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ANALISIS VISUAL DESAIN VIDEO GAME SUPER MARIO BROS. TAHUN 1985 Mileneo Prayudyanto; Evelyne Henny Lukitasari; Ahmad Khoirul Anwar
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

This article discusses the results of research on the visual design elements and design principles used in the Super Mario Bros. video game. 1985. These two things are reflected in the problem formulation, namely looking for what visual design elements and design principles are used in the video game. Meanwhile, the aim of this research is to find the answers listed in the two problem formulations above. The research method used was descriptive qualitative with primary data, namely the video game itself and secondary by distributing questionnaires or surveys. The result of the research obtained was that Super Mario Bros., released in 1985 for the Nintendo Entertainment System (NES), utilized various visual design elements, including lines, shapes, textures, and colors, to create an iconic and memorable game world. In this research it was found that in the video game Super Mario Bros. 1985 there are several classifications of lines (horizontal and vertical) such as ground lines, block lines, pipe lines, platform lines, enemy lines, and scenery lines. As for shape, various shapes or planes are found in the characters and the number of pixels that make up the characters in the video game. Other design elements are the textures found in solid block textures, ground, backgrounds, and enemies. Meanwhile, Super Mario Bros. 1985 uses a limited color palette, and specific RGB percentages for background colors may not be available or well documented. For the design principles used in the video game Super Mario Bros. 1985 are emphasis, balance, rhythm and unity. Each character, both protagonist and antagonist, has unique characteristics in their design principles. Likewise, for other supporting elements, they have unique characteristics in their design principles. Finally, as a reinforcement of the findings of the design principles used in Super Mario Bros. 1985, a survey (15 questions) was conducted on 52 people and those who answered the survey were 37 people who were respondents with experience of playing this video game. Keywords: visual elements, design principles, Super Mario Bros. 1985
DESAIN WEBSITE E-COMMERCE BATIK KENANGA SUKOHARJO Safitri Nurjannah; Evelyne Henny Lukitasari; Ahmad Khoirul Anwar
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Indonesia is known as a country that has many cultural variations. As time and technology progress, the spread of batik leads to commercial development, but the more people who buy and sell, the less benefits are created by each business actor, therefore creativity is needed to support economic progress in every sale and one of them is using online-based promotional media such as E-Commerce with a website as a distribution bridge. The solutions offered are marketed through supporting websites. Batik Kenanga is a type of production service in solid form, Batik Kenanga prioritizes quality, but the problem that occurs is that the growth of batik is starting to grow rapidly around it, and requires online introduction, so that it can be accessed by the wider community. . The aim of this final assignment is to expedite the sales process and become a promotional medium. Kenanga Batik sales use qualitative design methods which are then further developed into new, more attractive promotions and are supported by several wider publication media, so that the products offered are widely known. Keywords: Design, Website , E-Commerce, Kenanga Batik
Inclusive Game-Based Learning with Design Thinking for Vocational Slow Learner Students Lukitasari, Evelyne Henny; Musslifah, Anniez Rachmawati
Humaniora: Journal of Indonesia Culture and Society Vol. 17 No. 1 (2026): Humaniora: Journal of Indonesian Culture and Society (In Press)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/humaniora.v17i1.14083

Abstract

Slow-learning students in the Visual Communication Design (DKV) Expertise Program face challenges in attention, working memory, and visual information processing that are often suboptimal for conventional learning environments. Information technology-based Game-Based Learning (GBL) offers an interactive learning experience that reduces cognitive load through visualization, structured navigation, and immediate feedback. This research aims to evaluate the effectiveness of Articulate Storyline-based GBL in improving ease of learning and design performance among slow-learning students at SMK Negeri 9 Surakarta. The GBL model is developed using a design thinking approach and tested on two slow-learning students. Effectiveness is measured using the Single Ease Question (SEQ), logo design quality analysis, and task completion time. Statistical analysis employs a paired t-test and effect size calculation (Cohen’s d) to assess pedagogical impact. The SEQ results show a significant increase in perceived ease of use following GBL implementation. Student 1’s score increases from 2.4 to 6.1, while Student 2’s score increases from 2.3 to 6.2. These improvements indicate that GBL effectively supports slow-learning students in understanding learning tasks in a more structured and accessible manner. GBL features such as step-by-step interactions, mini-games, and immediate feedback help reduce cognitive barriers, improve focus, and strengthen students’ confidence in completing visual design assignments. Overall, Articulate Storyline-based GBL demonstrates effectiveness as an inclusive pedagogical approach in DKV learning and shows strong potential for wider implementation in visual-based vocational education.