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KONTEN INFOGRAFIS UNTUK MEDIA SOSIAL SEBAGAI EDUKASI CARA PERHITUNGAN ZAKAT MAAL Melinda Oktafiana; Mahimma Romadhona
Triwikrama: Jurnal Ilmu Sosial Vol. 2 No. 2 (2023): Triwikrama: Jurnal Ilmu Sosial
Publisher : Cahaya Ilmu Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.6578/triwikrama.v2i2.899

Abstract

Penelitian ini memiliki tujuan yang jelas, yakni untuk merancang desain infografis sebagai sarana edukasi dalam menyampaikan informasi mengenai penghitungan zakat harta melalui platform media sosial Instagram. Dalam konteks keagamaan Islam, zakat maal menjadi kewajiban, dan penelitian ini secara khusus memusatkan perhatian pada pengembangan infografis yang tidak hanya informatif tetapi juga memiliki kemampuan untuk dengan jelas dan mudah dipahami menyampaikan perhitungan zakat maal. Diharapkan bahwa melalui pendekatan desain visual, infografis yang dihasilkan dapat efektif menjangkau dan memberikan pemahaman yang lebih baik kepada audiens Instagram, yang mungkin merupakan masyarakat yang berpotensi membayar zakat. Dengan demikian, penelitian ini diharapkan dapat memberikan panduan desain yang berharga untuk konten edukatif serupa di platform media sosial dan berkontribusi pada upaya lebih lanjut untuk meningkatkan pemahaman dan pelaksanaan kewajiban zakat harta untuk audiens social media Yayasan Rumah Generasi Pemenang dan diharap dapat menjangkau Masyarakat luas. Hasil penelitian diharapkan dapat memberikan wawasan mendalam tentang desain infografis yang paling efektif untuk menyampaikan informasi mengenai perhitungan zakat maal melalui media sosial. Implikasi praktis dari penelitian ini mencakup panduan desain visual untuk konten edukatif sejenis di platform Instagram serta kontribusi pada upaya meningkatkan pemahaman masyarakat mengenai kewajiban zakat maal.
PEMENTASAN WAYANG KONTEMPORER PANCA SATRIA SEBAGAI UPAYA EDUKASI NILAI BELA NEGARA KEPADA ANAK USIA DINI Romadhona, Mahimma; S.C.R.E.C, Aileena; Febrianita, Roziana
JURNAL PENGABDIAN KEPADA MASYARAKAT Vol 28, No 4 (2022): OKTOBER-DESEMBER
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jpkm.v28i4.39037

Abstract

Pembelajaran dan penanaman karakter yang bermuatan nilai-nilai Bela Negara perlu dilakukan sejak dini, dimulai dari usia 5 tahun atau usia pra sekolah. Pendidikan karakter bagi anak usia dini dimaksudkan untuk menanamkan nilai-nilai kebaikan agar dapat menjadi kebiasaan baik ketika kelak anak dewasa atau pada jenjang pendidikan selanjutnya. Permasalahan yang dihadapi saat ini adalah kurangnya pengetahuan anak-anak tentang nilai-nilai bela negara dan kurangnya pengetahuan mereka tentang kesenian wayang. Oleh karena itu diperlukan sebuah penyuluhan tentang nilai-nilai bela negara kepada anak Taman Kanak-Kanak dengan cara sederhana, menarik dan atraktif yaitu melalui storytelling menggunakan media wayang. Tujuan kegiatan pengabdian masyarakat ini adalah untuk menambah wawasan dan pengetahuan anak-anak tentang nilai-nilai bela negara dan mengenalkan kesenian wayang kepada anak-anak. Desain karakter wayang yang digunakan bernama Panca Satria, yaitu 5 pahlawan cilik berkarakter bela negara yang merupakan hasil luaran Riset Dasar peneliti. Kegiatan penyuluhan ini dilakukan di TK Al-Azhar Kelapa Gading Surabaya yang berlokasi di Taman Bhaskara No.1, kecamatan Mulyorejo, Surabaya. Dengan adanya kegiatan pengabdian masyarakat ini, diharapkan anak usia dini khususnya anak TK dapat mengenal nilai bela negara sejak dini sebagai bentuk kecintaan terhadap tanah air Indonesia.
Strengthening the Competency of Pakal District Kindergarten Teachers Through the Creation and Implementation of Illustration-Based Educational Game Tools (APE) in Introducing the Spirit of National Defense Handayani, Wiwik; Dewanti, Mentari Clara; Romadhona, Mahimma; Mandasari, Virginia
Nusantara Science and Technology Proceedings 8th International Seminar of Research Month 2023
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2024.4164

Abstract

A creative and innovative learning process is an effort to produce creative students, through student activities when studying and the creativity that students can carry out after learning. The key to success in creative and innovative learning lies in the role of the teacher, where teachers are able to create effective learning and facilitate students in developing logical thinking skills. Based on the results of observations carried out in kindergartens in Pakal District, Surabaya City, it shows that the learning process carried out by teachers still lacks creative and innovative teaching and learning activities for students. So far, teachers are only limited to giving lectures and there is a lack of teaching aids in delivering the material, making students less interested in learning. One of the teaching aids that can be used in the learning process is to use illustration-based educational games (APE). The role of teachers at the kindergarten education level can be to select and develop creative and innovative learning resources through educational game tools which can be designed and made as game tools to improve student development. This activity is expected to produce teachers who are able to create illustration-based educational game tools (APE). It is hoped that illustration-based educational teaching aids (APE) will create a creative and innovative learning process for students in partners, as well as provide a social impact on the surrounding community in creating effective learning for children.
Perancangan Animasi Augmented Reality dalam Perancangan Buku Generasi Emas Bebas Stunting Wandanissyika, Adelladia Teshania; ., Masnuna; Romadhona, Mahimma
Jurnal MAVIB Vol 5 No 2 (2024): MAVIB Journal - Agustus 2024
Publisher : Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/mavib.v5i2.3156

Abstract

Seiring dengan perkembangan zaman, tidak terkecuali bahwa teknologi juga ikut berkembang. Salah satunya dalam memperoleh informasi, akibatnya mulai jarang masyarakat yang akhirnya tertarik untuk membaca buku. Inilah salah satu faktor yang menimbulkan angka literasi Indonesia rendah. Masalah tersebut akhirnya merambah pada kesehatan masyarakat. Kurangnya edukasi dan literasi masyarakat akan kesehatan dapat menimbulkan suatu masalah pula salah satunya adalah stunting. Menurut data dari SSGI angka stunting Indonesia tahun 2022 lalu senilai 21.6%. Pemerintah berupaya untuk menurunkan angka ini sampai 14% pada tahun 2024. Oleh karena itu, dirancanglah sebuah buku “Generasi Emas Bebas Stunting” dengan berbasis teknologi baru yaitu Augmented Reality. Augmented Reality tersebut kemudian akan memunculkan sebuah animasi singkat mengenai salah satu poin yang dibahas pada buku yang dirancang. Metode penelitian yang digunakan pada penelitian ini adalah; metode penelitian data deskriptif kuantitatif dan kualitatif. Tujuan perancangan ini adalah untuk meningkatkan pengetahuan dan kesadaran masyarakat akan bahaya stunting dan pencegahannya, serta sebagai kontribusi untuk membantu pemerintah dan tenaga kesehatan dalam menurunkan angka stunting di Indonesia. Berdasarkan penelitian yang telah dilakukan didapatkan data bahwa, meskipun Augmented Reality merupakan media yang menarik untuk edukasi, nyatanya cukup memakan waktu dalam proses pengaplikasiannya sehingga kurang efektif.
Optimalkan Daya Tarik Visual Branding Merchandise untuk Festival Generasi Pemenang prihandarini, tanjung; Romadhona, Mahimma
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 2 No. 1 (2024): Mei : SENIMAN: Jurnal Publikasi Desain Komunikasi Visual
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v2i1.1919

Abstract

Festival Generasi Pemenang Season 2 merupakan ajang lomba tahunan yang diselenggarakan oleh Yayasan Rumah Generasi Pemenang, melibatkan perlombaan Musabaqah Hifdzil Qur'an (MHQ) dan Banjari. Penelitian ini fokus pada perbaikan visual dan branding festival, mengidentifikasi permasalahan sebelumnya dan menerapkan upaya perbaikan. Melalui peningkatan visualisasi, fasilitas, dan variasi perlombaan, festival menciptakan pengalaman yang lebih menarik. Desain merchandise yang mencerminkan tema ceria festival menjadi bagian integral, memberikan peserta dan pendukung kenang-kenangan yang bernilai. Dengan langkah-langkah ini, Festival Generasi Pemenang semakin mengokohkan identitasnya, mempromosikan semangat kebersamaan, dan memberikan kontribusi positif bagi masyarakat Kabupaten Gresik.
Perancangan Desain Karakter Webcomic Arkana: Stellar Awakening Berdasarkan Kisah Mahabharata Syafiq, Alfie Ade Riyan; Ayuswantana, Alfian Candra; Romadhona, Mahimma
Innovative: Journal Of Social Science Research Vol. 4 No. 6 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i6.15926

Abstract

The strawberry generation is a popular term in Taiwan which is used to indicate the generation after 1981 who have creative characteristics but are mentally fragile. As a result of the development of technology and foreign culture, the younger generation is becoming less concerned with their own culture, which in fact has a lot of potential in building the character and morals of the younger generation. Among them is the cultural art of shadow puppetry, which apart from providing entertainment also has the function of conveying moral messages about the primacy of life so that it can become a character based on one of the famous great epics, namely the Mahabharata, which contains many educational elements that teach about morals and character. both of which will later be transformed into modern webcomic media using the ATUMICS method. It is hoped that by designing the character designs for the webcomic Arkana: Stellar Awakening, it can provide various kinds of moral education from the Mahabharata story which can help the younger generation in building their good character.
Perancangan Desain Karakter untuk Buku Ilustrasi Interaktif tentang Karawitan Jawatimuran Rifqi, Tifani Jihaniar; Romadhona, Mahimma; Masnuna, Masnuna
Innovative: Journal Of Social Science Research Vol. 4 No. 6 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i6.15929

Abstract

The decline in interest in Jawatimuran karawitan among younger generations, especially children, is influenced by several factors, such as globalization, limited exposure to this art form in formal education, and the lack of suitable learning media. To address this issue, there is a need for appropriate media, one of which is an interactive illustrated book designed to introduce and preserve karawitan for children aged 7-12 years. This study aims to design characters for this interactive illustrated book. Using a descriptive qualitative approach, data were collected through questionnaires, interviews, observations, and Focus Group Discussions (FGD) with children. The results indicate that visually appealing and emotionally relevant character designs can increase children's interest. The characters Raka, Faqih, Rania, and Pak Joko, designed with attention to local cultural values, are expected to serve as effective media to foster children's appreciation and pride in Jawatimuran karawitan.
Educating Bela Negara Values Using Puppet Media to Al-Azhar Kelapa Gading Surabaya Kindergarten Mahimma Romadhona; Aileena Solicitor Costa Rica El Chidtian; Rosiana Febrianita
Nusantara Science and Technology Proceedings 7st International Seminar of Research Month 2022
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2023.3368

Abstract

Learning and inculcating character that contains the values of Bela Negara need to be carried out from an early age, starting from the age of 5 years or pre-school age. Character education for early childhood is intended to instill good values so that they can become good habits when children become adults or at the next level of education. The problems faced today are the children's lack of knowledge about the values of Bela Negara and their lack of knowledge about wayang art. Therefore, we need an extension of the values of Bela Negara to kindergarten children in a simple, interesting, and attractive way, namely through storytelling using wayang media. The purpose of this community service activity is to increase children's insight and knowledge about the values of defending the country and to introduce the art of wayang to children. The design of the wayang characters used is called Panca Satria, namely 5 little heroes with national defense characters, which are the results of the basic research of researchers. This outreach activity was carried out at Al-Azhar Kelapa Gading Surabaya Kindergarten, which is located at Taman Bhaskara No. 1, Mulyorejo, Surabaya. With this community service activity, it is hoped that early childhood, especially kindergarten children, can recognize the value of Bela Negara from an early age as a form of love for the Indonesian homeland.
E-MAGAZINE TENTANG KULINER LEGENDARIS DI SURABAYA Pharamaraditya, Ghifarry Rachmadhan; Nisa, Diana Aqidatun; Romadhona, Mahimma
JURNAL IMAJINASI Vol 8, No 2 (2024): Juli-Desember
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/i.v8i2.45905

Abstract

The issue of post-colonial food, like the basic national attributes mentioned at the beginning of this article, is not just a basic need for society. However, food also experienced a process of nationalization. Culinary which is the highlight in this article, is etymologically a translation of the English word 'culinary'. This word comes from the Latin 'culinarius' which is derived from the word 'culina' which means kitchen, a place to cook food. Cooking has a universal meaning, namely the transformation from nature to culture. Food can be said to be the bond that separates one community from another. When away from home, food can convey a sense of belonging in an unfamiliar world. Food can serve as a key to bond. Culinary is a concept about food, thus culinary is an element of culture, which is related to historical roots, colonialism, myths, religion and some values in a society. Culinary there is evidence of a process of cross-cultural communication, in accordance with the influence of globalization. This culinary tour is one of the main destinations for tourists within the city and tourists outside the city because Surabaya City is a transit city. Besides that, Culinary tourism in Surabaya has several cultures, some from Legendary, Chinese, western, etc. For legendary culinary tourism, especially in Surabaya, there are several examples, namely Lontong Balap Pak Fat, Lontong Balap Rajawali, Pak Jayen's Egg Tofu, Mixed Tofu, and many more. In conducting research on this design using qualitative methods. The method used uses two approaches, namely interviews and observation. After determining the method to be used in this design, the method produces a design concept with the keyword "Culinary Experience". These keywords have meaning, namely the meaning of a moment that can be considered an unforgettable experience, such as in terms of taste, the culinary place, culinary history or even the history of the place.
PERANCANGAN IDENTITAS VISUAL DESA WISATA SANANKERTO KABUPATEN MALANG Irwandi, Wahyu Triputra; Masnuna, Masnuna; Romadhona, Mahimma
JURNAL IMAJINASI Vol 8, No 2 (2024): Juli-Desember
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/i.v8i2.45333

Abstract

Identitas visual Desa Wisata Sanankerto yang telah dirancang masih kurang maksimal sehingga menjadi salah satu faktor yang berdampak akan rendahnya kesadaran masyarakat sekitar terhadap keberadaan dan potensi dari destinasi desa wisata ini. Perancangan desain logo pada Desa Wisata Sanankerto Kabupaten Malang bertujuan untuk menciptakan identitas visual yang baik sebagai upaya untuk meningkatan brand awareness masyarakat terhadap desa wisata ini. Pada penelitian ini menggunakan metode Research and Development. Metode Research and Development adalah metode dengan langkah: 1. Penelitian dan Pengumpulan Data (Research & Information Collecting),  2.Perencanaan Penelitian (Planning), 3.Pengembangan Desain (Develop Preliminary of Product), 4.Uji Coba Lapangan Awal (Preliminary Field Testing), dan selanjutnya Merivisi Hasil Uji Coba (Main Product Revision). Dalam melakukan pendekatan tersebut menghasilkan sebuah konsep desain dengan sebuah desain logo yang memiliki arti bahwa Desa Wisata Sanankerto memiliki potensi wisata yang berharga mulai dari potensi alam nan indah hingga kebudayaan yang menakjubkan. Logo yang dirancang digunakan sebagai media komunikasi potensi wisata yang dimiliki oleh destinasi wisata ini agar lebih dikenal oleh masyarakat. The visual identity Sanankerto Tourism Village that has been designed is still not optimal so that it becomes one of the factors that has an impact on the low awareness of the surrounding community about the existence and potential of this tourist village destination. The design of the logo design for the Sanankerto Tourism Village, Malang Regency aims to create a good visual identity as an effort to increase community brand awareness of this tourist village. In this study using the Research and Development method. The Research and Development method is a method with steps: 1. Research and Data Collection (Research & Information Collecting), 2. Research Planning (Planning), 3. Design Development (Develop Preliminary of Product), 4. Preliminary Field Trials (Preliminary Field) Testing), and then Revise the Test Results (Main Product Revision). In carrying out this approach, it produces a design concept with a logo design which means that the Sanankerto Tourism Village has valuable tourism potential ranging from beautiful natural potential to amazing culture. The designed logo is used as a communication medium for tourism potential owned by this tourist destination so that it is better known by the public.
Co-Authors Adelladia Teshania Wandanissyika Aditya Nugraha Putra, Aditya Nugraha Aditya Rahman Yani Aileena Solicitor Costa Rica El Chidtian Aileena Solicitor El Chidtian Alfian Candra Ayuswantana Artanto, Aphief Tri Aulia Aisy Azzahra Ayuningtyas, Kenya Badzlin Syarafina Berlianto, Muhammad Firdaus Bryan Syauqi Firdaus Calvin Pandapotan Limbong Chidtian, Aileena Solicitor Costa Rica El Daniar, Aninditya Destiara, Fitria Dewi Sekar Laras Jati Diana Aqidatun Nisa Diarrahman, Faisal Amri Ela Reza Adinda Fahira Devi Rahmaudina Febriyanti, Hasna Gahayu Firmansyah, Mochammad Al Hadad Hakim, Moch. Rofi Hidayatullah, Alfiyan Hizkia Ananda Putri Irwandi, Wahyu Triputra Joedawinata, Ahadiat Madinah, Shafyra Tsania Mandasari, Virginia Mashuda, Muhammad Maslahah, Safira Andini Masnuna, Masnuna Melinda Oktafiana Mentari Clara Dewanti Mentari Clara Dewanti, Mentari Clara Mohammad Hafil Pratama Muhammad Rafif Farhan Mushowiru, Alfredy Nabilla, Zahra Rizky Novia Kurniasari Nugroho, Indra Febrianto Nur Azizah Susetyaningsih Penggalih, Enggar Pharamaraditya, Ghifarry Rachmadhan Pranoto, Rasyadan Pratama, Mohammad Hafil prihandarini, tanjung Pungky Febi Arifianto Putra Wahyuni, Rendy Shohibul Putri, Firnanda Pramitha Qonita, Nyimas Nurjihan Rachel Jihan Al Jauza Rahman Tri Arfias Putra Rahman Yani, Aditya Rifqi, Tifani Jihaniar Rizky, Zahra Rizky Rosiana Febrianita Roziana Febrianita S.C.R.E.C, Aileena Saniyah Azzaliyah Putri Setiarso, Zhafira Fane Putri Setiawan, Teofilus Kharisma Bagus Situmorang, Finka Yolanda Suminar, Adinda Diayu Cahaya Sutejo, Aris Syafiq, Alfie Ade Riyan Virginia Mandasari Wandanissyika, Adelladia Teshania Widyasari Widyasari, Widyasari Wiwik Handayani Wiwik Handayani Yani , Aditya Rahman