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Desain layout untuk majalah sekolah digital di SMKN Jenawi Karanganyar Meisya Dhevanka Puspaningrum; Evelyne Henny Lukitasari; Yudi Wibowo
Jurnal Desain Vol 12, No 2 (2025): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v12i2.24021

Abstract

Kemajuan teknologi telah mewujudkan Standar Kompetensi Lulusan yaitu Profil Pelajar Pancasila yang merupakan perwujudan pelajar Indonesia sebagai pelajar yang memiliki kompetensi global dan berperilaku sesuai Pancasila. Namun, terlaksananya Profil Pelajar Pancasila ini mengalami hambatan karena literasi digital masih terbilang rendah. Majalah sekolah memiliki peran penting sebagai media informasi dan wadah kreativitas siswa di sekolah, ini sejalan dengan terwujudnya Profil Pelajar Pancasila. Namun, keberadaan majalah sekolah sering tidak mendapat perhatian sehingga terjadi hambatan. Desain Layout Majalah sekolah ini akan dilakukan bertujuan demi terlaksananya Profil Pelajar Pancasila dengan meningkatkan literasi digital. Dengan menggunakan pendekatan metode kualitatif deskriptif dan metode perancangan yang terdiri dari observasi dan survei, ide, brief, brainstorming, creative brief, desain, dan evaluasi, konsep ini menyajikan data tentang desain layout untuk majalah sekolah digital di SMKN Jenawi Karanganyar. Hasil dari perancangan ini adalah majalah sekolah digital yang mudah diakses oleh siswa dan dibuat sesuai metodologi perancangan yang dapat meningkatkan literasi digital siswa serta mewujudkan Profil Pelajar Pancasila.
Pengenalan Tenun Lurik Melalui Motion Comic “Nurika” di SD Negeri Mijipinilihan Surakarta Yudi Wibowo; Zaidan Ramadan Ilyas; Andina Aulia Agustin
JURNAL PENGABDIAN TEKNOLOGI TEPAT GUNA Vol 7 No 1 (2026): Teknologi Tepat Guna (TTG)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/jpttg.v7i1.2088

Abstract

Indonesia boasts a rich cultural heritage, notable for the lurik woven fabric that comes from Central Java and Yogyakarta. Nonetheless, the present generation of youth is beginning to value local cultural traditions because of the restricted access to engaging and pertinent educational resources, particularly in elementary education. At SDN Mijipinilihan, the teaching and learning process has yet to fully incorporate the understanding of lurik weaving culture. This challenge requires an inventive strategy that can effectively link children's experiences with local cultural principles. This community service endeavor aims to enhance students' comprehension and appreciation of local cultural heritage by developing digital learning materials inspired by motion comics. The project was executed as a motion comic named "Nurika," which explores the significance and philosophy of lurik fabric through an engaging visual storytelling approach. The approach involved socializing the program, providing teacher training, producing and screening media, facilitating class discussions, along with evaluation and mentoring. The results of this activity indicated a growth in students' comprehension of lurik weaving culture, as demonstrated by improved post-test scores in relation to pre-tests, along with enthusiastic student participation in discussions. Educators mentioned that this media assisted them in presenting cultural content in a more captivating and comprehensible manner for learners. In addition, this media was supplied to the school for continuous utilization. It can be inferred that using motion comics as an accessible medium grounded in local culture is an effective and pragmatic method for linking students to local wisdom principles. This program enhances students' cultural awareness while also improving teachers' skills in facilitating creative thematic education. Keywords: community engagement, comic creation, lurik fabric weaving, local traditions, educational resources, SDN Mijipinilihan
Analisis Representasi Identitas Budaya Lokal pada Environmental Graphic Design Pasar Dhoplang Yudi Wibowo; Arif Yulianto; Cornelia Hiedayati Berliana Putri
JURNAL ASSOSIATIV Vol 5 No 1 (2026): Jurnal Asosiatif
Publisher : Fakultas Sosial Humaniora dan Seni Usahid Surakarta

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

Abstract

Kehadiran budaya visual kontemporer yang sangat dominan di ruang publik dewasa ini cenderung mengubah eksistensi simbol dan nilai budaya setempat. Sebagai akibatnya, identitas budaya lokal kian terdesak keberadaannya dalam konteks kehidupan sehari-hari masyarakat. Situasi ini mendorong pentingnya memperkuat representasi budaya daerah lewat media komunikasi visual yang dapat menghidupkan kembali nilai, karakter, dan makna budaya lokal. Environmental Graphic Design atau Desain Grafis Lingkungan berfungsi secara strategis sebagai media visual yang menciptakan identitas ruang sekaligus menjadi alat komunikasi budaya bagi masyarakat. Pasar Dhoplang sebagai pasar makanan tradisional menyajikan konsep visual yang mengangkat budaya Jawa melalui berbagai elemen Environmental Graphic Design, seperti ilustrasi, tipografi, warna, simbol, dan ornamen visual. Keunikan penggunaan elemen-elemen itu menjadikan Pasar Dhoplang sebagai ruang publik yang berfungsi tidak hanya secara ekonomi, tetapi juga sebagai sarana representasi identitas budaya setempat. Studi ini bertujuan menganalisis penggambaran identitas budaya lokal dalam Environmental Graphic Design Pasar Dhoplang. Penelitian ini difokuskan pada analisis elemen visual yang dipakai serta arti simbolis yang terkandung di dalamnya sebagai sarana komunikasi visual budaya setempat. Metode yang digunakan dalam penelitian adalah metode kualitatif deskriptif. Pengumpulan data dilakukan dengan cara observasi visual terhadap elemen Environmental Graphic Design, dokumentasi visual, dan penelitian pustaka. Analisis data dilakukan dengan pendekatan formalist untuk mengkaji elemen-elemen visual serta pendekatan semiotik untuk memahami arti dan simbol budaya yang direpresentasikan. Hasil penelitian menyatakan bahwa Desain Grafis Lingkungan Pasar Dhoplang berperan sebagai alat strategis dalam mencerminkan identitas budaya Jawa serta menciptakan citra pasar yang berkelanjutan dan menarik. Desain bukan sekadar sarana komunikasi visual, melainkan juga instrumen yang membangun makna, ideologi, dan pengalaman ruang yang mengintegrasikan budaya, ekonomi, dan ekologi dalam satu sistem yang harmonis.
Introducing Indonesia and Opening Opportunities for Cooperation with Universities in Philippines Erwin Kartinawati; Peni Pujiastuti; Yudi Wibowo; Sri Huning Anwariningsih; Andrik Purwasito
GANDRUNG: Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 1 (2026): GANDRUNG: Jurnal Pengabdian Kepada Masyarakat
Publisher : Fakultas Olahraga dan Kesehatan, Universitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/gandrung.v7i1.7485

Abstract

In the era of educational globalization, collaboration between universities across countries has become a strategic necessity to strengthen the exchange of knowledge, culture, and innovation. Indonesia, as a country with rich culture, languages, and significant academic potential, has the opportunity to expand its educational network with countries in Southeast Asia, including the Philippines. However, educational and cultural relations between Indonesia and the Philippines have not been optimally developed. In that regard, through this community service activity, a team of Indonesian academics seeks to comprehensively introduce Indonesia to the academic community in the Philippines, while also opening opportunities for collaboration between universities in education, research, and community service. This activity also represents the implementation of educational, language, and cultural diplomacy, demonstrating the contribution of Indonesian universities at the international level. This activity is expected to result in the signing and implementation of cooperation agreements
Perancangan Game Story “Inner Threads” Sebagai Media Edukasi Kesehatan Mental Pada Generasi Muda Di Indonesia Laila; Ahmad Khoirul Anwar; Yudi Wibowo
JURNAL KEMADHA Vol. 16 No. 1 (2026)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v16i1.2097

Abstract

ABSTRACTMental health is a crucial aspect of individual well-being, yet it is a pressing concernamong Indonesia's younger generation. Data from the 2022 I-NAMHS shows that34.9% of adolescents experience mental health issues, with 5.5% diagnosed with amental disorder. Studies also indicate that cases of mental disorders, particularlyanxiety and depression, peak in early adulthood (21-23 years). However, it is still only2.6% of adolescents who access services. Globally, the WHO identifies adolescents asbeing at high risk for mental disorders, with depression being the leading cause ofdisability and suicide the leading cause of death among those aged 15-29. In responseto this gap, this project developed "Inner Threads," an interactive visual novel game asa medium for mental health education. The game targets late adolescents and youngadults in Indonesia, highlighting issues of emotional management and burnout, as wellas the importance of professional support. This approach aligns with Generation Z'spreference for digital technology and gaming. This is supported by an interest survey,which showed 84.7% of respondents were interested. The development of "InnerThreads" used the Multimedia Development Life Cycle (MDLC) method. The finalresults showed that this game was effective in conveying an educational message andincreasing user awareness, empathy, and understanding of mental health issues. Thiseffectiveness was demonstrated by playtest results with respondents aged 18-24, wherethe majority felt a substantial emotional impact, found the story relevant, andappreciated the visuals and music that supported the immersive experience. This gamesuccessfully triggered self-reflection, fostered awareness of the importance of supportfrom those around them, and even motivated them to seek professional support.Keywords: Mental Health, Adolescents, Early Adults, Educational Games, VisualNovels, Inner Threads, Indonesia.
Desain Motion Comic Tentang Bahaya Kecanduan Game Online Bagi Siswa Sekolah Dasar Farhan Hanif Ramadhan Sugiyanto; Yudi Wibowo; Ahmad Khoirul Anwar
JURNAL KEMADHA Vol. 16 No. 1 (2026)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v16i1.2194

Abstract

The development of digital technology has made elementary school students increasingly familiar with online games, which are now part of their daily activities. Excessive online gaming has the potential to lead to addiction and negatively impact concentration, time management, and academic performance. Elementary school students' understanding of the dangers of online game addiction remains low, and educational media that are not yet appropriate to their characteristics and interests are lacking. This project aims to create a visual communication medium in the form of a motion comic about the dangers of online game addiction for elementary school students. The design method used is design thinking, which includes the stages of empathize, define, ideate, prototype, and test. Data collection techniques used literature studies and questionnaires. The resulting design is a motion comic titled "Game Over," which presents a simple visual story, illustrations, text, and movement elements relevant to the lives of elementary school students. Thus, it can increase students' understanding and awareness of the dangers of online game addiction.