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Digital Comic Design as an Educational Medium on the Dangers of Online Gambling Albar, Ahmad; Moussadecq, Ade
IMAGIONARY Vol 4 No 1 (2025): OCTOBER
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Paramadina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51353/98158036

Abstract

The widespread practice of online gambling among adolescents in Lampung has created serious economic, psychological, and moral impacts. Easy access via smartphones and social media makes youth vulnerable, while government efforts such as blocking and law enforcement remain insufficient. This study aims to design digital comics as an educational medium on the dangers of online gambling tailored to young audiences. A qualitative method was applied through observation, literature review, and interviews with the Central Bureau of Statistics (BPS) of Lampung. The design process included pre- production, production, and post-production, involving character development, scripting, coloring, and Instagram publication. Trial results showed that digital comics effectively enhanced audience understanding, indicated by strong engagement and positive responses. The findings confirm that digital comics serve as a communicative and adaptive educational medium, offering an appealing approach to raise awareness and prevent youth involvement in online gambling.
Design of 2D Animation as an Educational Medium to Increase Saving Interest of Elementary School Students Angghita, Melly; Moussadecq, Ade
IMAGIONARY Vol 4 No 1 (2025): OCTOBER
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Paramadina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51353/8t2tg731

Abstract

This study aims to design and develop animation-based educational media as a means to support more interactive and engaging learning. The background of this research is based on the low learning interest of students when using only conventional methods such as lectures and static media. The method employed is Research and Development (R&D) with a multimedia design model, which includes the stages of analysis, design, production, and testing. The development process involves scriptwriting, character design, animation production, and integration into the educational media format. Validation by content and media experts indicated that the designed educational animation is highly feasible for use, with a feasibility percentage above 80%. Limited trials with students showed that this media can enhance learning interest, student engagement, and understanding of the learning material. Therefore, animation can be considered an innovative alternative learning medium to support the improvement of education quality.is study aims to design and develop animation-based educational media as a means to support more interactive and engaging learning. The background of this research is based on the low learning interest of students when using only conventional methods such as lectures and static media. The method employed is Research and Development (R&D) with a multimedia design model, which includes the stages of analysis, design, production, and testing. The development process involves scriptwriting, character design, animation production, and integration into the educational media format. Validation by content and media experts indicated that the designed educational animation is highly feasible for use, with a feasibility percentage above 80%. Limited trials with students showed that this media can enhance learning interest, student engagement, and understanding of the learning material. Therefore, animation can be considered an innovative alternative learning medium to support the improvement of education quality.
Pelatihan Pembuatan Alat Permainan Edukasi (Ape) Busy Book Bagi Tenaga Pendidik Paud Aisyiyah Palapa Bandar Lampung Putra, Ambar Aditya; Murysari, Desiana; Moussadecq, Ade; Rizki, Fahlul; Khairunisa, Cantika
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 4 No. 4 (2023): Jurnal Pengabdian kepada Masyarakat Nusantara (JPkMN)
Publisher : Lembaga Dongan Dosen

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Abstract

Busy Book merupakan salah satu jenis mainan edukatif yang terdiri dari berbagai aktivitas dan permainan yang dirancang untuk merangsang perkembangan kognitif dan motorik anak-anak usia dini. Dalam kegiatan pelatihan busy book, pemateri mempunyai kesempatan untuk mengajarkan teknik-teknik pembuatan busy book kepada guru PAUD Aisyah. Pembuatan busy book melibatkan berbagai bahan seperti kain, kertas, kancing, resleting, dan aplikasi-aplikasi pendukung lainnya. Tim pengabdi memberikan panduan langkah- langkah kepada peserta pelatihan, mulai dari perencanaan desain hingga proses pemotongan dan penjahitan. Hasil dari kegiatan PKM ini adalah peningkatan pemahaman dan keterampilan guru dalam menciptakan mainan edukatif yang bermanfaat bagi perkembangan anak-anak. Selain itu, guru yang mengikuti pelatihan juga akan mendapatkan manfaat signifikan, seperti kreatifitas dalam membuat media pembelajaran dan kemampuan untuk menstimulus keterampilan motoric anak. Kegiatan pelatihan PKM busy book ini dapat mencakup analisis tingkat keberhasilan dan kepuasan peserta, serta dampak positif yang dihasilkan dalam perkembangan anak-anak. Kegiatan pelatihan pembuatan busy book merupakan salah satu contoh nyata bagaimana kreativitas dan inovasi dapat memberikan kontribusi yang berarti dalam meningkatkan kualitas pendidikan dan kesejahteraan masyarakat.  
PEMBERDAYAAN PANTI ASUHAN BERDIKARI AN- NAWAWI BANDAR LAMPUNG DENGAN KEWIRAUSAHAAN DIGITAL BERBASIS EKONOMI KREATIF Moussadecq, Ade; Eka Yusendra, Muhammad Ariza; Widi Nugroho, Handoyo; Ayu Sekarsari, Ni Nyoman Widya; Gani, Bustami Achmad
Jurnal Sinergitas PKM & CSR Vol. 9 No. 2 (2025): OCTOBER
Publisher : Universitas Pelita Harapan

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Abstract

This community service program aims to assist the An-Nawawi Orphanage in developing digital skills and fostering economic independence through technology-based creative entrepreneurship. The program was implemented through a series of training sessions covering graphic design, product photography, videography, as well as business development and digital marketing. Canva software was used as the primary tool for design, photography, and video editing, while the Business Model Canvas (BMC) approach was applied for simple business planning. The progress results show improved competencies among the children in basic design, digital content production, and branding, alongside the active involvement of the orphanage administrators in drafting the BMC as the foundation for their business plan. The conclusion indicates that this program has successfully provided an early impact by enhancing creativity, confidence, and readiness of both the children and the administrators in utilizing digital technology. However, the main limitation is the absence of full implementation of official social media and digital marketing, as the program is still in its early stage. The contribution of this study lies in strengthening digital capacity in social communities—particularly orphanages—which can serve as a model of community engagement in the fields of visual communication design, creative entrepreneurship, and the digital economy.