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STUDI INTERFACE: KEBUTUHAN INFORMASI DALAM PENGEMBANGAN WEBSITE ARSIP DAN INFORMASI ESPORTS INDONESIA Farqo, Tedi Mursalat; Grahita, Banung
POSITIF : Jurnal Sistem dan Teknologi Informasi Vol 11 No 2 (2025): Positif : Jurnal Sistem dan Teknologi Informasi
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/positif.v11i2.15227

Abstract

Indonesia’s esports sector is growing rapidly, yet information needs for esports professional player scouting remain underserved. This study models the information requirements and interface design of an Indonesian esports archive website through media observation and interviews with team managers and coaches. Core needs include periodic tournament statistics, phase-based performance (early, mid, late), and player playstyle. We followed a user-centered design framework (Five Planes) and evaluated the prototype via scenario-based usability testing (n=5). Users completed tasks under target times and rated navigation and statistical visualizations as informative. Improvements focus on last-update indicators, in-page shortcuts, and user help. The study contributes a content model and prioritization of team/player performance attributes for scouting, along with actionable design patterns for a Indonesia esports archive platform.
Initial Effectiveness of Instagram Reels-Based Motion Graphics for Introducing Ludruk to Generation Z Ramadhani, Nugrahardi; Prasetyo, Didit; Wardani, Kartika Kusuma; Farqo, Tedi Mursalat; Raihana, Adisa Salma
JPI: Jurnal Pustaka Indonesia Vol. 6 No. 1 (2026): April
Publisher : Yayasan Darussalam Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62159/jpi.v6i1.2080

Abstract

Ludruk, a traditional theatrical art form from East Java, is increasingly marginalized among younger audiences, particularly Generation Z, whose media consumption is shaped by short, visual, and platform-based digital content. This study aimed to develop Instagram Reels-based motion graphics as digital learning media for introducing ludruk to Generation Z and to examine their initial effectiveness. The study employed the Multimedia Development Life Cycle (MDLC) framework and involved qualitative and quantitative data collection through literature review, questionnaires, observation, interviews, and user testing. The needs-analysis stage involved 40 respondents from the target audience group, while the user-testing stage involved 30 participants. The final product consisted of four short motion graphic videos, each lasting less than three minutes, designed with dynamic visuals, light narration, and culturally adapted humor to align with the communication preferences of Generation Z. User-testing results showed a substantial increase in participants’ understanding, with a mean N-gain score of 0.8, which falls into the high category. These findings indicate that Instagram Reels-based motion graphics have promising initial effectiveness as digital learning media for introducing ludruk and may serve as an accessible entry point for strengthening cultural literacy among younger audiences.
Komik Edukasi sebagai Media Guru Sekolah Dasar dalam Pembelajaran Masalah Sosial Kritis di Dunia Digital Noordyanto, Naufan; Darmawan, Yurif Setya; Farqo, Tedi Mursalat; Nugraha, Yurid Eka; Danendra, Maulana Yafie; Marhamah, Avivi
Sewagati Vol 10 No 2 (2026): pre printed
Publisher : Pusat Publikasi ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j26139960.v10i2.8752

Abstract

The acceleration of digitalization in the education sector presents both opportunities and challenges, particularly the emergence of critical social issues in the digital environment that affect elementary school students. Teachers, as key actors in character education, still face limitations in digital literacy competencies and the availability of contextual learning media to address these issues effectively. In response, this community service program aimed to strengthen elementary teachers’ digital literacy through the use of educational comics. A case study approach with a pilot project was implemented in collaboration with the Teachers’ Working Group (KKG) 02 in Guluk-Guluk District, Sumenep Regency. The program involved stages of data collection, problem analysis, development of five educational comic titles, classroom trials, and dissemination through teacher training. The results indicate that educational comics effectively increase students’ reading interest and assist teachers in explaining complex digital literacy issues, including online gambling prevention, hate speech, personal data protection, ethical promotion of local products, and cultural appreciation. Furthermore, teachers’ pedagogical capacity and confidence in integrating digital literacy into classroom instruction improved significantly. These findings highlight that educational comics serve as relevant and inclusive instructional media with the potential to bridge the digital literacy gap between urban and rural elementary schools.