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EFEKTIFITAS INFOGRAFIS DALAM MEDIA PROMOSI UMKM Andik Prakasa Hadi; Setiyo Adi Nugroho; Rudjiono Rudjiono; Sugiarto Sugiarto
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.748

Abstract

Taman Makam Abu Ambarawa is a cemetery managed by the Gotong Royong Social Foundation, has been using infographics in promotional media in the form of brochures, catalogs and business cards since 2017. This study was conducted to determine the effectiveness of using infographics in promotional media. The EPIC model is used as a method to determine the effectiveness of infographics in the promotional media that have been used, using the indicators of Empathy, Persuasion, Impact and Communication. Respondents in this study were people who had used the services of Taman Makam Abu Ambarawa. The results of this study indicate that the use of infographics in promotional media is very effective, with an EPIC index score of 3.38 indicating that the decision scale is very effective. While the tabulation of the EPIC and EPIC Rate dimensions indicated that the four dimensions of the EPIC model (empathy, persuasion, impact and communication) had a value greater than the minimum value of Very Effective of 3.25. This research can be used by stakeholder are related to cooperatives and UMKM, regarding the perspective of the use of infographics in promotional media that has proven to be effective, through the use of infographics to display products or services in promotional media for the cooperative development and UMKM.
APLIKASI MOBILE LEARNING PEMBELAJARAN VIDEO EDITING BERBASIS ANDROID PADA PERSATUAN PEMUDA SANDYA KARYA MUDA DESA REKSOSARI KEC SURUH KABUPATEN SEMARANG Setiyo Adi Nugroho; Andik Prakasa Hadi; Rudjiono Rudjiono; Ahmad Zainudin
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.765

Abstract

The advances in mobile technology have created a new learning method known as mobile learning technology or mobile learning. This method utilizes the use of smartphones which have become part of the daily life of people of all ages and levels of education. in this mobile learning ,android platform is selected. The reason for choosing android is that it is the most popular mobile OS. This learning is designed to run on Android with the aim that it can be used easily and can be run at any time as long as you carry an Android cellphone and there is an internet connection. This application is addressed to the Persatuan pemuda sandya karya mandiri desa reksosari kec suruh kabupaten Semarang, which is an activity of a youth group that is trying to develop and improve their video streaming channel . they need learning to improve their digital video processing skills to improve the quality of their video output. because this youth union consists of various ages and various educational backgrounds, the making of learning videos must be easy to operate, easy to display and does not require complicated equipment. The development of this application is based on usability which is the most important aspect of an application.
Pemanfaatan Metode Joyfull Learning Dalam Multimedia Pembelajaran Interaktif Bahasa Inggris Daniel Rudjiono; Khoirur Rozikin; nuris setiawan
Elkom : Jurnal Elektronika dan Komputer Vol 14 No 2 (2021): Desember: Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v14i2.538

Abstract

Perkembangan ilmu pengetahuan dan teknologi semakin mendorong upaya-upaya pembaruan dalam proses belajar mengajar, guru dituntut agar mampu menggunakan maupun membuat media pembelajaran yang lebih inovatif. SMP IT Cahaya Ummat Karangjati merupakan salah satu lembaga pendidikan Islam yang dalam proses pembelajaran masih menggunakan metode konvensional. Hal ini menyebabakan siswa mengalami kebosanan dan kurang aktif dalam proses pembelajaran, sehingga perlu dibuatnya inovasi baru dalam hal media pembelajaran. Solusi yang ditawarkan pada penelitian ini adalah sebuah media pembelajaran interaktif dengan metode Joyfull Learning. Metode Joyfull Learning adalah metode yang sangat baik di gunakan untuk melibatkan peserta didik dalam mempelajari materi yang telah disampaikan mengingat siswa kurang aktif dalam proses pembelajaran. Hasil penelitian ini dirancang untuk memberikan inovasi pembelajaran khususnya mata pelajaran Bahasa Inggris kelas VII semester 2 SMP IT Cahaya Ummat Karangjati. Selain itu, dengan adanya media pembelajaran interaktif diharapkan peserta didik menjadi lebih aktif dalam proses pembelajaran dan dapat meningkatkan motivasi belajar sehingga membuat hasil belajar meningkat.
Pemanfaatan Metode Moving Average Dalam Sistem Informasi Pendukung Keputusan Pembelian Barang Berdasarkan Peramalan Penjualan Dengan Berbasis Web Fujiama Diapoldo Silalahi; Khoirur Rozikin; Daniel Rudjiono; Nuris Dwi Setiawan
Elkom : Jurnal Elektronika dan Komputer Vol 14 No 2 (2021): Desember: Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v14i2.540

Abstract

CV. Ida Ayu adalah sebuah perusahaan yang bergerak di bidang perdagangan umum seperti tas rapat dan blocknote. Tujuan dilakukannya penelitian ini adalah untuk merancang sistem informasi pendukung keputusan pembelian barang yang dapat menghasilkan informasi yang valid, cepat dan akurat dan untuk mengetahui bagaimana membangun sistem informasi pendukung keputusan pembelian barang yang efektif dalam peramalan penjualan. Sulitnya administrasi untuk merancang suatu sistem informasi pendukung keputusan pembelian barang yang valid berdasarkan peramalan penjualan dan membuat sistem informasi pendukung keputusan pembelian barang yang efektif dalam meramalkan penjualan pada CV. Ida Ayu Semarang. Pada aplikasi peramalan ini metode yang digunakan adalah metode moving average. Metode ini diperoleh melalui penjumlahan dan pencarian nilai rata-rata dari sejumlah periode tertentu, setiap kali menghilangkan nilai terlama dan menambah nilai baru. Hasil penelitian diharapkan dapat menunjukan bahwa perancangan sistem informasi pendukung keputusan pembelian barang berdasarkan peramalan penjualan berbasis web dapat membantu karyawan (administrasi) untuk meminimalkan terjadinya kesalahan pembelian barang dengan mempertimbangkan penjualan yang terjadi dalam periode tertentu. Jadi semua kegiatan penjualan serta pembelian barang di CV. Ida Ayu dapat berjalan secara efektif dan efisien.
Perancangan Media Pembelajaran Interaktif Mata Pelajaran Tematik Bahasa Indonesia Untuk Siswa Kelas 1 Studi Kasus di SDN Leyangan Daniel Rudjiono; Ester Dian Santoso
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i1.1192

Abstract

This Study aims to design interactive learning media in indonesian subjects, especially theme 2 sub-theme 4 lesson 5. Based on the identified students, that there are still students who are still not able to read and write fluently. This is due to factors from within the students themeselves such as the willingness and ability of the child. This type of research is a research and development research and development (R&D) method. This study uses six stages: (1) Potential and problems, (2) gathering information, (3) product design, (4) design validation, (5) design revision, (6) product trial, (7) product revision. Validation was carried out by media experts (lecturers) and material experts (teachers). The subjects of the research trial consisted of grade 1 students at SDN Leyangan. The trial was conducted by 5 students. Data collected by interviews, documentation, and questionnaires (questionnaires). The data are the results of an assessment of product quality and suggestions for revising the product, which are then analyzed descriptively. The results showed that interactive learning media for Indonesian thematic subjects as a media tool designed to be suitable for use in learning theme 2 sub-theme 4 lesson 5 class 1 SDN Leyangan. This is shown by (1) the assessment of the media expert (lecturer) included in the very good criteria with a score of 37, (2) the assessment of the material expert (teacher) included in the very good criteria with a score of 36, and (3) in the trial use included in the very good criteria with a score of 36.
Pemanfaatan Metode Joyfull Learning Dalam Multimedia Pembelajaran Interaktif Bahasa Inggris Daniel Rudjiono; Khoirur Rozikin; nuris setiawan
Elkom : Jurnal Elektronika dan Komputer Vol 14 No 2 (2021): Desember: Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v14i2.538

Abstract

Perkembangan ilmu pengetahuan dan teknologi semakin mendorong upaya-upaya pembaruan dalam proses belajar mengajar, guru dituntut agar mampu menggunakan maupun membuat media pembelajaran yang lebih inovatif. SMP IT Cahaya Ummat Karangjati merupakan salah satu lembaga pendidikan Islam yang dalam proses pembelajaran masih menggunakan metode konvensional. Hal ini menyebabakan siswa mengalami kebosanan dan kurang aktif dalam proses pembelajaran, sehingga perlu dibuatnya inovasi baru dalam hal media pembelajaran. Solusi yang ditawarkan pada penelitian ini adalah sebuah media pembelajaran interaktif dengan metode Joyfull Learning. Metode Joyfull Learning adalah metode yang sangat baik di gunakan untuk melibatkan peserta didik dalam mempelajari materi yang telah disampaikan mengingat siswa kurang aktif dalam proses pembelajaran. Hasil penelitian ini dirancang untuk memberikan inovasi pembelajaran khususnya mata pelajaran Bahasa Inggris kelas VII semester 2 SMP IT Cahaya Ummat Karangjati. Selain itu, dengan adanya media pembelajaran interaktif diharapkan peserta didik menjadi lebih aktif dalam proses pembelajaran dan dapat meningkatkan motivasi belajar sehingga membuat hasil belajar meningkat.
Pemanfaatan Metode Moving Average Dalam Sistem Informasi Pendukung Keputusan Pembelian Barang Berdasarkan Peramalan Penjualan Dengan Berbasis Web Fujiama Diapoldo Silalahi; Khoirur Rozikin; Daniel Rudjiono; Nuris Dwi Setiawan
Elkom : Jurnal Elektronika dan Komputer Vol 14 No 2 (2021): Desember: Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v14i2.540

Abstract

CV. Ida Ayu adalah sebuah perusahaan yang bergerak di bidang perdagangan umum seperti tas rapat dan blocknote. Tujuan dilakukannya penelitian ini adalah untuk merancang sistem informasi pendukung keputusan pembelian barang yang dapat menghasilkan informasi yang valid, cepat dan akurat dan untuk mengetahui bagaimana membangun sistem informasi pendukung keputusan pembelian barang yang efektif dalam peramalan penjualan. Sulitnya administrasi untuk merancang suatu sistem informasi pendukung keputusan pembelian barang yang valid berdasarkan peramalan penjualan dan membuat sistem informasi pendukung keputusan pembelian barang yang efektif dalam meramalkan penjualan pada CV. Ida Ayu Semarang. Pada aplikasi peramalan ini metode yang digunakan adalah metode moving average. Metode ini diperoleh melalui penjumlahan dan pencarian nilai rata-rata dari sejumlah periode tertentu, setiap kali menghilangkan nilai terlama dan menambah nilai baru. Hasil penelitian diharapkan dapat menunjukan bahwa perancangan sistem informasi pendukung keputusan pembelian barang berdasarkan peramalan penjualan berbasis web dapat membantu karyawan (administrasi) untuk meminimalkan terjadinya kesalahan pembelian barang dengan mempertimbangkan penjualan yang terjadi dalam periode tertentu. Jadi semua kegiatan penjualan serta pembelian barang di CV. Ida Ayu dapat berjalan secara efektif dan efisien.
Perancangan Desain Packaging Untuk Aksesoris Pernikahan Wedding Planner Dodok Lawang Banyumanik Semarang nugroho, setiyo adi; Yulfiani, Rizka Amalia; Zaenudin, Ahmad; rudjiono, rudjiono
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1480

Abstract

Product packaging has a very important role in attracting consumers, making consumers select the goods and serving as a tool for brand promotion. Using images, colors, and text, graphic designers can apply design principles to produce visually appealing packaging, highlight the benefits of a product, and give it a unique personality. Dodok Lawang runs a business in the form of services, namely making dowries, gifts, ring boxes and gift boxes. In this research, we developed packaging making/with the aim of renewing old packaging so that it appears more attractive. The form of packaging for the wedding planner is in the form of boxes and paper bags, as well as leaflets with a simple but still elegant design concept. validation from media experts and material expert have a result that the product is valid to be used as a protecting/wrapping of product properly. From the user's side, this design is effective because the information and visuals acquired from the packaging design are better understood by the user.
PERANCANGAN MEDIA PEMBELAJARAN UNTUK MATA PELAJARAN ANIMASI BLENDER KELAS XII SMK KANAAN UNGARAN Rudjiono, Daniel; Setyo Adi Nugroho; Agus priyadi; Krisna Danu Aji Saputra
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1515

Abstract

The aim of this research is to create flash-based animation learning media for students at Kanaan Ungaran Vocational School, as well as increasing students' interest in learning animation. The method used is Research and Development, namely a method that develops a particular product such as animation-based learning media. This research was motivated by the discovery of a lack of media for learning animation at Kanaan Ungaran Vocational School, especially in class XI Multimedia animation lessons. Due to the lack of learning media, this creates students' interest and motivation in learning animation, so the author can conclude that students need a media that can generate learning motivation. The result of this research is an application from Adobe Flash CS6 which is an application that contains interactive animations that can be played by
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): Vol 17 No 1 (2024): Jurnal Ilmiah Komputer Grafis
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