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Perancangan Iklan Layanan Masyarakat Untuk Mengurangi Kecanduan Game Pada Pelajar SMP Rajab, Junaidi; Budiwaspada, Agung Eko; Minawati, Rosta
SPACEPRO: Product Design Jurnal Volume 1 Nomor 1, Mei 2023
Publisher : INSTITUT SENI INDONESIA PADANGPANJANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/spacepro.v1i1.3762

Abstract

Abstract The influence of the game is so great for Junior High School students, in which games can create addiction for them. As a result, they cannot manage their time well, skip their classes, and oftenly disturbed while studying because they constantly think about games on and on. The main cause is likely because of the psychology of junior high school students that still cannot control what they want wisely. As a result, their performance in studying will certainly decrease, which is resulted in their failure in academics. If this phenomena continues, it will surely impact their future in negative way. Therefore, it is necessary for the media to help junior high school students to be aware about the importance of managing their time, as well as giving the understanding that play games is not bad but they should know the boundary. Keywords: Public Service Ads, Games, Junior High School Students.
PERANCANGAN FILM ANIMASI TAMBO ASAL NAMA MINANGKABAU UNTUK PELAJAR SEKOLAH DASAR Rajab, Junaidi; Affandi, Syawlani; Irawan, Indra
VCoDe : Visual Communication Design Journal Volume 2, Nomor 1, Desember 2022
Publisher : Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/vcode.v2i2.3649

Abstract

Perancangan Fim Animasi Tambo Asal Nama Minangkabau Untuk Pelajar Sekolah Dasar yang didasari kurang dikenalinya tambo terutama tambo asal nama Minangkabau oleh anak-anak Minang sendiri, yang seharusnya menjadi penerus untuk melesatarikan aset kebudayaan Minangkabau. Dalam proses perancangan ini menggunakan prosedural yang bersifat deskriptif, melalui proses pengumpulan data dengan observasi, wawancara, identifikasi dan rumusan permasalahan. Untuk mencapai wilayah target audience agar maksud dan tujuan dari perancangan tepat sasaran serta menggunakan analisa SWOT. Proses perancangan menghasilkan media utama berupa Perancangan Fim Animasi. Di samping itu media pendukung yang diaplikasikan dalam bentuk poster, xbanner, stiker, buku mewarnai, pembatas buku, pin, komik mini, packaging. Perancangan tersebut berguna sebagai media yang media utama, agar penyampaian maksud dan tujuan rancangan ini lebih lebih efektif mencapai tagert audience. Perancangan ini secara menyeluruh merupakan suatu proses kreatif dengan tujuan untuk melestarikan budaya bangsa. Dengan perancangan ini diharapkan anak-anak dapat menumbuhkan rasa cinta terhadap kebudayaannya khususnya pada Tambo Asal Nama Minangkabau.
Perancangan Media Informasi Tentang Permainan Tradisional Di Kota Binjai Sumatera Utara Lubis, Nurul Afifah; Sudiani, Yoni; Rajab, Junaidi
Journal of Tourism Sciences, Technology and Industry Vol 3, No 1 (2024): JTSTI-Journal of Tourism Science, Technology and Industry
Publisher : Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/jtsti.v3i1.4391

Abstract

Traditional games or folk games in the city of Binjai are part of Indonesian culture that have been passed down from generation to generation. Traditional games contain moral messages that are beneficial for children's motoric, cognitive, emotional and social development. However, as the times progressed which pushed technology in various fields, the existence of traditional games began to be replaced by the presence of modern games which are currently more popular with children. Of course, this has a bad impact, namely that the moral messages and cultural values contained in traditional games are not conveyed well to the next generation, especially children. Therefore, information media is needed to convey these traditional games again. Therefore, 'Designing Information Media About Traditional Games in Binjai City, North Sumatra' was created. This design was made in the form of an illustrated book and several other media mixes. The data collection methods used were observation, interviews, questionnaires, and literature study. In data analysis, the method used is SWOT analysis with a target audience of children aged 7-12 years. Then these data are used in the process of creating the work which goes through several stages. The results of this design become a source of information for the people of Binjai City regarding existing traditional games through a media mix presented in the form of printed illustrated books as the main media. Then there is another media mix which supports the main media consisting of digital book, poster and infographic, traditional games, manual book, merchandise and outdoor media.
Perancangan Media Informasi Augmented Reality Wihara Kstigarbha Bodhisattva Tanjungpinang Handayani, Nadhila; Sudiani, Yoni; Rajab, Junaidi
Journal of Tourism Sciences, Technology and Industry Vol 3, No 1 (2024): JTSTI-Journal of Tourism Science, Technology and Industry
Publisher : Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/jtsti.v3i1.4393

Abstract

Ksitigarbha Bodhisattva Temple is a place of Buddhist worship and has become a religious and cultural tourist spot in the Riau Islands, Tanjungpinang. The statues at the Ksitigarbha Bodhisattva Temple only display information in Mandarin, even though the tourists who visit there mostly come from outside the area, not even just Buddhists. From interviews with visitors who came to the temple, they stated that apart from getting interesting photos, they also wanted to know what the Ksitigarba Bodhisattva Temple was like. However, due to the lack of communicative information, tourists do not know the information written in Mandarin. So "Designing Augmented Reality Information Media for the Ksitigarbha Bodhisattva Tanjungpinang Temple" was created. The data collection methods used were observation, interviews and literature study. The data analysis method used is SWOT and is aimed at a general target audience of all ages who like to seek new insights and also people who like to visit cultural and religious tourist attractions. After collecting these data, we proceed to the brainstorming stage of creating the work, namely compiling visual and verbal concepts on the designed information media. The results of this design are in the form of Augmented Reality, infographics, e-books, merchandise.
Perancangan Kampanye Sosial Untuk Para Orang Tua Tentang Penanganan Tantrum Pada Anak Usia 3-5 Tahun Di Kota Batusangkar Hamdi, Fakhrizal; Fernando, Ferry; Rajab, Junaidi
SPACEPRO: Product Design Jurnal Volume 2 Nomor 2, November 2024
Publisher : INSTITUT SENI INDONESIA PADANGPANJANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/spacepro.v2i2.4830

Abstract

Tantrum is anger with rage due to the inability to express desires or needs in words. Tantrums most often occur in children aged 3-5 years, because at that age children are developing language skills. Tantrums are something that is common in children, in the city of Batusangkar there are still many parents who don't know what tantrums are, and there are those who think Tantrums are a symptom of a child with needs. Due to parents' lack of understanding about what tantrums are and how to handle tantrums that occur in children, a social campaign was designed for parents about how to handle tantrums that occur in children. This social campaign was carried out in the form of seminars held at schools. by inviting parents as the audience. The data collection methods used were observation, interviews, questionnaires and also literature study. The analysis method used is SWOT analysis and the target audience is parents with an age range of 25-45 years. After collecting this data, we continue with the brainstorming process, preparing verbal concepts and visual concepts for the media that will be designed. The results of this design are seminars as the main media and also pocket books, posters, X-Banners, social media accounts, and also merchandise as supporting media.
PENERAPAN PELATIHAN APLIKASI DASAR KOMPUTER BAGI SISWA SMAS PGRI 4 PADANG Trinanda, Jessica; Fahmi, Merdila Nuril; Rajab, Junaidi; Ramadani, Helsi Zulfan; Insani, Sri Rahma Yul
Masyarakat: Jurnal Pengabdian Vol. 2 No. 2 (2025)
Publisher : Yayasan Pendidikan Dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/m-jp.v2i2.412

Abstract

Perkembangan teknologi informasi yang pesat menuntut dunia pendidikan untuk beradaptasi, termasuk dalam membekali peserta didik dengan keterampilan dasar komputer. Namun, tidak semua peserta didik memiliki akses dan pengalaman yang memadai dalam penggunaan teknologi tersebut. Oleh karena itu, kegiatan pengabdian ini bertujuan untuk meningkatkan literasi digital peserta didik melalui pelatihan aplikasi dasar komputer, khususnya Microsoft Word, bagi siswa SMAS PGRI 4 Padang. Metode pelaksanaan yang digunakan meliputi ceramah interaktif dan praktik langsung. Peserta dikenalkan pada fitur-fitur dasar Microsoft Word seperti pengaturan huruf, paragraf, dan penyimpanan dokumen. Hasil pelatihan menunjukkan bahwa peserta mampu membuat narasi pribadi secara mandiri dan menyimpan dokumen di komputer masing-masing. Kegiatan ini berhasil meningkatkan pemahaman serta keterampilan dasar komputer siswa. Meskipun terdapat keterbatasan waktu, pelatihan ini memberikan kontribusi awal yang signifikan dalam membekali siswa menghadapi tantangan era digital. Diharapkan kegiatan ini menjadi landasan untuk pengembangan keterampilan teknologi informasi yang lebih lanjut.
Perancangan Ulang Visual Identity Orange Sky Garden Payakumbuh Hamzah, Regil Afrian; Harissman, Harissman; Rajab, Junaidi
SPACEPRO: Product Design Jurnal Volume 3 Nomor 1, Mei 2025
Publisher : INSTITUT SENI INDONESIA PADANGPANJANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/spacepro.v3i1.5494

Abstract

Meningkatnya jumlah kafe di Payakumbuh saat ini membuat para pemilik kafe berpikir lebih kreatif dan inovatif. Orange Sky Garden merupakan kafe yang terletak dipusat kota Payakumbuh, didirikan oleh Riko Putra pada tahun 2015. Kafe ini mengusung konsep perpaduan ruang terbuka dan klasik. Banyaknya kompetitor membuat berkurangnya pengunjung ke kafe Orange Sky Garden, walaupun yang mengusung konsep tersebut jarang di kota Payakumbuh. Permasalahan Orange Sky Garden terletak pada identitas mulai dari logo sampai kurangnya pemanfaatan media sosial. Metode pengumpulan datanya berupa observasi, wawancara, studi pustaka dan dokumentasi, sedangkan metode analisis datanya yaitu SWOT dan 5W 1H. Hasil Perancangan Ulang Visual Identity Orange Sky Garden Payakumbuh berupa logo sebagai media utama. Logo tersebut merupakan wajah baru Orange Sky Garden mewakili kafe secara keseluruhan, dengan logo ini dapat memperkuat identitas kafe dan mempermudah pelanggan mengenalinya. Bentuk logo yang baru ini berbentuk lingkaran (monoline) kombinasi dari elemen-elemen visual kafe Orange Sky Garden. Media pendukung Perancangan Ulang Visual Identity Orange Sky Garden Payakumbuh berupa signage, packaging, poster, banner, merchandise, desain UI menu, seragam, desain sosial media, office set dan manual book.