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MEMPROMOSIKAN MATA KULIAH DESAIN VISUAL KARAKTER MENGGUNAKAN MEDIA GAME UNTUK SISWA SMA Cintya, Hedi Amelia Bella; Satria, Vinza Hedi
AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL Vol 6 No 1 (2025): Amarasi: Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59997/amarasi.v6i1.4596

Abstract

Banyak siswa SMA masih bingung menentukan masa depan akademik mereka di perguruan tinggi, terutama karena kurangnya pemahaman tentang bidang-bidang ilmu yang tersedia di perguruan tinggi. Ilmu yang ada di perguruan tinggi yang bersifat khusus sangat berbeda dengan ilmu-ilmu yang mereka terima saat SMA. Untuk mengatasi masalah ini, dilaksanakan sebuah penelitian yang bertujuan untuk mengenalkan siswa terhadap pelajaran mata kuliah berupa desain karakter pada program studi Desain Komunikasi Visual (DKV). Penelitian akan menggunakan media game sebagai media utama pengenalan mata kuliah. Penelitian sebelumnya telah menunjukkan keefektifan game sebagai sebuah media untuk menyampaikan ilmu pengetahuan. Game dinilai dapat meningkatkan atensi dan ketertarikan responden terhadap materi yang diberikan. Beberapa penelitian juga menunjukkan game mampu meningkatkan tingkat partisipasi responden terhadap materi yang diberikan. Penelitian ini menggunakan pendekatan kuantitatif dengan metode pre-test dan post-test untuk mengevaluasi dampak game terhadap minat dan pemahaman siswa. Melalui pengamatan deskriptif dan uji rank of mean ditemukan bahwa nilai mean hasil post-test lebih tinggi daripada pre-test. Selanjutnya untuk mengetahui signifikansi dari perbedaan mean dilakukan analisis lebih lanjut menggunakan uji Wilcoxon. Hasil analisis menunjukkan peningkatan signifikan pada nilai post-test dibandingkan pre-test, dengan nilai p < 0,05 yang menunjukkan perbedaan signifikan secara statistik. Temuan ini membuktikan bahwa game yang diimplementasikan tidak hanya memberikan efek positif tetapi juga berkontribusi signifikan dalam meningkatkan pemahaman siswa terhadap materi desain karakter. Dengan hasil ini, game diharapkan dapat menjadi metode kreatif yang efektif untuk membantu siswa SMA memahami berbagai bidang ilmu di perguruan tinggi, sekaligus memotivasi mereka dalam mengeksplorasi minat dan bakat mereka.
PENERAPAN TEKNOLOGI TEPAT GUNA LEMARI PENGERING DAN MEJA POLA PADA UMKM ZULPAH BATIK DI TANJUNG BUMI Laily, Nur; Baihaqy, Ahmad; Nurmianto, Eko; Satria, Vinza Hedi; Sari, Juwita
Abdi Panca Marga Vol 5 No 2 (2024): Jurnal Abdi Panca Marga Edisi November 2024
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas Panca Marga Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51747/abdipancamarga.v5i2.2199

Abstract

Zulpah Batik SME in Tanjung Bumi faces significant challenges during the rainy season, as batik drying relies on sunlight, taking up to 5 hours in clear weather, 2 days in overcast conditions, and halting entirely during prolonged rainfall. Additionally, creating batik patterns using large fabrics is hindered by the absence of an adequate workspace, as the SME has only utilized standard writing desks. To address these issues, a batik drying cabinet powered by LPG and an ergonomic batik design table equipped with LED lighting were introduced. The drying cabinet reduces drying time to just 1 hour regardless of weather, with a controlled temperature of 70 ± 5°C, enabling continuous production. Meanwhile, the ergonomic design table, with adjustable height (76 cm standard) and dimensions of 122 cm x 200 cm, enhances pattern-making efficiency and precision. These appropriate technology solutions significantly improve production efficiency and quality, ensuring uninterrupted operations during the rainy season and facilitating better batik pattern creation. Keywords: Drying Cabinet, Pattern Table, Appropriate Technology, Batik
A Structured Approach to Organizational Website Development and Usability Measurement Using the Modified System Usability Scale Vinza Hedi, Satria; Hedi Amelia Bella, Cintya
IJCONSIST JOURNALS Vol 7 No 1 (2025): September
Publisher : International Journal of Computer, Network Security and Information System

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/ijconsist.v7i1.156

Abstract

The increasing demand for accessible and up-to-date digital identity has encouraged organizations to adopt websites as a primary information platform. However, limited technical resources often hinder effective content management. This study proposes a structured approach to developing an organizational website using the Waterfall model and evaluates its usability through the System Usability Scale (SUS). The development process consists of five stages: communication, planning, modelling, construction, and deployment. Requirements were collected through semi-structured interviews with organizational stakeholders, resulting in the decision to implement a web-based system using a Content Management System (CMS) to ensure ease of maintenance. After deployment, usability testing was conducted using Modified SUS with a Likert scale of 1–5, involving five respondents instead. The evaluation produced an average score of 4.6, indicating that the system is highly acceptable and easy to use, although suggestions were made to improve dashboard terminology and add a search feature. The results demonstrate that a structured web development approach combined with CMS integration can effectively empower non-technical users in managing digital content. Future development may include interface personalization and multi-admin features to further enhance usability.
Sentiment Analysis of User Reviews for the LinkedIn Application Using Support Vector Machine and Naïve Bayes Algorithm Ulinnuha, Nurissaidah; Pertiwi, Aisyah; Basuki, Athiyah Fitriyani; Kristanti, Beni Tiyas; Haniefardy, Addien; Burhanudin, Muhamad Aris; Satria, Vinza Hedi
IJCONSIST JOURNALS Vol 7 No 1 (2025): September
Publisher : International Journal of Computer, Network Security and Information System

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/ijconsist.v7i1.159

Abstract

Social Networking Sites (SNS) have become integral communication platforms for knowledge sharing and professional connections. LinkedIn, a leading professional network, is widely utilized in today's digital era, primarily by professionals and the business community. This research focuses on analyzing user sentiment on LinkedIn through the application of the Support Vector Machine (SVM) and Naive Bayes methods. Understanding user opinions and satisfaction is important, and sentiment analysis serves as a key tool for this purpose. This study is a comparative analysis of Support Vector Machine (SVM) and Naïve Bayes algorithm for classifying user reviews of the LinkedIn application. Drawing on data from Google Play reviews, this research explores a range of user sentiment towards the LinkedIn platform, including positive, negative and neutral reviews. The application of SVM and Naive Bayes algorithms successfully classifies reviews into relevant sentiment categories. Analyzing 2000 review datasets with an 80% training and 20% testing data split, Support Vector Machines demonstrate an 80% accuracy rate, while Naïve Bayes achieves a 70% accuracy rate. The Support Vector Machines (SVM) algorithm has better accuracy than the Naïve Bayes algorithm based on the test scenarios that have been carried out.