Articles
DESIGN AND MULTIMEDIA LEARNING PRINCIPLES ON MOOC INDONESIAX
Andreas Rio Adriyanto;
Imam Santosa;
Achmad Syarief;
Irfansyah Irfansyah
Jurnal Cakrawala Pendidikan Vol 40, No 1 (2021): Cakrawala Pendidikan (February 2021)
Publisher : LPMPP Universitas Negeri Yogyakarta
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DOI: 10.21831/cp.v40i1.34699
The “Kampus Merdeka” or “Freedom Campus” policy from the Indonesian Ministry of Education gives students the freedom to participate in learning activities outside their study program. Learning resources can be obtained from online-based learning. One online learning resource is MOOC (Massive Online Open Course), which has gained massive participation. Good quality learning materials can help students construct their knowledge. Indonesian MOOC providers have developed their learning materials, but they are still not optimal in quality. This study aims to analyze the implementation of design and multimedia principles on Indonesian MOOC’s learning materials. The research used a quantitative strategy with the data collection method of visual observation of the IndonesiaX materials compared to those of edX, Udemy, and Coursera materials. Data analysis was based on the visual analysis of 9 design principles and 12 multimedia learning principles. In this research, the findings reveal that the design consistency and icon representation principles are yet to have an optimal grade. The same conditions are also found in implementing the multimedia principles of coherence, redundancy, and modality. The findings in this study are expected to be a consideration for MOOC providers in designing better online learning materials.
STRATEGI KOMUNIKASI VISUAL KEGIATAN WINDOW FARMING SEBAGAI ALTERNATIF BERKEBUN LAHAN SEMPIT PADA HUNIAN VERTIKAL
Atria Nuraini Fadilla;
Achmad Syarief;
Ifa Safira Mustikadara
Jurnal Sosioteknologi Vol. 13 No. 3 (2014)
Publisher : Fakultas Seni Rupa dan Desain ITB
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DOI: 10.5614/sostek.itbj.2014.13.3.6
Salah satu kondisi negatif yang terjadi di ruang apartemen/hunian vertikal adalah pencemaran udara di dalam ruangan. Hal tersebut perlu mendapat perhatian karena masih banyak masyarakat yang tinggal di apartemen/hunian vertikal tidak mengetahui dampaknya dalam jangka panjang. Salah satu cara untuk mengatasi dampak tersebut adalah dengan window farming atau berkebun di jendela. Seni bertanam di dalam pot dengan penggunaan sistem hidroponik ini cocok dengan kepraktisan masyarakat kota. Berdasarkan alasan tersebut penelitian ini dilakukan dengan menyusun strategi komunikasi visual melalui gerakan kampanye. Melalui studi perancangan, didapati bahwa kampanye yang mengedepankan pendekatan komunikasi AISAS dengan visualisasi kartun dan strategi persuasi humor cukup efektif untuk digunakan. Pendekatan tersebut perlu dilakukan untuk mempermudah proses transfer informasi agar menggugah kesadaran penghuni apartemen untuk hidup lebih sehat dengan bercocok tanam di jendela. Kata kunci: window farming, strategi komunikasi visual, hunian vertikal, AISAS One of the negative effects vertical housing with its limited space poses is the occurrence of indoor air pollution. It has raised concerns as many vertical housing residents are not fully aware of its long term impacts. One possible solution is to do windows farming, an art of indoor gardening using a hydroponic system that suits practical urban lifestyle. Based on that issue, this research was conducted regarding a campaign strategy of visual communication on windows farming. Through a design study, it was found that a campaign that encouraged an approach of AISAS communication with an animated visualization and humorous persuasive strategy was effective to use. Such an approach is essential to enable an easy process of information transfer in order to raise the dwellers' awareness about better healthy life through windows farming. Keywords: window farming, visual communication strategy, vertical housing, AISAS
IDENTIFIKASI PENGALAMAN BERMAIN GAME MOBILE (STUDI KASUS GAME CLASH OF CLANS)
Novita Elisa Fahmi;
Achmad Syarief;
Banung Grahita
Jurnal Sosioteknologi Vol. 17 No. 2 (2018)
Publisher : Fakultas Seni Rupa dan Desain ITB
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DOI: 10.5614/sostek.itbj.2018.17.2.7
Sebagian besar game mobile yang dinikmati orang Indonesia merupakan hasil karya pengembang dari luar negeri. Game lokal belum mampu menarik pemain Indonesia secara maksimal. Dibutuhkan adanya inovasi dalam membangun pengalaman bermain agar game lokal dapat menarik minat pemain-pemaindi Indonesia. Game Clash of Clans merupakan game yang mampu menarik banyak pemain di Indonesia. Hal tersebut menunjukkan pengalaman bermain yang dirancang sesuai dengan target sasaran pemain di Indonesia. Tujuan dari penelitian ini adalah untuk mengidentifikasi pengalaman bermain game mobileClash of Clans serta menganalisis elemen-elemen game yang membentuknya. Metode yang digunakan adalah metode kuantitatif dengan menggunakan kuesioner GEQ (Game Experience Questionnaire). Dalam penelitian ini terlibat 173 pemain sebagai responden penelitian. Hasil dari penelitian ini berupa identifikasipengalaman bermain game Clash of Clans. Pengalaman bermain yang paling dominan adalah afek positif dan yang paling rendah adalah ketegangan. Penelitian ini juga menghasilkan pemetaan elemen-elemen game yang membentuk pengalaman bermain game Clash of Clans. Hasil penelitian ini dapat digunakansebagai pedoman perancangan pengalaman bermain game lokal agar dapat lebih banyak menarik minatpemain di Indonesia.
Studi persepsi visual perempuan pengendara terhadap desain sepeda motor skuter matik di Indonesia
Linda Lukita;
Achmad Syarief;
Slamet Riyadi;
Andar Bagus Sriwarno
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 4, No 1 (2021)
Publisher : Institut Seni Indonesia Yogyakarta
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DOI: 10.24821/productum.v4i1.4064
This study is an evaluation of perception and identification of attractive scooter design by female motorcycle riders. Survey with questionaire using Likert scale was conducted on 150 female scooter riders who provided assesment of six scooter design representing design of scooter in Indonesia. Descriptive analysis results show that scooter designs in Indonesia have perception: quality, comfortable to use, can be used by all family members, fun to use, relax and easy, and give confidence, which included in physio, socio, and psycho-pleasure also only reached the visceral and behavioral stage.Female riders’ perception is inline with the female gender characteristics, communal and have high empathy or emotional skill. Attractive scooter design for female riders has ideo-pleasure related perception and is determined from the details of the product design. From the factor analysis, it is described the pleasurability factors has different perception for each design. Conclusion of this study is beside size, type, and design characters, total shape as well as the details of the shape from the scooter design are the things that will affect the perception of the female rider and may provide a different perception of pleasurability evaluation from the female riders.
Transformasi Pola Visual pada Kemasan Rokok Kretek Produksi PT. Nojorono Tobacco International Kudus
Kristia Lani Diana;
Naomi Haswanto;
Achmad Syarief
Wimba : Jurnal Komunikasi Visual Vol. 7 No. 1 (2015)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung
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DOI: 10.5614/jkvw.2015.7.1.4
"Kretek" has been a heritage of Indonesian culture that id inherited for over a hundred years. It serves not only as a cultural aspects, but also as an Indonesia economical boosters; it serves 83% of the Indonesia's' gross income. In the other hand, "Kretek" is also seen as a health threat, many of government regulations are created to limit its market spread by limiting its promotion. From here, the packaging of the products become the connecting link between the producers and the consumers. Content analysis method is chosen to study the aspects that affect transformation of visual patterns in packaging of kretek. In this paper, the alteration of the visual aspects (such such color choice, illustration, logo, and layout composition) from one periods over another is shown and explained. The object on this research is the kretek packagings that is produced by PT. Nojorono Tobacco International from when it was established in the year of 1932 untill 2013. The packagings are classified into 6 periods of developments.
Andreas Rio Adriyanto MEMAHAMI PERILAKU GENERASI Z SEBAGAI DASAR PENGEMBANGAN MATERI PEMBELAJARAN DARING
Andreas Rio Adriyanto;
Imam Santosa;
Achmad Syarief
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT Vol 2 (2019): Seni, Teknologi, dan Masyarakat #4
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA
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DOI: 10.33153/semhas.v2i0.116
Virtualization in learning provides a barrier between students and lectures. The existence of a digital partitioncreating a boundary that gives freedom of students to collect data and information. Previous studies haveshown the low engagement on students in completing online learning courses. Although there are still weaknesses,the implementation of online learning is a necessity. Students who will use this online learning aregeneration Z. They were born in the period of 1997-2012 when computer technology and the internet haddeveloped. They are more familiar with the concept of digital information technology before getting to know theconcept of school. This generation is also referred to as digital natives. This research uses literature studiesand surveys on digital generation in relation to their digital activities. The results of this study are expected tobe one source of understanding the behavior of Generation Z as the basis of developing online learningmaterials.
Candhik Ayu: canon of life philosophy for Mangkunegaran Princesses
Dhian Lestari Hastuti;
Imam Santosa;
Achmad Syarief;
Pribadi Widodo
Dewa Ruci: Jurnal Pengkajian dan Penciptaan Seni Vol 17, No 2 (2022)
Publisher : Pascasarjana Institut Seni Indonesia Surakarta
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DOI: 10.33153/dewaruci.v17i2.4579
Place identity is related to the identity of its residents. This study reveals the concept of Pracimoyoso Hall at Dalem Keputren Pracimosono to find the colour concept that represents the canon of life philosophy for the Mangkunegaran princesses. This research applies the qualitative method, descriptive analysis, and a semiology approach by considering architecture as a sign system. The data were collected from document analysis, in-depth interviews, and field observations. Babad Tutur, Serat Jatimurti, and Serat Wedhatama were analyzed to find out the formation of women's characters as well as their roles and positions within Mangkunegaran Palace. The semiology approach is used to decode the meanings of the three books. Then the meanings are used to analyze the characters of the princesses through the semiological analysis of the physical forms of Pracimoyoso Hall to obtain the concepts. The results show that semiology can reveal the pink to the purple spectrum of candhik ayu as the canon of life philosophy for the Mangkunegaran princesses. This research contributes to providing new insights into the concept of colours as the canon of life philosophy by understanding the relationship between a place's identity and its residents' self-identity through the identification of the serat books and their implementation in architecture as a sign system
Pengenalan Media Pembelajaran Kreatif bagi Siswa Sekolah Dasar untuk Menunjang Pariwisata Lombok Utara
Kukuh Rizki Satriaji;
Imam Santosa;
Achmad Syarief;
Andriyanto Wibisono
TRI DHARMA MANDIRI: Diseminasi dan Hilirisasi Riset kepada Masyarakat (Jurnal Pengabdian kepada Masyarakat) Vol 2, No 2 (2022)
Publisher : JTRIDHARMA
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DOI: 10.21776/ub.jtridharma.2022.002.02.79
Pendidikan dasar merupakan salah satu hal penting yang berperan besar dalam proses perkembangan karakter dan perilaku seseorang. Sekolah merupakan sebuah lingkungan belajar yang dapat memfasilitasi kegiatan pembelajaran berbasis kreatif diharapkan memiliki fleksibilitas yang mampu mengakomodir perkembangan skenario pembelajaran di dalam kelas. Perbaikan di bidang pendidikan sesuai dengan tujuan Sustainable Development Goals yang telah dicanangkan oleh Persatuan Bangsa-Bangsa pada poin keempat, yaitu pendidikan yang berkualitas. Beragamnya kondisi fisik bangunan dan lingkungan alam sekitar sekolah di Indonesia dapat dijadikan potensi yang bermanfaat untuk menunjang pariwisata setempat. Salah satunya adalah Pulau Lombok yang sudah dikenal sebagai kawasan ekowisata dengan kondisi alamnya yang sangat kaya mulai dari gunung, hutan, hingga pantai. Salah satu Sekolah Dasar di Lombok yang berlokasi di dekat kawasan wisata adalah SD Filial Semokan Ruak, Bayan Utara, Lombok yang berdekatan dengan Kawasan Gunung Rinjani. Hal ini yang menjadi latar belakang pentingnya konteks pariwisata dikenalkan kepada siswa sejak dini melalui aktivitas-aktivitas kreatif yang mengacu pada dimensi Standar Kompetensi Lulusan Sekolah Dasar. Tujuan dari kegiatan ini adalah mencari bentuk pembelajaran yang dapat mengenalkan materi dalam konteks pariwisata sehingga dapat digunakan oleh para guru dan siswa. Kegiatan dilaksanakan dengan metode pendekatan partisipatif melalui lokakarya dan diskusi bersama dengan para siswa SD dan guru di mana para siswa diajak untuk melakukan kegiatan seperti menggambar, bercerita sambil mengikuti gerakan, serta mengenal potensi alam di sekitar sekolah mereka yang dapat menunjang pengetahuan yang berkaitan dengan pariwisata di Lombok Utara. Hasil utama dari kegiatan ini berupa media aktivitas pembelajaran kreatif.
Procedures Experiments using Photogrammetric Method
Inne Chaysalina;
Achmad Syarief;
Meirina Triharini
Eduvest - Journal of Universal Studies Vol. 1 No. 8 (2021): Journal Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia
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DOI: 10.59188/eduvest.v1i8.140
Tangible objects are actual objects that can be touched and have a physical form. Therefore, the existence of tangible objects cannot be separated from the potential of damage and even disappearance. At the same time, tangible objects can be an essential source of research and can be a historical source that needs to be preserved. With the development of technology, objects can be recorded in digital forms, 2D Documentation, such as photos and videos, and increasingly sophisticated technology makes object recording developed in 3D Documentation. An easy method with good data quality results is photogrammetric. The implementation of the photogrammetric method has many advantages, some of which are straightforward procedures, portable equipment, and relatively low prices. This study uses a qualitative method based on photogrammetric experiments with various lighting settings and different needs. The results of this research are trying to breakdown of photogrammetric procedures that can applied according to field conditions.
Perancangan Aplikasi Mobile tentang Etika Digital pada Pola Asuh Anak Usia Remaja Awal
Adnyana Hrumsari;
Achmad Syarief
Jurnal Sosioteknologi Vol. 22 No. 2 (2023): JULY 2023
Publisher : Fakultas Seni Rupa dan Desain ITB
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DOI: 10.5614/sostek.itbj.2023.22.2.7
COVID-19 has led to a shift from offline to online teaching and learning in schools, increasing screen time for early adolescents. This increases exposure to non-educational content, enabling cyberbullying, pranks, pornography, and hoaxes. Parents play a crucial role in digital parenting by understanding and regulating digital activities, often using parental control apps for safety reasons. For security reasons, many parents begin to use parental control apps to monitor the use of gadgets. This study aims to identify parenting approaches to introduce digital ethics and then design apps that can accommodate parenting styles in early-adolescent teenagers. The research used quantitative and qualitative methods. The design method used was the Four Basic Activities of Interaction Design. The Parentika app features were designed based on the TOSS (Teen Online Safety Strategies) framework, considering the balance between parental control and self-moderation. Based on the results of the Parentika app’s evaluation by users, it is proven to be excellent based on effectiveness, efficiency, and user satisfaction. Through Parentika apps, parents can participate in educating themselves about digital ethics. In addition to being digital mentors, it is hoped that parents can also become role models for early adolescence.