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STRATEGI PENGEMBANGAN PANTAI SIPELOT SEBAGAI DESTINASI EKOWISATA YANG BERBASIS MASYARAKAT Siswo Martono; Hardman Budiardjo
EKONOMIKA45 :  Jurnal Ilmiah Manajemen, Ekonomi Bisnis, Kewirausahaan Vol. 6 No. 1 (2018): Desember: Jurnal Ilmiah Manajemen, Ekonomi Bisnis, Kewirausahaan
Publisher : Fakultas Ekonomi Universitas 45 Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (431.75 KB) | DOI: 10.30640/ekonomika45.v6i1.84

Abstract

The aim of this reseach was to find the right strategy to develop the beach of Sipelot by taking into account the potential of tourism supply and demand. This research uses descriptive qualitative method, with observation, interviews, questionnaires as instruments for collecting data and analyzing data using SWOT. The results of the IFAS and EFAS analysis the Sipelot ecotourism coastal in quadrant I, which means growth strategy, meaning that Sipelot beach ecotourism will provide benefits if developed sustainably. Based on the SWOT matrix analysis, the strategy formulation to develop Sipelot beach ecotourism is 1. tourism product development strategy, 2. marketing and promotion strategy, 3. accessibility development strategy, 4. development strategy and improvement of public facilities and 5. business development strategies.
Pelatihan Editing Video Komisi Senior GKI Pondok Tjandra Indah Sidoarjo: Berdamai dengan Teknologi Siswo Martono; Hardman Budiardjo; Sulistiowati, Sutikno; Martinus Sony Erstiawan
Ekobis Abdimas Vol 6 No 1 (2025): Juni 2025
Publisher : Fakultas Ekonomi, Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36456/ekobisabdimas.5.1.10432

Abstract

The rapid development of digital technology has created a significant digital divide among the elderly, including the senior members of GKI Pondok Tjandra Indah Sidoarjo, who feel left behind and dependent on the younger generation for digital activities. Despite this, they are highly motivated to be independent in expressing themselves through social media. To address this issue, GKI PTI Sidoarjo initiated a video editing training program using the CapCut application. The purpose of this activity is to empower senior congregants with a basic understanding of video editing that is easily accessible, thus increasing their confidence and digital independence. The expected benefits of the activity are to reduce dependence on others, encourage positive self-expression through social media, and realize the concept of “Making Peace with Technology” for senior congregations. The training was held for two days using the direct instruction method, which includes the stages of preparation (needs identification, basic skills analysis, material preparation, promotion), implementation (basic introduction to hands-on practice), and evaluation (pre-test and post-test). The results of the activity showed significant improvement in the technical skills of using CapCut (cropping, adding text/music, creating simple videos) and positive changes in participants' attitudes and confidence towards technology. The majority of participants (100%) realized the positive benefits of technology and more than half felt more independent. Conclusions show that the training was highly effective in bridging the digital divide and increasing self-reliance, although the limited duration and varying abilities of participants require follow-up such as self-paced modules and learning communities.
Perancangan Artbook Kisah Pangeran Diponegoro untuk Anak Usia 9-10 Tahun Keytimu, Jovancha; Siswo Martono; Evi Farsiah Utami
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 5 No. 2 (2023): Vol. 5 (2023) No. 2
Publisher : fakultas Desain Koomunikasi visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v5i2.139

Abstract

Pahlawan Nasional merupakan sebuah gelar penghargaan yang diberikan kepada rakyat, sebagai tanda penghormatan untuk mengenang jasa mereka yang telah rela berkorban demi Tanah Air Indonesia. Salah satu Pahlawan Nasional yang telah berjasa untuk Negara Indonesia adalah Pangeran Diponegoro. Pangeran Diponegoro merupakan salah satu Tokoh Pahlawan Nasional yang berasal dari Yogyakarta. Akan tetapi, hampir 65% anak usia 9-10 tahun tidak mengenal Pangeran Diponegoro dan 70% anak-anak tidak mengetahui kisah dari Pangeran Diponegoro. Bahkan, mereka lebih menyukai buku- buku yang berjenis cerita bergambar, komik, ilustrasi, dongeng dan anime. Ditambah karakter pahlawan yang mereka idolakan seperti Captain America, Superman, Batman, Iron Man, Aquaman, Wonder Woman dan Hulk. Agar anak-anak usia 9-10 tahun dapatmengenal Pangeran Diponegoro, maka dirancanglah sebuah artbook dengan teknik digital painting. Metode yang digunakan adalah metode kualitatif. Dimana teknik pengumpulan data yang dilakukan dengan cara observasi, wawancara, angket dan dokumentasi. Sehingga, menghasilkan konsep karya excitement yang memberikan arti semangat, antusias, rasa gembira dan rasa tertarik. Konsep excitement ini diimplementasikan dalam alur cerita, elemen desain, layout, tipografi dan warna. Perancangan artbook dengan teknik digital painting ini berisi kumpulan-kumpulan gambar ilustrasi, yang menceritakan lahirnya Pangeran Diponegoro hingga terjadinya Perang Jawa. Dengan adanya artbook ini, dapat menambah pengetahuan, meningkatkan minat baca dan memberikan pesan moral bagi anak-anak.
PERANCANGAN DESTINATION BRANDING KAWASAN PANTAI PUCANGLABAN SEBAGAI UPAYA MENINGKATKAN BRAND AWARENESS Faradita, Nadya Cahya; Martono, Siswo; Yurisma, Dhika Yuan
Gorga : Jurnal Seni Rupa Vol. 12 No. 2 (2023): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v12i2.49570

Abstract

One of the beaches in Tulungagung Regency known for its beautiful waves and pristine white sand is Pucanglaban Beach. It is suitable for swimming, sunbathing, or simply relaxing by the shore. This tourist destination is directly adjacent to the southern sea. The natural potential of Desa Pucanglaban encompasses the coastal area, including Pacar Beach, Kedung Tumpang Beach, and Molang Beach. The entrance fee to access this beach area is highly affordable, costing only Rp. 8,000, allowing visitors to enjoy all three beaches simultaneously. Facilities in the Pucanglaban Beach area include a mosque, restrooms, safety equipment, tent rentals, food and beverage stalls, parking facilities, and photo spots. However, despite the comprehensive facilities, this beach area lacks a strong brand identity. This research aims to design a destination branding strategy for the Pucanglaban Beach area with the goal of increasing brand awareness, contributing to the economic growth of Desa Pucanglaban, introducing the beauty and allure of Pucanglaban Beach to a wider audience, and creating a positive image. The design methodology used is design thinking, which involves various stages such as empathy, definition, ideation, prototype, and testing. The result of this design process is a key concept, namely "happiness," which signifies that this natural tourist destination can evoke a sense of happiness during and after a visit to Pucanglaban Beach by enjoying its natural beauty. This design is applied to create a logo, develop branding materials for the Pucanglaban Beach area, and implement it through various promotional tools such as x-banners, Instagram feeds, brochures, as well as various merchandise including clothing, mugs, stickers, keychains, and office stationery.Keywords: design, destination branding, brand awareness. AbstrakSalah satu pantai di kabupaten Tulung Agung  yang terkenal dengan ombaknya yang indah dan pasir putihnya yang bersih adalah pantai pucanglaban. Cocok untuk berenang, berjemur, atau bersantai di tepi pantai. Destinasi wisata ini berbatasan langsung dengan laut  selatan. Potensi alam yang dimiliki oleh Desa Pucanglaban meliputi area pesisir pantai, meliputi  Pantai Pacar, Pantai Kedung Tumpang, dan Pantai Molang. Tiket masuk untuk mengakses kawasan pantai ini sangat terjangkau, hanya seharga Rp. 8000, yang memungkinkan pengunjung untuk menikmati ketiga pantai tersebut secara sekaligus. Sarana dan prasarana di kawasan pantai Pucanglaban diantaranya adalah mushola, toilet, peralatan keselamatan, penyewaan tenda, stan makanan dan minuman, tempat parkir, serta lokasi untuk mengabadikan kegiatan dengan berfoto. Namun, meskipun fasilitasnya lengkap, kawasan pantai ini belum memiliki identitas merek yang kuat. Penelitian ini bertujuan untuk merancang strategi branding destinasi bagi kawasan pantai Pucanglaban, dengan tujuan meningkatkan kesadaran akan merek, berkontribusi pada pertumbuhan ekonomi Desa Pucanglaban, memperkenalkan keindahan dan daya tarik Pantai Pucanglaban kepada masyarakat secara lebih luas, serta menciptakan citra yang positif. Metode perancangan yang digunakan adalah desain berpikir (design thinking), yang melibatkan berbagai tahap seperti empati, definisi, berideasi, pembuatan prototipe, dan pengujian. Hasil dari perancangan ini adalah sebuah konsep utama, yaitu "kebahagiaan," yang menggambarkan bahwa destinasi wisata alam ini mampu memberikan pengalaman kebahagiaan selama dan setelah berkunjung ke Pantai Pucanglaban dengan menikmati keindahan alamnya. Perancangan ini diterapkan dalam pembuatan logo, pengembangan materi branding untuk kawasan Pantai Pucanglaban, dan implementasinya dalam beraneka pendukung promosi,  seperti x-banner, feed Instagram, brosur, serta berbagai merchandise seperti pakaian, mug, stiker, gantungan kunci, dan peralatan tulis kantor.Kata Kunci: perancangan,destination branding, brand awareness. Authors:Nadya Cahya Faradita : Universitas DinamikaSiswo Martono : Universitas DinamikaDhika Yuan Yurisma : Universitas Dinamika References:Adam, M., Siswo, A., Setya, M., & Erdiana, P. (2023). Perancangan Destination Branding Desa Jatipasar Sebagai Upaya Meningkatkan Brand Awareness. Jurnal Art Nouveau, 1(1).Michandani, E. S., & Arida, I. N. S. (2019). Perancangan Destination Branding Desa Wisata Kerta di Kecamatan Payangan Kabupaten Gianyar. JURNAL DESTINASI PARIWISATA, 7(1).https://doi.org/10.24843/jdepar.2019.v07.i01.p17.Sayatman, S., Soewito, B. M., & Noordyanto, N. (2021). Pengembangan Konsep Brand Identity dan Visual System ITS yang Lebih Terintegrasi. Jurnal Desain Idea: Jurnal Desain Produk Industri Institut Teknologi Sepuluh Nopember Surabaya, 20(1), 10.https://doi.org/10.12962/iptek_desain.v20i1.9329.Seragih, Y. G., & Azis, A. C. K. (2021). Tinjauan Hasil Gambar Ilustrasi Kartun dengan Objek Binatang. Ekspresi Seni: Jurnal Ilmu Pengetahuan dan Karya Seni, 23(2), 302-318.Simarmata, J. G., Azis, A. C. K., & Syukri, A. (2023). Desain Kemasan Bubuk Bandrek Betalana Desa Pohan Tonga. Seni Rupa, 19(02), 6-13.Tarumanagara, U., Barat, K. J., & Manual, S. (2023). Perancangan ulang identitas visual sebuah usaha elektronik rumah tangga. 12. Gorga¯: Jurnal Seni Rupa, 12(1), 26-32.Todings, R. E., E, P., & Nurfitri, R. (2022). Perancangan Corporate Identity Cv Arya Wasa Sebagai Citra Perusahaan. Gorga¯: Jurnal Seni Rupa, 11(2), 480. https://doi.org/10.24114/gr.v11i2.37300.Sayatman, S., Soewito, B. M., & Noordyanto, N. (2021). Pengembangan Konsep Brand Identity dan Visual System ITS yang Lebih Terintegrasi. Jurnal Desain Idea: Jurnal Desain Produk Industri Institut Teknologi Sepuluh Nopember Surabaya, 20(1), 10.https://doi.org/10.12962/iptek_desain.v20i1.9329.Seragih, Y. G., & Azis, A. C. K. (2021). Tinjauan Hasil Gambar Ilustrasi Kartun dengan Objek Binatang. Ekspresi Seni: Jurnal Ilmu Pengetahuan dan Karya Seni, 23(2), 302-318.Simarmata, J. G., Azis, A. C. K., & Syukri, A. (2023). Desain Kemasan Bubuk Bandrek Betalana Desa Pohan Tonga. Seni Rupa, 19(02), 6-13.Tarumanagara, U., Barat, K. J., & Manual, S. (2023). Perancangan ulang identitas visual sebuah usaha elektronik rumah tangga. 12. Gorga¯: Jurnal Seni Rupa, 12(1), 26-32.Todings, R. E., E, P., & Nurfitri, R. (2022). Perancangan Corporate Identity Cv Arya Wasa Sebagai Citra Perusahaan. Gorga¯: Jurnal Seni Rupa, 11(2), 480. https://doi.org/10.24114/gr.v11i2.37300.
Digital Comic Strip as an Attempt for Self-Control Againts Impulsive Buying among Generation Z Imanda, Ghea Sonja; Siswo Martono; Evi Farsiah Utami
Gorga : Jurnal Seni Rupa Vol. 13 No. 2 (2024): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

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

Abstract

Generation Z has a close relationship with social media, which influences the emergence of Fear of Missing Out (FOMO). Uncontrolled FOMO can result in a lifestyle that prioritizes wants over needs. This type of lifestyle eventually has an impact on impulsive buying behaviors often seen in Generation Z. To prevent impulsive buying in Generation Z, good self-control is necessary. Based on this, the research aims to design a digital comic strip as an effort for self-control and prevention of impulsive buying in Generation Z. The digital comic strip is designed to send educative informations for the target audience. The research uses a qualitative method and the design process using a design thinking method. The results of the data collection in the form of observations, interviews, documentation, and literature studies indicate that many Generation Z have engaged in impulsive buying. In addition, data collection also shows that Generation Z is interested and easily accepts information from digital comic strips because of the simple language, easily understandable content, easy access, and attractive features, such as illustration style, character design, and story flow. Therefore, it is concluded that a digital comic strip is needed that can be used as an effort for Generation Z's self-control over impulsive buying.