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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
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): Navigasi Pedagogi Digital: Transformasi Desain Komunikasi Visual dan Narasi In
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.