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Implementasi Game Edukasi Berbasis Multimedia Studi pada 'The Way of Life' untuk Siswa Sekolah Dasar Budi Hartono; Santi Widiastuti; Hendri Rasminto; Desta Pratama Arya Adjie
Jurnal Manajemen Informatika & Teknologi Vol. 5 No. 1 (2025): Mei : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/gthbgt61

Abstract

Studi ini bertujuan untuk merancang dan menghasilkan sebuah permainan edukatif anak berjudul "The Way of Life" yang diperuntukkan bagi siswa sekolah dasar dengan memanfaatkan multimedia. Permainan ini dibuat untuk mendukung anak-anak dalam memahami nilai-nilai kehidupan dan keterampilan dasar melalui interaksi yang menyenangkan dan informatif. Proses pembuatan game ini dimulai dengan analisis kebutuhan dan perancangan konten yang sesuai dengan kurikulum pendidikan dasar. Konsep permainan mencakup elemen pendidikan seperti pengenalan nilai-nilai etika, keterampilan sosial, serta pengetahuan dasar lainnya yang disampaikan melalui cerita yang menarik dan interaksi multimedia. Rancangan game ini mencakup penggunaan grafik warna-warni, animasi, dan suara untuk menghadirkan pengalaman belajar yang menarik dan interaktif. Metode pengembangan yang diterapkan meliputi tahap perancangan, pengembangan, pengujian, dan evaluasi untuk memastikan bahwa game ini mencapai tujuan edukasi dan berfungsi optimal pada perangkat yang digunakan oleh siswa. Temuan dari studi ini menunjukkan bahwa permainan "The Way of Life" mampu meningkatkan pemahaman siswa tentang nilai-nilai kehidupan serta keterampilan dasar dengan pendekatan yang menarik dan efektif. Percobaan yang dilakukan pada sekelompok murid sekolah dasar menunjukkan reaksi positif terhadap elemen pendidikan dan kesenangan dari permainan ini. Dengan cara ini, permainan edukasi ini dapat berfungsi sebagai perangkat yang berguna dalam proses pengajaran, menawarkan pilihan inovatif untuk materi pembelajaran konvensional. Studi ini berkontribusi pada pengembangan media pendidikan berbasis multimedia yang mendukung pembelajaran yang lebih interaktif dan menyenangkan untuk anak-anak.
Pola Penggunaan Ruang Komunal di Kampung Batik, Semarang Widiastuti, Santi; Ardiyanto, Antonius; Muljadinata, Albertus Sidharta; Tarigan, Riandy
Arsitekta : Jurnal Arsitektur dan Kota Berkelanjutan Vol. 7 No. 01 (2025): Arsitekta: Jurnal Arsitektur dan Kota Berkelanjutan
Publisher : Program Studi Arsitektur Universitas Tanri Abeng

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47970/arsitekta.v7i01.842

Abstract

Kampung Batik Semarang memiliki potensi historis dan budaya yang kuat sebagai kawasan permukiman tematik berbasis batik. Namun, keterbatasan ruang terbuka menjadi kendala utama dalam mengakomodasi kebutuhan interaksi sosial warganya. Transformasi fungsi ruang terjadi seiring dengan dibukanya kawasan ini sebagai destinasi wisata budaya, sehingga ruang-ruang yang awalnya tidak dirancang sebagai ruang komunal meliputi teras rumah, badan jalan, hingga pos kamling yang beralih fungsi menjadi ruang bersama. Penelitian ini bertujuan untuk mengungkap pola penggunaan ruang komunal di Kampung Batik Semarang melalui pendekatan kualitatif dengan metode pemetaan perilaku (behavioural mapping). Temuan menunjukkan bahwa pembentukan ruang komunal lebih didasarkan pada kondisi kognitif warga dan adaptasi terhadap lingkungan yang berubah, bukan pada perencanaan formal. Hal ini mencerminkan bahwa warga memiliki kemampuan untuk membentuk ruang sosial secara kolektif berdasarkan kebutuhan interaksi dan nilai kebersamaan. Ruang-ruang tersebut berfungsi sebagai katalisator sosial dalam konteks kampung padat yang terbatas lahannya, sekaligus menjadi bagian dari strategi warga dalam menyikapi tekanan dari program kampung tematik.
BUNGA RAMPAI DESAIN : PAMERAN SENI DAN DESAIN SEBAGAI WUJUD KOLABORASI KREATIF DALAM PENGABDIAN MASYARAKAT Santi Widiastuti; Irdha Yunianto; Budi Hartono; Widya Ariyani; Julitta Dewayani; Zahra Dinul Haq; Sulartopo Sulartopo; Khoirur Rozikin; Iman Saufik Suasana
Jurnal Padamu Negeri Vol. 2 No. 2 (2025): April : Jurnal Padamu Negeri (JPN)
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/wmfjgp78

Abstract

The community service program entitled Bunga Rampai Desain represents the contribution of the Visual Communication Design Study Program at STEKOM University in promoting public literacy on art and design as educational, social, and cultural mediums. Held at Tan Art Space Gallery in Semarang, the program integrated an exhibition of visual works such as posters, installations, photography, and graphic design with interactive workshops and open discussions. The implementation involved students, academics, artists, and local communities to create a participatory and collaborative ecosystem. Evaluation results indicate a significant increase in public appreciation of visual arts, as well as the emergence of interdisciplinary engagement. Students gained direct experience in curating, event management, and public visual communication. These findings affirm that visual-based approaches can serve as effective strategies in community engagement programs, particularly in fostering critical awareness and sustaining creative dialogue. The program provides a model for future replication and development of similar initiatives
the Gaya Tokusatsu Pada Komik Islami Berjudul Ultimate Glad: islamic comic hamdanu, Ayyub HBN; Dena Naufa Nabilla; Santi Widiastuti
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 16 No. 2 (2023): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1417

Abstract

Tokusatsu is one of the popular Japanese culture in the world, including in Indonesia. This research is a Tokusatsu style analysis research on an Islamic themed comic entitled Ultimate Glad. This study was conducted to find out why the Ultimate Glad comic chose the Tokusatsu style to be combined with the Islamic theme, and to find out whether there are advantages and disadvantages of the Tokusatsu style combined in the Islamic comic entitled Ultimate Glad. This study uses a descriptive qualitative research method with data sources obtained from interviews with the publishers of Ultimate Glad comics, documentation, and testimonials from readers of Ultimate Glad comics. From this research, it can be benefited that the Tokusatsu style from Japan can be combined well with other themes, including Islamic themes, even with methods that are not easy.
Wayang-Inspired Modern Character Design for Visual Communication Nugroho, Aris Sarwo; Widiastuti, Santi
International Journal of Graphic Design Vol. 2 No. 2 (2024): December: International Journal of Graphic Design
Publisher : University of Science and Computer Technology

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/ijgd.v2i2.2094

Abstract

This research aims to develop a modern character design model based on traditional Javanese puppet figures (wayang), integrating cultural symbolism and contemporary design principles. The study explores how traditional elements, such as color, form, and symbolism in characters like Gatotkaca and Semar, can be adapted into modern, visually appealing designs suitable for today’s media platforms. Using a qualitative-descriptive approach, data were collected through interviews with cultural experts, focus group discussions with graphic designers and young audiences, and surveys to evaluate prototype designs. The findings show that while modern visual elements, such as minimalism and vibrant colors, are highly favored by younger audiences, maintaining the cultural essence of traditional puppetry is crucial. The designs were generally well-received, though some aspects of cultural symbolism required clearer presentation to enhance audience understanding. The research provides practical insights for designers in the creative industry to incorporate traditional cultural elements into digital media, such as animations, video games, and branding campaigns. It also offers theoretical contributions by expanding the understanding of integrating cultural heritage into modern design processes. Future research could explore the application of these characters in interactive platforms such as augmented and virtual reality, as well as investigate more effective ways to present cultural symbolism for global audiences.
INTERACTIVE SCIENCE LEARNING MEDIA DESIGN ANDROID BASED TO IMPROVE LEARNING OUTCOMES Santi Widiastuti; Benyamin Adi Yusuf
Informatika: Jurnal Teknik Informatika dan Multimedia Vol. 5 No. 1 (2025): MEI : JURNAL INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v5i1.1336

Abstract

This study aims to design and evaluate the feasibility of an interactive science learning media based on Android to improve the learning outcomes of fifth-grade students at Mojodemak 1 Elementary School – Demak. This digital media is directed at enhancing student engagement, explaining abstract concepts, and providing a more effective and adaptive learning experience. The methodology adopts a Research and Development framework, employing the ADDIE model as its guiding structure. Across the development phase, the artifacts undergo iterative feedback cycles, first by subject-matter specialists who examine relevance and accuracy, followed by media professionals who assess design suitability and technical integrity. The research subjects consist of 60 students selected through purposive sampling. Analysis results indicate that the Android-based learning media is suitable for implementation, with an average learning improvement of 32%. Student interaction with the application shows a significant positive effect on the enhancement of learning outcomes. The research recommends the development of artificial intelligence (AI) features for more personalised learning. The coefficient of determination of 0.574 indicates that 57.4% of the variation in learning outcomes can be explained by interaction with the media. These findings imply that the use of interactive Android-based media substantially supports students' understanding of science concepts. The effectiveness of the media primarily stems from its appealing visual design, interactive features that encourage deeper exploration, and systematic presentation of materials tailored to the needs of students. This research contributes to advancements in educational technology, particularly in the design and evaluation of Android-based learning media for science education. Future research should centre on the design and testing of AI-enhanced tools that provide adaptive support for differentiated instruction.
Virtual Character Design as a Replacement for Female YouTuber Figures Linggar Mariela, Adeline; Hamdanu Budi Nurmana, Ayyub; Widiastuti, Santi; Yunianto, Irdha
Riwayat: Educational Journal of History and Humanities Vol 8, No 4 (2025): Oktober, Social Issues and Problems in Society
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jr.v8i4.49021

Abstract

The development of the digital entertainment industry has given rise to the phenomenon of Virtual YouTubers as a new form of digital character representation that is increasingly in demand by global audiences. This research aims to design the virtual character design of female YouTubers as a replacement for female YouTubers who are able to attract the attention of the audience while strengthening the promotion strategy. The method used is Research and Development (RD) with the stages of needs analysis, design design, as well as limited and field trials. Data was obtained through observation, questionnaires, and validation by experts and peers, then analyzed descriptively based on character design theory, parasocial interaction, and fan economy. The results show that the consistency of visual identity is still a major challenge, while the technical limitations of rigging hinder the expressiveness of animation. On the other hand, merchandising strategies are considered effective in strengthening audience loyalty, and multi-stakeholder validation improves aesthetic quality and design legality. The field test also showed audience satisfaction with animation and merchandise as promotional media. In conclusion, the developed Virtual YouTuber character design has the potential not only as an entertainment medium, but also as a strategic instrument in digital promotion and fandom-based monetization. This research makes a theoretical contribution to the study of brand personality and fan economy, as well as a practical contribution in the form of an RD-based development model that can be adopted by small agencies in the digital creative industry.
Peningkatan Kapasitas SDM dalam Memahami Pentingnya Branding & Packaging Produk UMKM Desa Jogatama Purhita, Edy; Nugroho, Sarwo; Widiastuti, Santi; Zainudin, Ahmad; H.B.N.MS, Ayyub; Fitrianto, Yuli
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 4 No. 4 (2023): Jurnal Pengabdian kepada Masyarakat Nusantara (JPkMN)
Publisher : Lembaga Dongan Dosen

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

Abstract

Peningkatan kapasitas SDM melalui kegiatan Pelatihan branding dan desain kemasan untuk usaha kecil di Mojolegi, Gumuk Rejo, Tawangsari, dan Krasak di Kecamatan Teras Kabupaten Boyolali telah berhasil menginspirasi pertumbuhan dan inovasi di tingkat lokal. Melalui kelas tatap muka, workshop desain, dan penerapan perangkat lunak desain, peserta mendapatkan pemahaman mendalam tentang konsep branding dan kemasan. Studi kasus dan kunjungan lapangan ke bisnis lokal yang sukses menambah dimensi praktis pada pembelajaran, memberikan wawasan langsung dan inspirasi. Sesi tanya jawab memungkinkan pertukaran ide dan pemecahan masalah, sementara pemaparan pemasaran digital membuka peluang baru melalui media sosial dan platform online. Keberhasilan pelatihan tercermin dalam peningkatan kualitas branding dan pengetahuan pemasaran digital peserta, menghasilkan dampak positif pada penjualan dan reputasi bisnis lokal. Rekomendasi untuk tindak lanjut mencakup pemantapan pengetahuan, jaringan kolaboratif, dan evaluasi berkelanjutan untuk memastikan keberlanjutan keberhasilan. Pelatihan ini memberikan dasar kuat untuk pertumbuhan ekonomi dan kesejahteraan masyarakat di Desa Kecamatan Teras.
Perancangan Desain Interior Ruang Siaran Jelang Pemilu 2024 Putra, Toni Wijanarko Adi; Santi Widiastuti; Widya Ariyani; Sulartopo; Budi Hartono; Khoirur Rozikin; Ayyub Hamdanu Budi Nurmana; Iman Saufik Suasana
Community : Jurnal Pengabdian Pada Masyarakat Vol. 4 No. 2 (2024): Juli : Jurnal Pengabdian Pada Masyarakat
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/community.v4i2.502

Abstract

In carrying out television broadcast production, the activity organizer has a very important role. Good cooperation between personnel in this system is very necessary to achieve the desired broadcast production. The implementation of television broadcast production has a production working group. The production work group is a work unit that will handle production work together until the production is declared ready for broadcast. The work groups in television broadcasting include: Production/Broadcast Work Unit, Public Facilities Work Unit, Technical Operator Work Unit, Technician Work Unit.
Java Language Learning Media Folk Story Material Using Multimedia Based Demonstration Methods Innalita Lake Fan; Santi Widiastuti
International Journal of Graphic Design Vol. 1 No. 2 (2023): December: International Journal of Graphic Design
Publisher : University of Science and Computer Technology

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

Abstract

Based on the results of observations, the learning method used at SMP Negeri 35 Semarang is in the form of lectures, discussions, questions and answers using books . The learning methods that have been applied so far have not had enough impact on the level of students' understanding of the material taught by the teacher. The method used was less successful because of the lack of visualization so that students felt bored and fed up. This research offers a solution for utilizing multimedia with a demonstration method through interesting learning media where computer media can display images, text, audio and video so that folklore can be better visualized and attract students and the learning process can be fun. This research uses the Research and Development (R n D) product development method using 6 of the 10 research stages . The results of the research show that from the media expert validation test, material validation test and user validation test results, the product can be said to be effective and suitable for use.