Claim Missing Document
Check
Articles

Found 22 Documents
Search

Perancangan Video Motion Graphic Sebagai Media Marketing Studi Kasus di PT. Bakool Nusantara Rudjiono, Rudjiono; Setiyo Adi Nugroho; Agus Priyadi; Akhmad Cholif Agung Yuliyanto
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 1 (2024): 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.v17i1.1978

Abstract

PT. Bakool Nusantara is a startup that provides fresh vegetable products with an online BTB and BTC business concept. This research aims to enhance brand recognition and introduce the Bakool Apps application to PT. Bakool Nusantara customers through the design of motion graphic videos as a marketing medium. The company has encountered challenges in effectively introducing the Bakool Apps brand and application to customers, thus requiring innovation in marketing strategy. This study employs a case study method at PT. Bakool Nusantara to gain a comprehensive understanding of the company's challenges. Subsequently, the research focuses on the design of motion graphic videos as a solution to enhance brand recognition and introduce the Bakool Apps application. The use of motion graphic techniques is expected to provide an engaging and effective visual experience in conveying information to customers. The validation results from expert assessments of the motion graphic video product obtained a score of 4.7 out of 5, indicating high validity. Similarly, expert assessments of content validity yielded a score of 4.7 out of 5, suggesting high validity as a marketing media tool. User validation results also scored 4.652 out of 5, indicating high effectiveness for use. Thus, based on expert and user validation results, the produced video product is deemed valid and suitable for production as a product. Keywords: Motion Graphic, Video, Media Marketing
PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD ahmad zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 1 (2024): 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.v17i1.1979

Abstract

Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media. This game was created using Construct2 software as a 2D video game engine. The method used in this study is the MDLC (Multimedia Development Life Cycle) method. Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.
Pelatihan Penerapan Penggunaan Streamlabs OBS dan Bahasa Indonesia Sebagai Pendukung Kegiatan Administrasi Bagi Pegawai di Yayasan Pendidikan Islam Al Khoiriyyah Semarang Eni Endaryati; Vivi Kumalasari; Nining Fitriani; Wiwid Wahyudi; Agus Priyadi; Irda Yunianto; Kurniawan, Andreas Heri; Rokhman, Nur
Community : Jurnal Pengabdian Pada Masyarakat Vol. 2 No. 3 (2022): November : 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.v2i3.235

Abstract

Salah satu bentuk kepedulian dari Lembaga Pengabdian Kepada Masyarakat STEKOM Semarang adalah dengan mengadakan Pelatihan di Yayasan Pendidikan Islam Al Khoiriyyah Semarang untuk para pegawai di lingkungan tersebut. Upaya ini perlu dilakukan karena berdasarkan pengamatan sebelumnya, bahwa penggunaan Bahasa Indonesia yang baik dan benar serta aplikasi Streamlabs OBS oleh pegawai di sana masih kurang lancar dan baik serta belum mengenal sama sekali tentang penggunaan Streamlabs OBS. Dalam kegiatan operasional sehari-hari, penggunaan Bahasa Indonesia mendukung proses pembuatan laporan kegiatan, surat dan proposal. Penggunaan Streamlabs OBS diharapkan dapat membantu para guru untuk membuat video pembelajaran online maupun ketika memberikan pengajaran kepada para siswa secara live streaming selama masa pandemi Covid-19. Kegiatan pelatihan dilaksanakan pada tanggal 27 November 2021 dengan model praktek. Dapat disimpulkan bahwa para pegawai merasa puas dan senang dengan adanya pelatihan Streamlabs OBS dan Bahasa Indonesia ini karena mereka telah mampu mengaplikasikan Streamlabs OBS dan Bahasa Indonesia yang menjadi kebutuhannya. Tolak ukurnya adalah kehadiran para pegawai pada saat pelatihan mencapai angka lebih dari 90%. Di samping itu, setelah program pelatihan selesai dilakukan, mereka masih tetap ingin melanjutkan pelatihan ini dengan program aplikasi lainnya. Bahkan sebagian dari mereka mengusulkan adanya pelatihan rutin dari tim PPM Universitas STEKOM Semarang kepada para pegawai di Yayasan Pendidikan Islam Al Khoiriyyah Semarang.
In House Training (IHT) Peningkatan Kompetensi Guru Dalam Pemanfaatan IT SD Islam Plus H.M Subandi Kabupaten Semarang Rudjiono, Rudjiono; Hadi, Andik Prakasa; Zainudin, Ahmad; Agus Priyadi; Agustinus Budi Santoso; Nugroho, Setiyo Adi; Kusumajaya, Robby Andika
Community : Jurnal Pengabdian Pada Masyarakat Vol. 3 No. 3 (2023): November : 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.v3i3.413

Abstract

Dalam tahun tahun terakhir ini teknologi informasi dan komunikasi (TIK) telah memasuki seluruh elemen kehidupan, yang menyebabkan perubahan pada pola kehidupan sosial dan ekonomi, dan juga pada bidang pendidikan. TIK telah meresap memasuki kehidupan sehari-hari, dan penggunaannya menjadi persyaratan mendasar dalam proses pendidikan yang bermutu. Pendidikan yang bermutu sendiri akan terjamin oleh guru-guru yang berkompeten di bidangnya . IN HOUSE TRAINING (IHT) dalam rangka PENINGKATAN KOMPETENSI GURU pada lembaga SDIP H.M Subandi Kab. Semarang ditujukan dalam usaha peningkatan kinerja dan performa para guru di SDIP H.M Subandi Wilayah Kab. Semarang. Kegiatan ini didasarkan dari hasil observasi yang menunjukkan masih minimnya pengetahuan di bidang Teknologi Informasi yang dimiliki Kepala Sekolah setempat beserta Guru tentang teknologi informasi, khususnya terkait kesulitan dalam pembuatan soal-soal secara Online atau CBT. peserta pelatihan merasa terpuaskan dengan adanya Program In House Training (IHT) Peningkatan Kompetensi Guru Dalam Pemanfaatan IT ini karena melalui program ini mereka telah dapat mempraktekkan dalam pelatihan dan telah menguasai pengaplikasian ilmu yang diperoleh dalam materi pelajaran dalam upaya meningkatkan skill dan performa guru dalam menggunakan Teknologi Informasi.
Pelatihan Penerapan Penggunaan Aplikasi Canva dan Akuntansi untuk Usaha Kecil bagi Siswa Kejar Paket C di PKBM Sejati Kudus Wiwid Wahyudi; Vivi Kumalasari; Eni Endaryati; Kurniawan, Andreas Heri; Irdha Yunianto; Agus Priyadi
Community : Jurnal Pengabdian Pada Masyarakat Vol. 3 No. 3 (2023): November : 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.v3i3.451

Abstract

Pelatihan di PKBM SEJATI KUDUS untuk para siswa Kejar Paket C perlu dilakukan karena berdasarkan pengamatan sebelumnya, bahwa para siswa Kejar Paket C belum mengenal sama sekali tentang penggunaan aplikasi Canva maupun memahami cara menyusun laporan keuangan sederhana untuk usaha kecil. Dalam kegiatan operasional sehari-hari, penggunaan aplikasi Canva mendukung proses desain grafis (poster, brosur, dll). Penggunaan aplikasi Canva diharapkan dapat membantu para siswa Kejar Paket C untuk membuat desain yang mereka butuhkan sehingga setelah lulus mereka dapat membuka lapangan usaha sendiri dan memperoleh penghasilan. Hal ini didasarkan pada hasil prasurvey yang telah dilaksanakan oleh Tim PPM Lembaga Pengabdian Kepada Masyarakat Universitas STEKOM Semarang di PKBM SEJATI KUDUS. Program PPM ini juga merupakan tanggapan akan kebutuhan para siswa Kejar Paket C, yang sejak lama merasakan bahwa mereka belum cukup lancar untuk menggunakan program-program komputer dan memahami siklus akuntansi tersebut. Kegiatan berlangsung di PKBM SEJATI KUDUS yang berada di Jl. Pasuruhan Kidul II, Pasuruhan Kidul, Kec. Jati, Kabupaten Kudus, Jawa Tengah 59349 pada tanggal 10, 11, dan 18 November 2023. Pola pelaksanaan program pelatihan bidang Aplikasi Canva dan Akuntansi bagi para siswa Kejar Paket C PKBM SEJATI KUDUS, dilakukan dengan cara klasikal. Pelatihan ini diikuti oleh siswa Kejar Paket C PKBM SEJATI KUDUS yang berjumlah sekitar 15 orang. Berdasarkan pelatihan yang telah dilakukan, diperoleh hasil bahwa siswa Kejar Paket C PKBM SEJATI KUDUS dapat memahami penggunaan Aplikasi Canva yang baik dan benar dalam kegiatan desain grafis. Selain itu siswa Kejar Paket C PKBM SEJATI KUDUS dapat memahami penggunaan Akuntansi untuk menyusun laporan keuangan secara sederhana bagi usaha kecil.
Bagaimana Teknologi Digital Mendukung Pendidikan Dasar: Pelatihan AI untuk Guru Andik Prakasa Hadi; Setiyo Adi Nugroho; Rudjiono Rudjiono; Agus Priyadi; Ahmad Zainudin
Nusantara: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 2 (2025): Mei: NUSANTARA Jurnal Pengabdian Kepada Masyarakat
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/nusantara.v5i2.4607

Abstract

The advancement of artificial intelligence (AI) has opened new opportunities in education, particularly at the primary level. This article presents the outcomes of an AI training program for early childhood education (PAUD) teachers in Semarang Regency, aimed at enhancing their understanding and skills in integrating technology into teaching and administration. The study employed observations, interviews, post-tests, and focus group discussions. Findings reveal significant improvement in teachers’ abilities to use tools like ChatGPT and Canva, alongside increased confidence in adopting technology. However, infrastructure limitations and lack of post-training support remain key challenges. The study highlights the need for continuous and adaptive training to ensure successful AI integration in education.
Rancang Bangun Sistem Informasi Website Company Profile pada Industri Perhotelan Agus Priyadi; Andik Prakasa Hadi; Ahmad Zainudin; Ayrelliano Reyvanda Nugroho
Teknik: Jurnal Ilmu Teknik dan Informatika Vol. 4 No. 2 (2024): Oktober : Teknik: Jurnal Ilmu Teknik dan Informatika
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/teknik.v4i2.581

Abstract

This study aims to develop a web-based information system as a company profile for the hospitality industry, specifically for Hotel Griya Wijaya Ambarawa. The development method used is Research and Development (R&D), involving an iterative process to enhance the efficiency and effectiveness of the website. The results of this study indicate that the designed website not only improves hotel promotion but also expands market reach through interactive features such as an online reservation system and social media integration. The website is also designed to provide an optimal user experience with a responsive design, ultimately increasing reservations and customer satisfaction.
SISTEM INFORMASI PERSEDIAAN OBATBERBASIS WEB DI RUMAH SAKIT BINA KASIH AHMAD ZAINUDIN; Andik Prakasa Hadi; AGUS PRIYADI
Jurnal Ilmiah Sistem Informasi Vol. 3 No. 3 (2024): November : Jurnal Ilmiah Sistem Informasi
Publisher : LPPM Universitas Sains dan Teknologi Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/2xwvpm83

Abstract

Effective drug inventory management is essential for hospital pharmacy management to prevent stock shortages and waste due to expiration. Bina Kasih Hospital faces obstacles such as manual recording and reporting difficulties. This study designs a web-based drug inventory information system with waterfall methodology, using PHP, MySQL, and Bootstrap interface. This system allows real-time data access, stock tracking, automatic notification, and data integration. Testing using black-box and user acceptance testing showed increased operational efficiency, with a reduction in recording errors of up to 80% and an acceleration of reporting of up to 50%. This system supports auditing, reporting, and data integration. This solution is expected to optimize Bina Kasih Hospital's pharmacy management, with the potential for further development for integration with electronic medical record modules and procurement systems.
SISTEM PAKAR DIAGNOSA PENYAKIT TANAMAN JAGUNG MENGGUNAKAN METODE FORWARD CHAINING BERBASIS WEB Rudjiono, Daniel; Setiyo Adi Nugroho; Agus Priyadi; Aprilia Ferawati Ndaumanu
Elkom: Jurnal Elektronika dan Komputer Vol. 17 No. 1 (2024): Juli : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v17i1.1889

Abstract

Abstract - Corn plants are one of the plants that are easy to grow and relatively fast to get results but also a plant that is vulnerable to pests and diseases. The symptoms that arise require an expert or agricultural expert to be able to diagnose. Limited time and expert labor is one of the causes of delayed diagnosis, causing a decrease in farmers' yields. This is the basis for making this expert system by adopting knowledge from agricultural experts about the symptoms of corn disease using the Forward Chaining method. To support the research conducted, researchers used the Research and Development (R&D) research method and the design used the Object Oriented Programming (OOP) method using the Unified Modeling Language (UML). Software is built using the PHP programming language, MySQL as a database, and Bootstrap as an interface design with a web-based system.
Flash-Based Flash-Based Mathematics Learning Media Case Study At Randugunting State Primary School Semarang District Nova Dwi Putra; Agus Priyadi
International Journal of Graphic Design Vol. 1 No. 2 (2023): November : International Journal of Graphic Design
Publisher : University of Science and Computer Technology

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

Abstract

Elementary School (SD) is the initial level of formal education implemented in Indonesia which takes 6 years. Elementary school students are generally aged between 7-12 years, at this stage the knowledge taught is basic knowledge which will then continue to be developed until middle school and high school. The lecture method used by schools in general and the use of companion books that are less interesting result in students being less able to understand Mathematics subjects, especially Flat Figures. The design of this learning media is to provide a solution for teaching Mathematics for fourth grade elementary school students in an easier and more enjoyable way. The problem faced here is how to design interactive learning media as an alternative learning media to support the teaching and learning process in schools for class IV elementary school that is easy to understand materially and makes it easier for students to see real things or objects. The method used is Research and Development (R&D). In connection with the problems being studied and preparations for formulating a research framework, at this stage, data collection is carried out by means of observation and interviews, then thinking about the product that will be produced by formulating research objectives, after that determining product specifications and making a research schedule for developing the initial form of the product. What will be produced is suitable for analyzing students' values and interests. The next step is to carry out initial field trials on a limited scale by validating the expert team to test whether the product is feasible or not. If it is not feasible, improvements will be made to the initial product produced. The manifestation of this research and design is an interactive multimedia learning CD. The overall results achieved are expected to increase added value to assist educators in providing interesting, fun and easy to understand mathematics education to improve the learning achievement of class IV students at Randugunting Public Elementary School, Semarang Regency.