significantly increase the appeal and public awareness of PKBM Pebaya
A Desain Karakter Board Game Pengenalan Fauna Bagi Anak SLow Learner Putra, Andika Perdana; Masnuna; Widyasari
JPI (Jurnal Pendidikan Inklusi) Vol. 10 No. 1 (2026): .
Publisher : Jurusan Pendidikan Luar Biasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/inklusi.v10n1.p30-41

Abstract

Education for slow learners requires special strategies due to intellectual and emotional barriers, such as anxiety and low self-confidence, which hinder the process of information digestion. This study aims to design character designs in the board game "ZooQuest" as an adaptive learning medium for fauna introduction for slow learner students at the elementary school level. The research method used is Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. Data were collected through interviews with special assistant teachers, observations of the teaching and learning process at Cikal Surabaya School, and literature studies. The results of the study indicate that the design of four main characters (Bobo, Jojo, Cici, and Mimi) with a chibi visual style and "little researcher" attributes is able to transform abstract material into concrete role-playing experiences. These characters function as an emotional bridge that increases student engagement and stimulates verbal communication through cooperative game mechanisms. The conclusion of this study is that character designs adapted to child psychology are effective in supporting the cognitive abilities and social interactions of slow learner students, making them suitable for use as a reference for inclusive learning media
Kala Sebagai Desain Karakter Buku Interaktif Prokrastinasi Akademik Untuk Mahasiswa 18-25 Tahun : Desain Komunikasi Visual Fairuz Adilah; Masnuna Masnuna; Sri Wulandari
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol. 5 No. 2 (2026): Mei: Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

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

Abstract

Academic procrastination is a common behavior among students that can lead to delays in study completion. This study aims to design a character as an educational medium for procrastination through an interactive book tailored to students aged 18–25, using the Research and Development (R&D) method with the ADDIE model and a mixed-method approach. The results show that the designed character is able to represent procrastination behavior both visually and narratively, supported by a semi-realistic illustration style and desaturated colors that reflect a passive psychological condition. The evaluation results indicate positive responses, where the character is considered relatable and helps audiences better understand procrastination behavior. Therefore, character design can serve as a more communicative visual medium compared to text-based media and has the potential to be further developed into digital platforms.
Co-Authors Aditya Rahman Yani Afifah, Annisa Fitri Aileena Solicitor Costa Rica El Chidtian Akbar Firmansyah Alfian Candra Ayuswantana Alfiyan Hidayatullah Allifia, Zidni Enggar Amaliya Nur Hanani Putri Kinasih Aris Munandar Aris Sutejo Arva Rangga Yudhistira Athika Dwi Wiji Utami Balqis, Martiza Bayu Setiawan BAYU SETIAWAN Bayu Wibisono, Aryo Biantoro, Zahranie Suga Eka Putri bilqis agneza herwanda Dahlia Pinem Danar Rizkiardi Daniar, Aninditya Danna Norisa Putriyani Danu Zulfan Irnanda Dewi, Kartika Chandra Cahya Diana Aqidatun Nisa Diaz Tri Mustikaningrum Dwi Oktavian Widyatama Enggar Allifia, Zidni Fairuz Adilah Faisal Amri Diarrahman Faisal Ilham Perdana Fatihah Nahya Izayanah Febi Arifianto, Pungky Firdaus, Clara Oktavia Firmansyah, Mochammad Al Hadad Gadis Cantik Bunga Tunjungwangi Hamam Asyhari Haq, Nathaniela Sabitah Heidy Arviani Houri Gita Semesta I Putu Rayga Ondias Putra Ilmiah Rizki Okalia Indra, Diva Irmaliya Irwandi, Wahyu Triputra Jian Fitriana Kadiasti, Ristia Kusuma Wardani, Nungky Indah Mashuda, Muhammad Muhammad Rafif Farhan Nur Azizah Susetyaningsih Nur Latifatuz Zakiyah Nyimas Qonita Oscar Ade Gunawan Pradana, Andhika Putra Pungky Febi Arifianto Pusporini Pusporini Putra Uji Deva Satrio Putra Winarno, Athallah Ramadhan Putra, Andika Perdana Putri, Regina Dian Larasati Putri, Werdany Ayudya Qonita, Nyimas Ramadhani, Brilliant Firdaus Restu Ismoyo Aji Rifqi, Tifani Jihaniar Rohmatulloh, Mas Ahmad Akbar Romadhona, Mahimma Safeyah, Muchlisiniyati Safitri Nur Ramadhani Saniyah Azzaliyah Putri Saputra, Sleng Sarah Zhafirah Savira Nanda Budiafosma Sharah Shabina Sonhaji Arif SRI WULANDARI Sunarya, Wendy Syaflin, Sylvia Lara Vandhu Hidayat Vandhu Hidayat Wandanissyika, Adelladia Teshania Wandiyo Wandiyo, Wandiyo wibowo, khalaya azizah Wibowo, Nur Cahyo Widyasari Widyasari Widyasari Widyasari, Widyasari Wiwik Dwi Susanti Wulandari, Sri Yanuar Aldin Yasmin Firda Safira Yudanti, Seni Tri