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Menanamkan Sikap Kemadirian Dan Tanggung Jawab Pada Anak Melalui Aplikasi Digital Interaktif Noor Hasyim; Nur Rokhman; Rahmawan Hatmantrika
Jurnal MAVIB Vol 4 No 2 (2023): MAVIB Journal - Agustus 2023
Publisher : Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/mavib.v4i2.2794

Abstract

Penelitian diarahkan pada pendidikan karakter kemandirian dan tanggung jawab pada anak usia dini melaui aplikasi digital interaktif. Pendidikan anak di usia dini sangat penting sekali karena pada masa tersebut anak memasuki masa yang dinamakan dengan golden age atau masa emas anak. Saat ini proses pedidikan PAUD masih belum banyak melibatkan teknologi. Sedangkan kondisi sekarang anak-anak memiliki kesempatan luas untuk mempelajari segala jenis pengetahuan. Hal ini memicu penyampaian pendidikan karakter anak usia dini perlu dilakukan melalui pendekatan modern menggunakan keterlibatan teknologi. Pembuatan aplikasi digital interaktif merupakan salah satu upaya dan alternatif media untuk menanamkan pendidikan karakter pada anak usia dini. Penelitian ini Metode perancangan digital yang digunakan dalam penelitian ini adalah MDLC (Multimedia Development Life Circle) karena merupakan metode pengembangan multimedia yang banyak digunakan saat ini dan sesuai untuk pemecahan masalah. Penelitian ini mengasilkan sebuah aplikasi digital interaktif yang dapat diinstal pada perangkat mobile berbasisi android.
Perancangan Buku Ilustrasi Untuk Mengenalkan Tokoh Cerita Ki Gede Sebayu Pendiri Kota Tegal Muhammad Naufal Prawira Azmi; Noor Hasyim
AKSA: Jurnal Desain Komunikasi Visual Vol. 6 No. 1 (2022): Aksa: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v6i1.82

Abstract

Almost every region in Indonesia has folklore, one of which is that of Ki Gede Sebayu, who is the founding figure of Tegal City. With the times, many young people are not familiar with these historical stories and the values of their struggle, therefore the design of the illustration book for the story of Ki Gede Sebayu, the founder of Tegal City, was made to preserve the historical story of Tegal City, Ki Gede Sebayu among the public, especially children. . Research for this design uses qualitative methods such as interviews, observation, literature studies, and surveys through questionnaires. The data analysis method used is 5W+1H. The resulting media are the main media of picture books and supporting media such as stickers, bookmarks, and pins.
PERANCANGAN IKLAN LAYANAN MASYARAKAT TENTANG KEGIATAN URBAN FARMING DI KOTA SEMARANG Danita Whindy Aryanti; Noor Hasyim
CITRAKARA Vol 5, No 1 (2023): APRIL 2023
Publisher : CITRAKARA

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

Abstract

Urban farming merupakan kegiatan pertanian di perkotaan yang memanfaatkan lahan kecil di sekitar masyarakat. Akan tetapi, masih banyak warga yang berada di kelurahan Kota Semarang yang belum mengetahui kegiatan urban farming. Dinas Pertanian Kota Semarang sudah melakukan sosialisasi mengenai urban farming ke berbagai kecamatan di Kota Semarang, tetapi baru diadakan di kelurahan tertentu saja, karena keterbatasan tenaga untuk kegiatan tersebut. Untuk itu, Dinas Pertanian Kota Semarang membutuhkan iklan layanan masyarakat tentang kegiatan urban farming yang menarik dan mudah di pahami oleh masyarakat. Penelitian ini menggunakan metode campuran kualitatif dan kuantitatif, metode analisis framing model Robert N.Entman dan Phase of design graphic process model Robin Landa. Penelitian ini menghasilkan konsep buku yang akan disebarkan kepada warga pada saat acara sosialisasi kegiatan urban farming dan media pendukung yaitu kaos,totebag, dan sticker.
Desain Aplikasi Virtual Reality sebagai Upaya untuk Mengenalkan Sejarah Artefak Di Masjid Agung Demak Auria Yogananti; Noor Hasyim
Jurnal Bahasa Rupa Vol. 6 No. 1 (2022): Jurnal Bahasa Rupa Oktober 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i1.1053

Abstract

The Great Mosque of Demak is one of evidence of Demak Kingdom in Indonesia that plays an important role in the spread of Islam in Java. The Great Mosque of Demak have a variety of objects and artifacts including four of main pillars from Walisongo, Pillars of Tatal, Dampar Kencana Majapahit, Bledheg doors, Candrasengkala at leading prayer place, pillar given by Majapahit on the porch of the mosque.  All of these artifacts have unique history and stories told by generations. However, due to pop culture, those history and stories have begun to be forgotten mostly by teenagers in Demak. Design virtual reality application was created to provide information of artifacts so that it can attract the attention of Demak teenagers. The qualitative method is used with observation, interviews, documentation, and literature study. As for designing the virtual reality application using the Multimedia Development Life Circle (MDLC) method. This research produces a virtual reality application that contains history and stories of artifacts. Digitizing history and stories about artifacts have became one of the efforts to preserve the history and stories so it can remain to sustain especially for the youth community in Demak.
Pelatihan Desain User Interface (UI) Berbasis Praktik untuk Meningkatkan Kompetensi Siswa DKV SMK Bhakti Nusantara Kabupaten Demak Muslih Muslih; Noor Hasyim; Henry Bastian; Abi Senoprabowo; Ali Muqoddas; Elkaf Rahmawan P.; Novia Wahyu W.
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 9, No 2 (2026): MEI 2026
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/ja.v9i2.3321

Abstract

User Interface and User Experience (UI/UX) design training is an important effort to enhance the competencies of vocational high school (SMK) students, particularly those in the Visual Communication Design (DKV) program, in order to align with the demands of the digital industry. This activity aims to develop students’ skills in designing web-based application interfaces through training using Figma and Adobe XD. The method applied is project-based learning, which includes the delivery of fundamental UI/UX concepts, wireframing, interface design, and the development of interactive prototypes. The participants of this activity were DKV students at SMK Bhakti Nusantara Mranggen.The results of the training indicate an improvement in students’ understanding of UI/UX concepts as well as their ability to produce more structured and user-oriented designs. Students were also able to utilize key features in Figma and Adobe XD to create interactive interface designs and prototypes. In addition, there was a shift in students’ workflow from static graphic design using Adobe Photoshop and CorelDRAW toward a system-based and user experience–oriented design approach. Therefore, this training contributes to improving students’ readiness to meet the demands of the digital creative industry.