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Strategy for Developing Student Cognitive Aspects: Internet-Based Islamic Education Learning Innovation During the COVID-19 Pandemic Redy Eka Yudesthira; Hafidh Ali Masjid; Didit Prasetyo; Jefry Hadi Susilo Ramada
Budapest International Research and Critics Institute-Journal (BIRCI-Journal) Vol 5, No 2 (2022): Budapest International Research and Critics Institute May
Publisher : Budapest International Research and Critics University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/birci.v5i2.5296

Abstract

The purpose of this study is strategy for developing student cognitive aspects of internet-based islamic education learning innovation during the coronavirus disease 2019 (COVID-19) pandemic. The research approach used in this research is qualitative research, while the type of research is a case study. The research location uses a multi-case study, namely MTs Hasyim Asy'ari Batu City and MAN 01 Malang City. There are two types of data and sources of data in this study, namely primary and secondary data. The data analysis technique used in this study is the Miles, Hiberman, and Saldana model. The results show that internet-based islamic education learning innovation during the coronavirus disease 2019 (COVID-19) pandemic is to evaluate learning, foster student learning motivation, provide feedback in learning as well as teacher creativity and innovation in using models and methods.
Perancangan Augmented Reality Media Edukasi Protokol Kesehatan Berbasis Permainan Papan Didit Prasetyo; Octaviyanti Dwi Wahyurini
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i2.554

Abstract

Palagan is the name of a board game with a type of card game that has been distributed in the East Java region since the end of 2020 where the game is connected in one big narrative regarding the education of Covid-19 prevention behavior protocols equipped with attractive visual illustrations, Palagan is equipped with an Augmented Reality application as a complementary feature where the advantage is that it can arouse the interest of its users to learn and can make its users feel entertained, the contribution of this research is to map augmented reality content with the theme of health protocol education which is specifically intended for elementary school-aged children as an effort to minimize the gap in the level of compliance with the application health protocols in the community in urban areas.
PERANCANGAN ANIMASI 3D LAGU DAERAH MALUKU Alisa Aliah Mareta; Didit Prasetyo; Baroto Tavip Indrojarwo; Nugrahadi Ramadhani
Jurnal Dimensi DKV Seni Rupa dan Desain Vol. 7 No. 1 (2022): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1712.261 KB)

Abstract

Abstract Design of 3D Serial Animation for Maluku Folk Songs. Indonesian folk songs, one of which is the Maluku folk song, are currently experiencing an existential crisis due to a decreasing interest by the younger generation because of modern pop culture entry. Preservation needs to be carried out by build interest and forming a listening habit to folk songs from an early age by targeting the younger generation, especially children, using modern/digital media like 3D animation that is preferable, entertaining, and easily accessible. The research process consists of experimental studies to produce scripts, characters, environments, storyboards, and animations. In-depth interviews with several animation experts to get input and corrections on created animation. Questionnaire as an animation test tool to get responses and from target audience. Based on the research results, the created animations have been successful in the aspects of the story, character design, and environment design. Keywords: 3d animation, Maluku folk songs, preservation Abstrak Perancangan Serial Animasi 3D Lagu Daerah Maluku. Lagu daerah Indonesia, salah satunya lagu daerah Maluku saat ini sedang mengalami krisis eksistensi akibat penurunan minat oleh generasi muda yang disebabkan masuknya budaya pop modern. Usaha pelestarian perlu dilakukan dengan cara menumbuhkan minat dan membentuk kebiasaan mendengarkan lagu daerah sejak dini dengan menargetkan generasi muda khususnya anak-anak, menggunakan media modern/digital seperti animasi 3D yang lebih disukai, menarik, dan mudah diakses. Proses riset terdiri dari studi eksperimental untuk menghasilkan rancangan desain naskah, karakter, environment, storyboard, dan animasi. Wawancara mendalam bersama beberapa ahli animasi untuk mendapatkan masukan dan koreksi atas animasi. Kuesioner sebagai alat uji animasi untuk mendapatkan respon dan penilaian dari taget audiens. Berdasarkan hasil riset, animasi yang dihasilkan sudah berhasil pada aspek cerita, desain karakter, dan environment. Kata kunci: animasi 3d, lagu daerah Maluku, pelestarian
PERANCANGAN VIDEO EKSPLANASI MOTION GRAFIS SEJARAH PUPUTAN BADUNG Ni Made Dhyanawati Darmawan; Naufan Noordyanto; Didit Prasetyo; Octaviyanti Dwi Wahyurini
Jurnal Dimensi DKV Seni Rupa dan Desain Vol. 7 No. 1 (2022): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1705.787 KB)

Abstract

Abstract Nowadays, phenomena arising from the Z generation were born in 1996-2015, can call as Alpha generation become new generations that cannot escape from the visual (Altitude). As a result, learning media by textbooks will drab and hard to delve by. These are also visible in history learning, especially the Puputan Badung war. It is one of the eventful milestones in the history of Puputan in Bali, especially during the royal era. However, historical records describing this war are getting blurry. Therefore, the Puputan Badung historical war was created in the form of a motion graphic as a new media that can convey and educate the history of the Puputan Badung war. It was done by conducting several research methods including literature studies regarding historical events that occurred, in-depth interviews with specialists, experimental studies, and questionnaires that were used to explore feedback from the target audience later. Keywords: Explanation Video, Motion graphic, Bali History, Puputan Badung Abstrak Dewasa ini terdapat fenomena yang timbul akibat generasi Z atau bisa dikatakan generasi Alpha menjadi generasi baru yang tidak bisa luput dari kemajuan teknologi dan visual. Akibatnya, media pembelajaran berupa buku teks akan menjadi hal yang membosankan dan sulit untuk dipelajari. Hal ini juga terlihat pada pembelajaran sejarah. Salah satu sejarah yang penting untuk dipelajari adalah sejarah Perang Puputan Badung yang merupakan salah satu tonggak penting sejarah Puputan di Bali khususnya pada era kerajaan. Walaupun demikian, catatan sejarah yang menjelaskan tentang Perang Puputan ini semakin kabur. Maka daripada itu, perancangan video eksplanasi sejarah Perang Puputan Badung ini dibuat dengan tujuan untuk menambah media baru berupa sebuah motion grafis yang dapat menyampaikan dan mengedukasi sejarah Perang Puputan Badung. Perancangan ini dilakukan dengan beberapa metode penelitian seperti studi literatur mengenai kejadian sejarah yang terjadi, wawancara mendalam dengan ahli, studi eksperimental, dan kuesioner yang kemudian digunakan untuk menggali feedback dari target audience. Kata kunci: Video eksplanasi, Motion grafis, Sejarah Bali, Puputan Badung