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Pengembangan Desa Wisata Budaya Puncak Wangun Pasirmulya Kabupaten Bandung Melalui Perancangan Brand Identity dan Media Promosi Digital Nanang Ganda Prawira; Arief Johari; Aditya Aditama Putri Hikmatyar; Fika Tria Widaningsih
JATI EMAS (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat) Vol 6 No 2 (2022): Jati Emas (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat)
Publisher : Dewan Pimpinan Daerah (DPD) Perkumpulan Dosen Indonesia Semesta (DIS) Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36339/je.v6i2.617

Abstract

The collaboration between the Forest Village Community Institution (LMDH) and the Department of Culture and Tourism (Disbudpar) on the National Community Empowerment program succeeded in turning the Puncak Wangun Cultural Tourism Village into an alternative tourist destination for the people of Bandung and its surroundings. This tourist village has a lot of potential from interesting artistic, cultural, socio-economic and ecological aspects, but the existence of Puncak Wangun Cultural Tourism Village is not widely known to the public. To introduce the potential of tourist villages, improve marketing communications, and provide visual branding, a visual identity design was carried out through Community Service activities by applying the Design Thinking method and SWOT analysis guided by field activities, interviews, and Focus Group Discussions. This PKM program succeeded in designing a brand identity that was applied to digital promotional media for the Puncak Wangun Cultural Tourism Village in the form of a website and Instagram. In the future, it is necessary to develop a brand identity that is applied to souvenir products, sign systems, packaging, or other products according to the needs and interests of partners to expand the popularity of Puncak Wangun Cultural Tourism Village in attracting tourists from various demographic segments in order to advance tourist destinations and communities.
Implementasi Case Based Method dan Team Based Project Pada Perancangan Desain Kemasan UMKM Kota Cimahi Nanang Ganda Prawira; Arief Johari; Aditya Aditama Putri Hikmatyar
Jurnal Pendidikan dan Konseling (JPDK) Vol. 4 No. 5 (2022): Jurnal Pendidikan dan Konseling
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jpdk.v4i5.7034

Abstract

Program studi Desain Komunikasi Visual saat ini banyak mengarahkan mahasiswa untuk mendukung upaya branding sebuah institusi hingga Usaha Mikro Kecil dan Menengah (UMKM). Mata kuliah Desain Kemasan dalam program studi DKV UPI turut melaksanakan pengajaran tersebut melalui proses desain yang berjalan selama satu semester. Mata kuliah tersebut berkolaborasi dengan Pemerintah Daerah Kota Cimahi dalam pengembangan UMKM di bawah binaan Dinas Perindustrian Kota Cimahi. Salah satu butir programnya yaitu Pengembangan Desain Kemasan Produk UMKM. Ada sekitar 24 UMKM di bidang kuliner yang membutuhkan pengembangan usaha melalui solusi desain. Pada riset awal ditemukan masalah yang urgen untuk dikembangkan yaitu identitas visual usaha dan desain kemasannya. UMKM sangat membutuhkan pengembangan yang terintegrasi untuk meningkatkan citra produk dan identitas yang kompetitif, agar kesejahteraan masyarakat pengusaha mikro berkembang dengan pesat. Strategi pembelajaran yang digunakan yaitu Case Based Method dan Team Based Project dengan metode penelitian dan pengembangan (R&D) serta analisis data dengan pendekatan kualitatif. Hasil penelitian dan pengembangan berupa desain kemasan dapat menjadi produk yang dihilirisasi oleh masyarakat pengusaha untuk diproduksi secara massal. Hasil pembelajaran ini merupakan upaya dalam meningkatkan mutu pembelajaran dan penguatan kompetensi pada program studi Desain Komunikasi Visual FPSD Universitas Pendidikan Indonesia serta mengembangkan jejaring kemitraan dengan Pemerintah Daerah dan Masyarakat.
Empowering Young Children in Numeracy through Role-Playing Games Application: Advancing Independent Curriculum Goals Rita Mariyana; Ridha Marissa El Seira; Aditya Aditama Putri Hikmatyar
Jurnal Penelitian Pendidikan IPA Vol 11 No 1 (2025): January
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i1.9780

Abstract

Basic numeracy education is crucial for the development of early childhood as a foundation for logical and analytical thinking. This study aims to develop an educational game application based on the Role-Playing Game (RPG) model, designed to effectively enhance basic numeracy comprehension in early childhood. Aligned with the principles of the Independent Curriculum, which emphasizes child-centered, exploratory, and enjoyable learning, the application was developed using the ADDIE model, structured across five stages: Analysis, Design, Development, Implementation, and Evaluation. The results indicate that this RPG game application, which includes narrative elements, interactive characters, and tiered challenges, significantly improves children's numeracy skills, such as number recognition and basic addition. Furthermore, the application enhances learning motivation through positive feedback features. Integrating local cultural elements in the application’s design further enhances its relevance, supporting children in learning within a context that reflects their real-life environment. Consequently, this application is expected to serve as an innovative alternative for effective, interactive numeracy education aligned with the principles of the Independent Curriculum.