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Pengembangan Majalah Sekolah Digital dengan Basic Design untuk Meningkatkan Literasi Digital di SMKN Jenawi Karanganyar Sabrina Davina Shanty; Evelyne Henny Lukitasari; Yudi Wibowo
Ars: Jurnal Seni Rupa dan Desain Vol 27, No 1 (2024): April 2024
Publisher : Fakultas Seni Rupa dan Desain, Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/ars.v27i1.12252

Abstract

Peningkatan literasi digital menjadi salah satu fokus pemerintah dalam beberapa tahun terakhir untuk menghasilkan sumber daya manusia yang unggul dan kompetitif, terutama pada kalangan pelajar. Salah satu langkah yang diambil adalah mengembangkan majalah sekolah ke dalam bentuk digital dan menerapkan pengetahuan dasar desain dalam pembuatan majalah sekolah untuk menarik minat baca siswa. Tujuan dari penelitian ini adalah membuat sebuah majalah sekolah digital dengan menerapkan dasar desain untuk menarik minat baca siswa sehingga dapat menumbuhkan dampak yang baik pada pengetahuan dan sikap. Hasilnya, 94% siswa menyatakan bahwa desain majalah yang menarik dapat meningkatkan minat literasi mereka. Metode yang digunakan adalah kualitatif,  dengan pengumpulan data melalui observasi lapangan, survei, dokumentasi, dan analisis literatur menggunakan pendekatan deskriptif.
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.
ANALISIS KARAKTER PADA KARAKTER UTAMA ANIME DEMON SLAYER: KIMETSU NO YAIBA Illona Zamia Lusaka; Evelyne Henny Lukitasari; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Anime Demon Slayer: Kimetsu No Yaiba is a 2-dimensional animated series from Japan known as anime. This anime has 4 main characters, namely Kamado Tanjiro, Kamado Nezuko, Agatsuma Zenitsu, and Hashibira Inosuke who are members of the Demon Slayer squad. The research aims to determine the visual elements and meaning of the main characters of the Demon Slayer anime. The meaning of each main character is analyzed and described using design elements and the semiotic perspective of denotation and connotation using Roland Barthes' theory. This research used qualitative research methods with a descriptive approach. Data collection techniques implemented literature study and observation. The results show that everything in the character has its own meaning and function. It is also the characteristic of each character that makes them stand out. The characters' colors also describe each character's personality and special features. The characters Tanjiro, Nezuko, Zenitsu, and Inosuke are easy to remember with their unique characteristics. It means that the mangaka succeeded in creating the main character. Keywords: Roland Barthes Semiotics, Anime, Demon Slayer: Kimetsu No Yaiba, Japan
PERANCANGAN VIDEO IKLAN PRODUK HIJABSANIA Raizal Shanisyahmi Al Akhyar; Ahmad Khoirul Anwar; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Changes from time to time, especially now which has entered the modern era. This influences the way of dressing from western culture which has an impact on Indonesian society whose majority religion is Islam. Nowadays, you can find many different styles of hijab in Indonesia. One of the MSMEs that focuses on selling hijab products is HijabSania. HijabSania promotes products only through social media platforms such as WhatsApp and Instagram. The problem experienced by HijabSania is a problem with the concept of the video it uploads on Instagram. Therefore, it is necessary to make efforts to solve the HijabSania problem. The solution offered is a promotional media design with a Cinematic Video concept. The video that will be shown contains concerns about anxiety when wearing the hijab so that products from HijabSania are the solution to these concerns. Using a qualitative design method by collecting data and interviewing HijabSania, they produced a design in the form of a cinematic video which was intended as a product promotion medium and was supported by several other supporting media. Keywords: Design, Product Advertising, Products, Hijab
PERANCANGAN ANIMATED MUSIC VIDEO UNTUK LAGU KELAPA MUDA BAND Yesaya Sabda Imanuel; Ahmad Khoirul Anwar; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

Kelapa Muda Band is an experimental jazz music group originating from Lampung, Indonesia, and has won the first championship in one of the international jazz music competitions. However, the Kelapa Muda Band is still rarely recognized by the general public who are not concerned with the jazz music genre. One problem is the lack of promotional media for music video clips. Therefore, promotional media for music video clips is needed to increase the name of the Kelapa Muda Band, especially the song "Pagi dan Hujan". The design was made to promote the song "Pagi dan Hujan" from Kelapa Muda Band as an attractive promotional medium. It method starts from Development, pre-production, production, post-production, and distribution. Therefore, the design can produce music video clips and some of merchandise that are interesting in terms of concept and visualization. Keywords: Video Clip, Animation, Jazz
PERANCANGAN WEB KOMIK “PEMBAWA CAHAYA” UNTUK MEMPERKENALKAN BUDAYA BATAK Erlang Arsa Ridha Putra; Evelyne Henny Lukitasari; Yudi Wibowo
Canthing Vol. 10 No. 1 (2024): chanting v10n1
Publisher : Akademi Seni dan Desain Indonesia Surakarta

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Abstract

The design of the comic “Pembawa Cahya”t was motivated by the low quantity of Batak cultural web comics, especially in the action and fantasy genres. As for themes, there is a tendency to emphasize visual themes, such as traditional clothing or traditional houses, so that they don't really seem like the culture that exists in Indonesia today. This results in less interest in web comics with local themes. This design aims to make the audience more interested in local Indonesian cultural themes. Web comics were chosen because they area relevant entertainment medium in the millennial era where platforms and sites providing web comics have penetrated society. The story of The “Pembawa Cahaya” is designed so that the fantasy story wrapped in horror remains relevant by adding elements of kinship and cultural socialization in the local community. Most local web comics do not really raise social and cultural issues that are relevant to society, so they have few fans. Likewise, the issue of the harsh upbringing of sons from Batak families, even though there is a more fundamental reason for what actually happened, is rarely corrected in most Batak-themed story works. Using themes that are more local and relevant to society is aimed at reviving public interest in local web comics and can use web comics as a medium for promoting local cultures which is also an introduction to how the concept of culture actually applies, not just what the community interprets for themselves. Alone. This design uses observations in various fields, from provider platforms such as webtoon or comic toon as well as in data collection which is based on journals that are relevant to the theme raised. The design concept for this design is "Local culture in the modern era" whose concept is based on combining the concept of modernization with local culture that seems traditional.
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

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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.