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Application Of Augmented Reality (Ar) In Android-Based Artificial Fiber Spinning Learning Media For Class Xi Students Tpsb Smk Texmaco Semarang Irdha Yunianto; Sugiarto Sugiarto
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

This research was motivated by limited depictions of objects in learning materials, lack of variation in the learning media used, lack of student interest in learning and students' final grades in productive subjects , especially in artificial fiber spinning material, with the average value of the material achieved not meeting the criteria. Minimum Completeness (KKM). This research is aimed at class This application was created with the aim of complementing the limitations of depicting objects in existing learning media, helping students learn the material more easily, improving student learning outcomes, and increasing media variations in learning. This research uses the Research and Development (RnD) method, using 6 of the 10 research stages, namely potential and problems, data collection, product design, design validation, design improvement and product testing. This research produces Artificial Fiber Spinning Learning Media that applies Augmented Reality (AR) for Class XI TPSB SMK Texmaco Semarang students as a learning aid. The final result of making this learning media is an application in Android application format, used on every Android-based mobile phone. As for the validity value from the media expert, the value obtained was 3.2, which was declared feasible, the results of the material expert validation test obtained the value 3.6, which was stated to be very feasibleand able to increase the average score in the class XI artificial fiber spinning subject at TPSB SMK Texmaco Semarang which originally 61.5% with 17 students who had not reached the KKM to 80.5% with 4 students who had not reached the KKM.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS KOMPUTER GRAFIS MENGGUNAKAN APLIKASI GAME EDUKATIF UNTUK ANAK BERKEBUTUHAN KHUSUS KELAS 2 DI SLB NEGERI SEMARANG TAHUN AJARAN 2025-2026 Moch Atthariq Husein; Muhammad Sholikhan; Irdha Yunianto
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.35374

Abstract

Perkembangan pesat teknologi digital telah membuka peluang luas bagi penerapan media berbasis komputer dalam pendidikan inklusif, terutama bagi siswa berkebutuhan khusus yang memerlukan rangsangan belajar multisensori, visual, dan interaktif. Praktik pembelajaran konvensional di SLB Negeri Semarang masih didominasi oleh penggunaan buku teks dan penjelasan guru yang bersifat satu arah, sehingga kurang menarik perhatian siswa kelas 2 dengan karakteristik tunagrahita ringan dan autistik ringan. Kondisi ini menyebabkan rendahnya motivasi, daya konsentrasi, serta kesulitan dalam memahami materi yang disampaikan kepada peserta didik. Berdasarkan permasalahan tersebut, penelitian ini bertujuan mengembangkan media pembelajaran interaktif berbasis komputer grafis menggunakan aplikasi game edukatif untuk meningkatkan motivasi, fokus, dan pemahaman siswa. Hipotesis yang diajukan menyatakan bahwa game edukatif berbasis komputer grafis dapat secara signifikan meningkatkan motivasi dan keterlibatan belajar siswa berkebutuhan khusus. Penelitian ini menggunakan metode Research and Development (R&D) adaptif dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Media yang dihasilkan memadukan visual berwarna cerah, animasi dinamis, efek suara interaktif, serta navigasi sederhana yang sesuai dengan kemampuan kognitif siswa. Hasil validasi menunjukkan skor kelayakan 92% dari ahli media dan 88% dari ahli materi dengan kategori sangat layak. Uji coba terhadap enam siswa menunjukkan peningkatan perhatian, partisipasi, serta kesenangan dalam belajar. Penelitian ini menyimpulkan bahwa game edukatif berbasis komputer grafis efektif, inklusif, dan berkelanjutan untuk mendukung guru dalam menciptakan pembelajaran yang adaptif, menarik, dan berpusat pada siswa di lingkungan pendidikan khusus.
Virtual Character Design as a Replacement for Female YouTuber Figures Adeline Linggar Mariela; Ayyub Hamdanu Budi Nurmana; Santi Widiastuti; Irdha Yunianto
Riwayat: Educational Journal of History and Humanities Vol 8, No 4 (2025): October
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.
IMPLEMENTASI DIGITAL MARKETING BERBASIS MARKETPLACE DAN MEDIA SOSIAL DALAM MENINGKATKAN KINERJA UMKM BGS TEXTILE Muhammad Bagas Saputra; Dendy Kurniawan; Irdha Yunianto; Erinda Anasia Agustin
Jurnal Padamu Negeri Vol. 3 No. 2 (2026): April : Jurnal Padamu Negeri (JPN)
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/hqckhw05

Abstract

This community service activity aims to implement digital marketing based on marketplace and social media to improve the performance of BGS Textile MSMEs. The main problem faced by the partner is the lack of optimal utilization of digital technology in marketing activities, particularly in managing marketplace platforms and social media. The method used in this study is a participatory training and mentoring approach, which includes initial observation, digital marketing training, platform usage practice, as well as evaluation and monitoring. The results show that MSME actors are able to create and manage an online store on the Shopee platform, organize digital product catalogs, and utilize available promotional features. In addition, there is an improvement in the ability to design promotional content and use social media as a branding tool. However, the improvement in business performance, particularly in terms of sales, has not been significant at the initial stage of implementation. Overall, this activity successfully establishes a foundation for information system-based digital marketing that can be further developed to enhance MSME competitiveness in the digital era.
Brand Awareness dan Engagement Konsumen: Strategi Digital Marketing Melalui Konten Reels Instagram Yunika Novebriyanti; Haryo Kusumo; Irdha Yunianto
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol. 5 No. 1 (2026): Januari: Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v5i1.5724

Abstract

Penelitian ini bertujuan untuk menganalisis efektivitas konten Reels Instagram sebagai strategi pemasaran digital dalam meningkatkan brand awareness dan engagement konsumen pada jasa make-up artist Ke.malamakeup. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model 4D (Define, Design, Develop, Disseminate). Penelitian berfokus pada perancangan, pengembangan, dan penyebaran konten video singkat di Instagram Reels. Hasil penelitian menunjukkan bahwa konten yang dirancang secara terencana dan estetis secara visual mampu meningkatkan engagement dan pengenalan merek secara signifikan. Berdasarkan survei, 82% responden menilai video Reels menarik dan profesional, membuktikan bahwa konten Reels efektif digunakan sebagai media promosi pada industri jasa kreatif.