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Perancangan Purwarupa Komik Interaktif Safety Riding Berkonsep Digital Storytelling Saputro, Godham Eko; Haryadi, Toto; Yanuarsari, Dzuha Hening
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 2 No. 02 (2016): August 2016
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v2i02.1207

Abstract

AbstrakDi Indonesia khususnya kota besar, kecelakaan yang disebabkan kendaraan bermotor menjadi persoalan yang serius. Salah satunya disebabkan kurangnya pemahaman tentang safety riding. Berbagai upaya kampanye safety riding pun telah dilaksanakan oleh polisi lalu lintas melalui talkshow, siaran radio, serta media leaflet bagi masyarakat yang dilakukan berulang-ulang. Hal itu mendorong peneliti dalam upaya menemukan strategi baru, salah satunya memanfaatkan perkembangan teknologi yang sangat pesat guna mengembangkan media pendukung kampanye safety riding yang tidak hanya dapat menyampaikan pesan, tetapi juga disukai dan bersifat menghibur. Data diperoleh melalui wawancara, observasi, serta studi literatur sebagai sumber konten purwarupa komik interaktif. Melalui pendekatan digital storytelling dan model komunikasi SMCR serta mengacu pada Penelitian Pengembangan, konsep purwarupa komik interaktif bisa dijabarkan lebih detail serta dapat diimplementasikan dalam perangkat mobile khususnya tablet PC. Diharapkan purwarupa ini dapat dikembangkan lebih lanjut sehingga benar-benar dapat dipublish secara umum sebagai media pendukung kampanye safety riding. Kata Kunci: komik, interaktif, safety riding, digital storytelling AbstractIn Indonesia especially in big cities, the accident which caused by rider is still become serious issue. One factor which cause accident is the lack of knowledge about safety riding. A lot of efforts which have been carried by traffic policeman are talkshow, radio broadcast, and leaflet media for public society. On the other hand, it courage the researchers in effort to find new startegy, one of them is using the advance of technology to develop another media campaign which not only can deliver the messages, but also can entertain user. This research is an effort to find unconventional media for safety riding campaign. Data was obtained through interview, observation, and study of literature as sources of content for interactive comic. Through digital storytelling approach and communication model of SMCR and refers to Research and Development, the concept prototype of interactive comic can be described more detail and also can be implemented in mobile device especially tablet PCs. The prototype is expected can be develop further so it really can be published as supported media for safety riding campaign.  Keywords: comic, interactive, safety riding, digital storytelling
DESAIN USER INTERFACE GAME FAIRPLAY POKER MENGGUNAKAN METODE UCD (USER CENTERED DESIGN) Bastian, Henry; Saputro, Godham Eko
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 7 No. 01 (2021): February 2021
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v7i01.4247

Abstract

AbstrakDi Indonesia, salah satu permainan yang menjadi kegemaran adalah bermain game Poker. Poker merupakan permainan kartu aturan yang dapat dimainkan secara langsung maupun lewat internet. Game Poker online adalah salah satu sarana efektif untuk menghabiskan waktu sekaligus hiburan kesenangan bermain poker dengan banyak orang. Salah satu game Poker yang terkenal adalah Zynga Poker. Pencarian data yang ditemukan bahwasannya permainan tersebut mempunyai kekurangan pada bagian user interface yang berat saat digunakan sehingga penulis mencoba untuk membuat user interface game online sejenis menggunakan metode UCD (User-Centered Design) dengan nama game FairPlay Poker. Desain yang dihasilkan adalah desain ilustrasi 2D yang digunakan dengan lebih ringan. Kata kunci: Game, metode UCD, User interface, Poker, AbstractIn Indonesia, one of the favorite online games is poker. Poker is a card game with some rules that can be played directly or via the internet. Online Poker game is one of the effective media to spend time and amuse pleasure by playing poker with peoples. The Infamous Poker game is known as Zynga Poker. From the data search that had been done, the game still has a few weaknesses in the heavy User Interface that the authors try to develop a similar user interface poker game. Which name the Fairplay Poker using UCD (User-Centered Design) methodology. A design resulted in an illustration designed in 2D that can improve loading with lighter. Keywords: Game, UCD Method, User interface, Fairplay
Perancangan Buku Cerita Bergambar Pengenalan Esensi Perjuangan R.A Kartini kepada Generasi Muda Saputro, Godham Eko; Rachmawati, Rina; Nurhayati, Ifa; Haryadi, Toto
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 9 No. 04 (2023): December 2023
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v9i4.9204

Abstract

AbstrakR.A Kartini adalah pejuang emansipasi wanita yang konsisten memperjuangkan hak kaum wanita supaya setara dengan kaum pria. Beliau membuka sekolah wanita pertama serta berjejaring korespondensi dengan koleganya di Belanda sampai akhir hayat. Namun kini pemahaman generasi muda tentang perjuangan RA Kartini menurun. Perjuangan RA Kartini hanya dikenang dengan melakukan selebrasi dan sebatas memakai kebaya dan perlombaan. Selain itu belum adanya buku cerita bergambar versi cetak dan versi digital yang bisa diakses secara luas dan mudah tentang perjuangan RA Kartini. Menilik permasalahan tersebut, tujuan penelitian ini adalah mengenalkan esensi perjuangan R.A Kartini kepada generasi muda dalam bentuk buku cerita bergambar versi cetak dan digital. Metode penelitian deskriptif kualitatif dipilih melalui pendekatan analisis framing. Target audience penelitian ini adalah generasi muda socio-economic status B dengan segmentasi psikografis gaya hidup teknologi-savvy. Penelitian terdahulu menjadi landasan pengembangan penelitian ini, yang mana perbedaannya terletak pada konten yang disajikan. Penelitian terdahulu fokus pada peninggalan RA Kartini, sedangkan penelitian saat ini fokus pada esensi cerita perjuangannya. Kata Kunci: buku cerita bergambar, esensi perjuangan, R.A Kartini AbstractR.A Kartini was a fighter for women's emancipation / who consistently fought for women's rights to be equal to men. He opened the first women's school and maintained correspondence with colleagues in the Netherlands until the end of his life. However, now the younger generation's understanding of RA Kartini's struggle is declining. RA Kartini's struggle is only remembered by celebrating and limited to wearing a kebaya and competing. Apart from that, there are no printed or digital versions of illustrated story books that can be widely and easily accessed about RA Kartini's struggle. Considering these problems, the aim of this research is to introduce the essence of R.A Kartini's struggle to the younger generation in the form of printed and digital versions of illustrated story books. The qualitative descriptive research method was chosen through a framing analysis approach. The target audience for this research is the young generation of socio-economic status B with a psychographic segmentation of a technology-savvy lifestyle. Previous research became the basis for developing this research, the difference lies in the content presented. Previous research focused on the legacy of RA Kartini, while the research carried out focused on the essence of the story of her struggle. Keywords: essence of struggle, picture storybook, R.A Kartini
REALITAS PENGUNJUNG DAN RESPON MUSEUM SOEGARDA PURBALINGGA: PEMBANGUNAN DESAIN EDUTAINMENT MEDIA AUGMENTED REALITY SEBAGAI INOVASI KONSERVASI BUDAYA : VISITORS' REALITY AND RESPONSE OF SOEGARDA MUSEUM PURBALINGGA: DEVELOPMENT OF AUGMENTED REALITY MEDIA EDUTAINMENT DESIGN AS A CULTURAL CONSERVATION INNOVATION Saputro, Godham Eko; Khunaefi, Muhammad Wildan; Na’am, Muh Fakhrihun; Nurrohmah, Siti; Nurhayati, Ifa
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 11 No. 1 (2025): Maret 2025
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v11i1.11184

Abstract

Era globalisasi telah memberikan normalisasi digital dan perubahan selera belajar pada berbagai aspek, termasuk museum. Museum Soegarda Purbalingga mengalami tantangan dalam adaptasi digital dan selera belajar pengunjung. Tujuan studi ini adalah meningkatkan minat belajar pengunjung dan adaptasi digital museum melalui Augmented Reality (AR). Studi ini menggunakan pendekatan research and development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation) dan triangulasi data untuk validitas. Hasil studi menunjukkan bahwa penggunaan AR di Museum memiliki dampak signifikan dan positif terhadap minat pengunjung untuk belajar lebih banyak tentang artefak dan budaya lokal. Nilai korelasi (r) sebesar 0.86 menunjukkan hubungan yang sangat kuat antara efektivitas AR dan motivasi pengunjung. Analisis statistik menunjukkan nilai t sebesar 4.89 dengan derajat kebebasan 9, menunjukkan signifikansi statistik tinggi (p < 0.05). Secara keseluruhan, hasil studi ini mendukung bahwa AR dapat menciptakan pengalaman belajar yang efektif dan menyenangkan, memberikan dasar kuat untuk penggunaan teknologi AR dalam strategi konservasi dan edukasi museum.
Development E- module Based on Flipbook for Increase Ability Students in Learning Layout Cikatri Makeup Maghfiroh, Anik; Ihsani, Ade Novi Nurul; Purnawirawan, Okta; Saputro, Godham Eko; Tumangger, Mia Hafizah; Afifah, Indah Indi
Jurnal Penelitian Pendidikan Vol. 42 No. 2 (2025): October 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v41i2.27738

Abstract

Education in the digital era demands increased digital integration in the world of education. This requires innovative learning media that can increase student engagement and achievement. However, this condition also presents challenges and demands for educators to have the ability to integrate information technology interactively during the learning process, so that learning objectives can be achieved optimally. Therefore, learning media are needed that support the learning process both classically and independently. This study aims to develop a flipbook-based e-module as an interactive learning tool for the Makeup course in the Beauty Education Study Program, Semarang State University. This study uses the Research and Development R&D (Research and Development) approach with the ADDIE model, which consists of five stages: analyze, design, development, implementation, and evaluation. Data collection was carried out through interviews, observation sheets, and tests. The validation results using the observation sheet showed an average score of 87.33%, while validation by material experts obtained an average score of 90.66%. Both results indicate that the developed e-module is valid and very feasible to use. The trial using the one group pretest-posttest model resulted in an average pretest score of 58.4% and an average posttest score of 86%. Meanwhile, the results of the student questionnaire showed that the use of the flipbook-based e-module obtained an average score of 77%, which is included in the very feasible category. Based on the results of the validation, trial, and student responses, it can be concluded that the developed flipbook-based e-module meets the criteria of being very valid and feasible to use as a supporting medium in a directed and effective learning process.
Peningkatan Daya Saing UMKM Anyaman Bambu Melalui Pelatihan Decoupage Di Desa Tawang, Kabupaten Semarang Sholikhah, Roudlotus; Widowati; Atika; Eko Saputro, Godham
Jurnal Pengabdian Kepada Masyarakat Multi Disiplin Vol. 2 No. 3 (2025): JUPENGEN - Agustus
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/jupengen.v2i3.564

Abstract

Anang Sya’rani Street in Martapura Timur Subdistrict, Banjar Regency, serves as a vital access route for community activities in the areas of economy, social interaction, and religious tourism, particularly for pilgrims visiting local religious sites. However, this road frequently experiences flooding during the rainy season due to its low elevation, which disrupts mobility and accelerates road surface damage. To address these issues, a community service initiative was carried out involving the elevation and improvement of the road using a technical approach. This included the installation of a Lower Base Course (LPB), Upper Base Course (LPA), asphalt paving using Hot Rolled Sheet–Wearing Course (HRS-WC), and concrete casting of road shoulders to ensure structural stability. The activity was conducted over a two-month period, with strict supervision on material quality, final elevation levels, and occupational safety compliance. Evaluation results indicate a significant improvement in the road’s resistance to water inundation, along with positive feedback from local residents. This road elevation effort has proven to be an effective solution in enhancing public mobility and improving the sustainability of local infrastructure.
EDUKASI DIGITAL MUSEUM R.A.KARTINI REMBANG “Rekonstruksi Keadilan Gender Melalui Animasi Genealogi R.A.Kartini” Saputro, Godham Eko; Muhammad Wildan Khunaefi; Muhammad Fakhrihun Na’am; Siti Nurrohmah
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 9 No 2 (2024): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v9i2.7639

Abstract

Studi tentang museum sering kali kurang populer, padahal merekamenawarkan manfaat edukasi yang signifikan. Dengan fokus pada animasi genealogiperjuangan gender R.A. Kartini di Museum R.A. Kartini Rembang, studi inimengeksplorasi penggunaan media digital untuk menyampaikan pesan keadilangender. Tujuan penelitian ini adalah (1) mengevaluasi efektivitas desain interaktifdan animasi dalam edukasi sejarah; (2) mengidentifikasi tantangan dan peluangteknologi digital; dan (3) memberikan rekomendasi untuk pengembangan desainkomunikasi visual. Metode kualitatif dengan analisis teori desain komunikasi visualdari Paul Rand dan Zona Perkembangan Proksimal (ZPD) Lev Vygotsky menjadi dasarstudi ini. Temuan menunjukkan bahwa animasi tersebut efektif dalam menarikperhatian dan memotivasi penonton untuk terlibat lebih dalam, termasuk dalamdiskusi, pencarian informasi tambahan, dan partisipasi dalam aktivitas sosial. Dari 30pengunjung, 60% melaporkan peningkatan pemahaman tentang perjuangan Kartinisetelah menonton animasi. Namun, tantangan terkait aksesibilitas dan relevansihistoris tetap ada, dengan 71% pengelola museum mencatat masalah dalam hal ini.Kesimpulannya, desain komunikasi visual yang baik dapat meningkatkanpembelajaran digital, sementara inovasi berkelanjutan diperlukan untukmemaksimalkan potensi pendidikan digital. Studi ini menawarkan wawasan pentinguntuk pengembangan konten edukasi digital yang lebih efektif dan inklusif.
Kelayakan Limbah Sisik Ikan Nila Menjadi Produk Kreatif Aksesoris Nail Art Mafaza, Salsa Alya; Nurhayati, Ifa; Saputro, Godham Eko
Panthera : Jurnal Ilmiah Pendidikan Sains dan Terapan Vol. 6 No. 1 (2026): January
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/panthera.v6i1.842

Abstract

This study aims to determine the feasibility of tilapia scale waste as a basic material for making nail art accessories that have economic and environmentally friendly value. The research was carried out at Nail's By Valeta, Pakintelan, Gunung Pati District, Semarang City using a quantitative descriptive approach through the experimental one-shot case study method. The test was carried out through two stages, namely the product validity test by three expert judgments and the preference test by 30 trained respondents. The results of the validity test showed that nail art accessories products obtained an average score of 94.3% with the category "very valid". This is because almost all aspects of the assessment starting from shape, neatness, strength, color, and finish have met the standards set by the validator. Meanwhile, the results of the liking test obtained an average score of 96% with the category "Very Like", this is because almost all aspects of the assessment ranging from shape, strength, aesthetics, neatness, convenience, and final results have met the standards set by the respondents. These results prove that tilapia scales are suitable for use as an alternative material for making aesthetically attractive nail art accessories, easy to apply, and in accordance with beauty industry trends based on eco-friendly and sustainability. Thus, the use of tilapia scale waste has the potential to become an innovation in beauty products with high selling value while supporting the reduction of environmental waste.
The Feasibility of Video Tutorial Learning Media for Batik in Arts and Culture Subjects in Vocational High Schools (SMK) Khoirun Nisa, Yulia; Saputro, Godham Eko
Jurnal Penelitian Pendidikan Vol. 43 No. 1 (2026): April 2026
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v43i1.42387

Abstract

Learning batik in the Arts and Culture subject in Vocational High Schools (SMK) still faces the problem of low student understanding, which is caused by limited media and methods of delivering material orally so that the learning practice process is less effective. This study aims to test the feasibility of learning media in the form of a batik tutorial video for arts and culture subjects. This study uses a research and development method with a 4-D model that includes the stages of defining, designing, developing, and disseminating. The subjects of this study consisted of three media experts and three material experts who served as validators. The data collection technique for this study used a feasibility assessment sheet, while data analysis was carried out using a quantitative descriptive approach through calculating the average score. The validation results by media experts showed an average score of 3.62 which is included in the "feasible" category, while the validation results by material experts showed an average chord of 3.50 which also indicates the "feasible" category. Thus, the learning media for batik tutorial videos created is declared suitable for use in the arts and culture learning process in vocational schools.
Keluarga, Babad Wayang Banyumasan dan Layar Digital: Strategi Augmented Reality untuk Revitalisasi Budaya Banyumas Saputro, Godham Eko; Wildan Khunaefi, Muhammad; Naam, Muh Fakhrihun; Krisnawati, Maria; Maghfiroh, Anik
Jurnal Desain Komunikasi Visual Nirmana Vol. 26 No. 1 (2026): JANUARY 2026
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/nirmana.26.1.22-36

Abstract

Revitalisasi budaya lokal dalam lanskap digital menuntut strategi visual yang kontekstual dan lintas generasi. Artikel ini mengkaji produksi augmented reality Babad Wayang Banyumasan sebagai medium edukatif dan interaktif untuk keluarga digital native. Fokus utama terletak pada tiga peran keluarga: sebagai agen transmisi budaya, sebagai target audiens lintas generasi, dan sebagai sumber nilai dalam narasi pewayangan. Kisah babad wayang Banyumasan yang sarat nilai kesetiaan, tanggung jawab, serta konflik anak dan orang tua menjadi landasan naratif yang relevan dengan dinamika keluarga modern. Penelitian menggunakan pendekatan desain tiga tahap: inspirasi (eksplorasi nilai lokal dan audiens), konsepsi (perumusan konsep narasi visual), dan implementasi (produksi augmented reality berbasis karakter lokal dan prinsip sinematik adaptif). Alih-alih memakai pola dramatik Barat, narasi dikembangkan berbasis nilai dan ritme budaya Banyumas. Hasilnya menunjukkan bahwa augmented reality ini berfungsi ganda: sebagai alat revitalisasi budaya dan jembatan komunikasi antar generasi dalam keluarga. Dengan menyematkan nilai-nilai lokal ke dalam medium visual kontemporer, Babad Wayang Banyumasan menawarkan model desain komunikasi yang relevan, etis, dan edukatif bagi keluarga Indonesia masa kini.