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National Insight Workshop to Form Students with Nationalist Character Lukas Sugiyanto; Dhani Agustinus; A Edi Widiargo
JPPkM: Jurnal Pengabdian dan Pemberdayaan kepada Masyarakat Vol. 1 No. 1 (2025): JPPkM:Januari
Publisher : Yayasan Pemimpin Inovasi Science

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Abstract

The workshop National Insights to Shape Nationalist Character in Students aimed to enhance understanding of national values and foster the nationalist character of students at Politeknik Sains Seni dan Rekreasi Bogor. Conducted over two days, the activities included presentations, discussions, simulations, and collaborative projects focusing on national pillars, the history of the nation’s struggle, and the challenges of nationalism in the digital era.The workshop results indicated an increase in students' understanding and commitment to national insights, demonstrated through creative projects and a collective declaration. This program is expected to encourage students to apply national values in their daily lives and actively contribute to maintaining the unity of the nation.
Designing a Virtual Exhibition of Children's Drawings for Parents to Learn About Their Child's Growth and Development Amalia Ghaisani; Antonius Edi Widiargo; Lukas Sugiyanto
Jurnal Info Sains : Informatika dan Sains Vol. 16 No. 01 (2026): Info sains, 2026
Publisher : SEAN Institute

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Abstract

This study aims to determine the physical and psychological development of children interpreted through children's drawings. The research method uses research and development with a descriptive approach. The design technique uses 3D Vista while data collection is done by observation and interviews. The design results educate parents about child development through visual representation in a virtual exhibition that can be accessed online and form a dynamic platform in child education and parental involvement.
Visual Identity Design for Mas Joko, the Auto Trader Efforts to Increase Brand Awareness Lukas Sugiyanto; Dhani Agustinus; Ivan Budi Rianto
Jurnal Info Sains : Informatika dan Sains Vol. 16 No. 01 (2026): Info sains, 2026
Publisher : SEAN Institute

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Abstract

This research aims to redesign the Mas Joko Pedagang Oto logo and standardize its application through application media. The research method uses research and development with a descriptive approach. The design technique uses Designing Brand Identity while data collection is done by observation and interviews. The results of the redesign of "Mas Joko Pedagang Oto" have a visual identity that is more appropriate to the brand's vision and mission and specific scope and meaning according to the needs and objectives of the Mas Joko Pedagang Oto brand.
Design of a 2D Animated Short Film About the Dangers of Online Gambling Moses Raissa Graceivan; Lukas Sugiyanto; Muhamad Haikal Muwahid
Jurnal Info Sains : Informatika dan Sains Vol. 16 No. 02 (2026): Info sains, 2026
Publisher : SEAN Institute

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Abstract

This study discusses the design of a two-dimensional (2D) short animated film intended as an educational medium to raise awareness among young people about the dangers of online gambling. The increasing involvement of youth in online gambling activities serves as the primary background for this creative project. The research employed a Research and Development (R&D) method with a descriptive qualitative approach, consisting of pre-production, production, and post-production stages. In the pre-production stage, data were collected through observation and interviews with individuals who had prior experience in online gambling. The collected information was developed into a storyline, character designs, and storyboards representing the everyday lives of modern youth. The production process utilized Toonboom Harmony 17 software with a combination of puppet animation and traditional frame-by-frame animation techniques to produce dynamic and expressive character movements. The post-production stage involved visual and audio editing to strengthen the delivery of the film’s moral message. The final outcome of this study is a short 2D animated film that presents an educational narrative about the negative impacts of online gambling, including financial loss, social disruption, and psychological pressure. The results demonstrate that animated media can serve as an effective communication tool to convey moral and social messages creatively and engagingly to a young audience.