Ayu Pratiwinindya, Ratih
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Perancangan UI Pengelolaan Sampah Berbasis Reward untuk Meningkatkan Partisipasi Masyarakat Muhammad Julian; Ayu Pratiwinindya, Ratih
Imajinasi: Jurnal Seni Vol. 19 No. 2 (2025): Imajinasi: Jurnal Seni
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/imajinasi.v19i2.37689

Abstract

Pengelolaan sampah masih menjadi permasalahan lingkungan yang signifikan di Indonesia. Berdasarkan data Sistem Informasi Pengelolaan Sampah Nasional (SIPSN) Kementerian Lingkungan Hidup dan Kehutanan, Indonesia menghasilkan lebih dari 21,1 juta ton sampah per tahun, namun hanya sekitar 40% yang berhasil ditangani melalui daur ulang, komposting, maupun pengolahan lain, sedangkan sisanya berakhir di TPA atau mencemari lingkungan (KLHK, 2023). Survei KLHK (2022) juga menunjukkan bahwa lebih dari 70% rumah tangga di Indonesia masih membuang sampah secara campur tanpa pemilahan organik dan anorganik. Rendahnya partisipasi ini dipengaruhi oleh minimnya edukasi publik serta absennya sistem insentif yang efektif (Putra et al., 2021). Penelitian ini bertujuan merancang antarmuka pengguna (UI) aplikasi pengelolaan sampah berbasis reward system dengan pendekatan user-centered design (UCD) melalui tahapan identifikasi masalah, pembuatan persona, penyusunan user flow, perancangan wireframe, hingga prototipe high fidelity menggunakan Figma. Elemen visual komunikatif, warna earth tone, tipografi sans-serif, serta ikonografi intuitif diterapkan, ditambah fitur gamifikasi berupa poin, lencana, leaderboard, dan progress tracker yang terbukti efektif meningkatkan motivasi partisipatif dalam studi serupa (Zhang et al., 2022
IMPLEMENTASI KANVAS DIGITAL DALAM PEMBELAJARAN SENI RUPA UNTUK MENINGKATKAN MINAT DAN KREATIVITAS SISWA KELAS VII SMP NEGERI 8 SEMARANG Septianingtyas, Monik; Ayu Pratiwinindya, Ratih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.44924

Abstract

Visual arts education at the junior high school level still tends to rely on conventional media, so the use of digital technology in the creative process has not yet been optimized. In fact, the use of digital media has the potential to enhance student learning and creativity. This study aims to describe the implementation of digital canvas through the IbisPaint X application and to analyze the increase in student participation and its impact on creativity and the quality of artwork in illustration drawing lessons in Grade 7 at SMP N 8 Semarang. This study employs a descriptive qualitative approach using observation, interviews, and documentation of the art teacher as well as students in Grade 7E and 7H. Data were analyzed through reduction, presentation, and drawing of conclusions, and their validity was tested using triangulation of methods. The results of the study indicate that the use of digital canvases encourages more active student engagement and improves the quality of artwork, as evidenced by improvements in line work, composition, and color application. Additionally, digital features such as undo and layers simplify the creative process, encouraging students to explore more boldly. Technical challenges encountered in the early stages can be addressed through teacher guidance and an adaptation process. Thus, the IbisPaint X-based digital canvas is effective as an innovative medium in visual arts education.