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Visual Identity Development Concept on Promotion and Communication Media of Pacitan Vocational Community College: Konsep Pengembangan Identitas Visual Pada Media Promosi Dan Komunikasi Akademi Komunitas Negeri Pacitan (AKN Pacitan) Ratih Prameswari, Citra; Abadi, Fajar; Indra Kumala, Charisma
JOINCS (Journal of Informatics, Network, and Computer Science) Vol. 7 No. 1 (2024): April
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/joincs.v7i1.1637

Abstract

Previous research on designing a visual guidebook for AKN Pacitan continues in the current research. The visual identity of AKN Pacitan in accordance with the statutes has been packaged in a guidebook, which will later become a visual identity standard for all AKN Pacitan promotional and communication media. The website is one of the media for promotion and communication of AKN Pacitan to the wider community. The visual identity display and website layout are adjusted to those already in the visual guidebook. This research aims to ensure that the visual identity of AKN Pacitan can be implemented into all promotional and communication media of AKN Pacitan, especially for website media.
Perancangan Permainan Edukasi Kebencanaan Berbasis Android: Android – Based Design of Disaster Education Games Eka, Eka Dwi Nurcahya; Abadi, Fajar; Indra Kumala, Charisma
Journal of Electrical, Electronic, Mechanical, Informatic and Social Applied Science Vol. 2 No. 1 (2023): Juni 2023
Publisher : Unit Penelitian, Pengabdian Kepada Masyarakat dan Penjamnan Mutu Akademi Komunitas Negeri Pacitan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58991/eemisas.v2i1.19

Abstract

Indonesia berada di Pacific Ring of Fire, yang menyebabkan kerawanan bencana. Bencana tidak bisa kita hindari bahkan tidak bisa kita perkirakan kapan akan datang. Meningkatkan kewaspadaaan terhadap bencana adalah langkah terbaik untuk mengurangi dampak dan resiko kerugian. Sosialisasi tentang bencana dilakukan oleh pemerintah dan para sukarelawan dengan tujuan masyarakat sadar selalu akan resiko bencana. Berbagai macam cara sosialisasi dilakukan secara langsung atau mengikutkan kegiatan – kegiatan dimasyarakat. Tak terkecuali dengan teknologi, hasil survey menyatakan 96% responden di wilayah Kabipaten Pacitan menggunakan smartphone dengan system operasi Android. Kegiatan yang banyak dilakukan dengan gawai tersebut terbanyak adalah social media (66.7%) dan bermain permainan elektronik (game) (53%). Survey tersebut menginsiasi untuk merancang media sosialisasi berupa permaian elektronik kebencanaan untuk menanamkan pengetahuan kebencanaan kepada masyarakat. Hasil permainan elektronik kebencanaan yang dibuat dengan metode waterfall diuji dengan penilaian pengguna menghasilkan permainan ini mendapatkan skor 78,4% (Baik). Hasil tersebut menunjukkan diperlukan pendalaman pada penyusunan desain dan menu pada game.
DGMATH Berbasis Augmented Reality Sebagai Inovasi Media Pembelajaran di Era Digital Yuniarti, Dwi Ariani Finda; Abadi, Fajar; Munir, Mochamad Syahrul; Fu'adi, Anwar; Hikmahwan, Bagus
Edumatica : Jurnal Pendidikan Matematika Vol 14 No 3 (2024): Edumatica: Jurnal Pendidikan matematika (Desember 2024)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/edumatica.v14i3.38470

Abstract

The use of technology-based media can support students' creativity and optimize their learning outcomes, especially in mathematics, where many students often face difficulties. DGMATH AR is an augmented reality (AR)--based mathematics learning media designed to bring virtual animations into the real world in alignment with the learning material. This study aims to design AR-based learning media. The material used focuses on the properties of solid shapes for second-grade elementary school students. This research is a quantitative descriptive study involving users of the learning media, including teachers, students, and parents, as the subjects. The method employed is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collection, assembly, testing, and distribution. The instrument used was a questionnaire based on the USE Questionnaire, comprising 30 statements grouped into four dimensions: usefulness, ease of use, ease of learning, and satisfaction. The questionnaire was administered to 100 respondents. The results of the USE Questionnaire showed scores of 81.12% for usefulness, 82.25% for ease of use, 82.31% for ease of learning, and 80.11% for satisfaction. Thus, it can be concluded that the AR-based DGMATH is highly suitable for use as mathematics learning media in the digital era.
Optimizing the Osanna Beach Resort Website as a Digital Foundation to Enhance Promotional through Digital Marketing Yuniarti, Dwi Ariani Finda; Prianggono, Agus; Fu’adi, Anwar; Hikmahwan, Bagus; Abadi, Fajar
International Journal of Public Devotion Vol 8, No 2 (2025): August - December 2025
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/ijpd.v8i2.7857

Abstract

Osanna Beach Resort, one of the most tourist destinations in Pacitan Regency, does not yet have an official website. This condition results in the resort lacking a strong digital foundation to support sustainable marketing efforts. This Community Service Program (PKM) activity aims to develop the official Osanna Beach Resort website as a digital promotional medium. The implementation method uses a participatory approach combined with WDLC, through the stages of needs analysis, design, implementation with CMS WordPress, testing, launch, maintenance, socialization, and content management training for resort managers. The implementation results show that the website www.osannabeach.com has met partners' needs in providing destination information, facilities, reservations, and integration with social media. The questionnaire analysis of six assessment indicators obtained an average score of 95.35%, with details of color (98.69%), typography (95.74%), layout (90.49%), image quality (97.05%), ease of navigation (97.05%), and user comfort (93.11%). These findings confirm that the developed website design is able to provide a good user experience while enhancing the resort's professional image.Optimalisasi Website Osanna Beach Resort sebagai Fondasi Digital untuk Meningkatkan Promosi melalui Digital MarketingABSTRAKOsanna Beach Resort yang merupakan destinasi unggulan di Kabupaten Pacitan tidak memiliki website resmi, sehingga hal ini menyebabkan Osanna Beach Resort belum memiliki pondasi digital yang kuat untuk mendukung pemasaran berkelanjutan. Kegiatan PKM ini bertujuan untuk mengembangkan website resmi Osanna Beach Resort sebagai media promosi digital. Metode pelaksanaan menggunakan pendekatan partisipatif yang dipadukan dengan WDLC, melalui tahapan analisis kebutuhan, perancangan desain, implementasi dengan CMS WordPress, pengujian, peluncuran, pemeliharaan serta sosialisasi dan pelatihan pengelolaan konten kepada pengelola resort. Hasil implementasi menunjukkan bahwa website www.osannabeach.com telah memenuhi kebutuhan mitra dalam menyediakan informasi destinasi, fasilitas, reservasi dan integrasi dengan media sosial. Analisis kuesioner terhadap 6 indikaotr penilaian memperoleh rata-rata 95,35% dengan rincian aspek warna (98,69%), tipografi (95,74%), tata letak (90,49%), kualitas gambar (97,05%), kemudahan navigasi (97,05%) dan kenyamanan pengguna (93,11%). Temuan ini menegaskan bahwa desain website yang dikembangkan mampu memberikan pengalaman pengguna yang baik sekaligus meningkatkan citra profesional resort.Kata Kunci:pariwisata; digital marketing; website; WDLC; Osanna Beach Resort