cover
Contact Name
Terttiaavini
Contact Email
avini.saputra@uigm.ac.id
Phone
+6285377238800
Journal Mail Official
lppm@uigm.ac.id
Editorial Address
Jl. Jend Sudirman No 629 KM 4 Palembang
Location
Kota palembang,
Sumatera selatan
INDONESIA
Besaung : Jurnal Seni Desain dan Budaya
ISSN : 25028626     EISSN : 25494074     DOI : -
Core Subject : Art, Social,
Besaung is a scientific journal Visual Communication Design Study Program, Faculty of Government and Culture of the University of Indo Global Mandiri which includes the results of research, meetings, community service, conceptual coordination (thinking), and analytical studies in the fields of art, design and culture. Besaung is expected to be a medium for writers to publish their works, so publishing this journal can help in advancing science in the fields of art, design and culture. This journal is published twice in one year in March and September.
Articles 18 Documents
Search results for , issue "Vol. 10 No. 1 (2025): Besaung : Desember-Maret" : 18 Documents clear
Belajar Do’a Harian Islam Pada Anak Usia 7-12 Tahun Di Kota Palembang Dengan Pendekatan Komunikasi Visual Board Game Adelia, Amanda; Mubarat, Husni; Windu Viatra, Aji
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4647

Abstract

Prayer is required to be taught to children as early ac possible to form a more religious character. In Palembang, there are still few children who apply prayers in their daily lives, due to many factors. On of them is parents being busy with their work, then the kindergarten / TPA (Islamic school), and the lack of new and interesting learning media. The purpose of this design is to make children aware and encourage them to apply prayers in their daily lives and to create an engaging learning method. This design uses the design thingking method, which includes empathizing, defining, ideating, prototyping, and testing. Thee selected media include ( main media) a board game and an illustrated book, (pre media) x-banners, posters, digital posters, catalogs, and (follow-up media) beg tags, backpacks, pencils, erasers, rulers, pencil cases, quran pointers, long-sleeved t-shirts, tumblers, pins, sticker packs, and notebooks. It is hopen that this selection of media can serve as a tool to facilitate the teaching of daily Islamic prayers to children.
Komunikasi Visual Manfaat Daun Kelor Bagi Kesehatan Gizi Anak Usia 7-12 Tahun Di Kota Palembang Ulfa, Yulia; Patriansah, Mukhsin; Yulius, Yosef
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4656

Abstract

Moringa leaves (Moringa oleifera) are very well known as a rich source of nutrition and are beneficial for children's health. These leaves contain lots of protein, vitamins, minerals and antioxidants which are important for optimal growth and development. The main benefits of moringa leaves include improving the immune system, reducing the risk of nutritional deficiencies, and support for digestive health. The main problem is that many people are not aware of the potential health benefits of Moringa leaves, which results in low consumption and utilization of this plant. The problem solving plan carried out is with the right communication approach. The benefits of Moringa leaves are very important. One effective strategy is through board games. The main aim is to provide education to parents who have an important role in integrating Moringa leaves into their daily diet as well as educating children about the importance of good nutrition. Through this board game, people can learn about the benefits of Moringa leaves directly, from their nutritional content to how to use them in everyday life.
Visual Thumbnail Komik Digital “Merah Di Langit Bandung” Salsabila, Olivia; Daniar, Aninditya; Wulandari, Sri
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4779

Abstract

The digital comic Merah di Langit Bandung tells the heroic story of Mohammad Toha and Mohammad Ramdan during the historic Bandung Sea of Fire event, focusing on their high-risk mission to detonate the Dutch munitions warehouse in Dayeuhkolot in 1946. Featuring rich historical elements, this comic aims to reintroduce the nation's struggle for independence to younger generations in a more modern and accessible format. Consequently, Merah di Langit Bandung is published on LINE Webtoon, a popular platform for online comic reading that offers high accessibility and convenience for readers. This platform allows for dynamic storytelling and powerful visuals, making it highly relevant to the preferences of today's generation. Research for this project employed both quantitative and qualitative methods to understand audience needs and interests. One key aspect of the comic’s development is the thumbnail design, which not only serves as a visual representation of the story but also acts as an initial attraction that can make readers pause and decide to explore further. An effective thumbnail can be a deciding factor in capturing readers’ attention amid a vast array of available comics. Data analysis and surveys conducted with the target audience provided insights into the most effective visual elements, resulting in a captivating design concept. The proposed thumbnail design alternatives were chosen based on audience preferences, with the hope that the final design will maximize this digital comic’s appeal to readers.
Desain Karakter Webkomik Tentang Post-Traumatic Stress Disorder (PTSD) Untuk Usia 16-24 Tahun Annisa Nugraini, Insan; Ismoyo Aji, Restu; Solicitor C. R. E Chidtian, Aileena
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4783

Abstract

Post-Traumatic Stress Disorder (PTSD) is a mental health disorder that occurs after a person experiences or witnesses a traumatic event which can cause sufferers to experience excessive anxiety, flashbacks, nightmares and significant emotional disturbances. Based on this problem, the author is interested in raising the theme of designing PTSD in the context of adolescents aged 16-24 years. The main focus is depicting the main character's experiences and struggles in dealing with PTSD, as well as including messages of awareness and support for the target audience. This research uses qualitative methods and is supported by sources and data from interviews with experts, namely psychologists, official Webtoon comic artists, PTSD survivors themselves and is also strengthened by other supporting sources such as books or journals. Meanwhile, for the quantitative method, it is taken from the results of a questionnaire which shows the quantity for certain data collection needs. A problem-solving plan through comic character design that integrates artistic elements to support the narrative, including color, facial expressions, and body gestures, in creating emotional depth and reader engagement. It is hoped that the resulting comic will provide inspiration, support and enlightenment for individuals who may be experiencing PTSD or have friends and family who are affected. Thus, it is hoped that this design will be the first step in building public awareness of mental health problems among teenagers and early adults through media that is accessible and of interest to them.
Kreativitas Versus Dehumanisasi Seni Desain: Keterampilan Manusia di Tengah Tantangan Kecerdasan Buatan dalam Era Digital Zuharmando Ghaffara, Muhammad; Dede Pramayoza; Asril
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.5017

Abstract

This article examines the significant changes experienced by digital design artists in the era of artificial intelligence (AI), especially related to transformations in the creative process, originality and human values ​​in art. The main problem of this research is that the current development of AI technology with all its advances can create works of art quickly and with high quality, which previously could only be done by artists. This raises concerns among artists regarding the potential for commodification of works of art, loss of emotional elements and a decrease in the value of originality due to automatic processes that are less personal. But on the other hand, AI also opens up new opportunities in artistic exploration, allowing artists to integrate traditional techniques with technological innovations to speed up the creation process. Through a qualitative descriptive approach, the main aim of this research is to investigate artists' views regarding the use of AI, both as a partner and as a threat. The analysis results show that AI influences the role and identity of artists, especially in maintaining emotion and meaning in digital art. It is hoped that these findings can provide an understanding of the balance between technology and human expression in art, as well as answer ethical and aesthetic challenges in the context of art that continues to develop.
Pemanfaatan Media Sosial Sebagai Media Promosi Pariwisata Kabupaten Trenggalek Untuk Gen Z Di Jawa Timur Rizqi Anggita, Esa Shafatta; Abdin Munib, Jazuli
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.5091

Abstract

The tourism sector has proven to be reliable in improving people's welfare and national development. Trenggalek Regency as one of the areas in East Java Province that has quite a lot of tourism potential with very promising future prospects. Gen Z can be one of the spearheads of tourism ambassadors in each region. Gen-Z will spend more time playing the internet, especially social media because social media has become one of the most effective communication tools to promote various things, including the tourism potential of an area of ​​Trenggalek Regency. Using a qualitative approach and Design Thinking method, this study went through five stages: empathize, define, ideate, prototype, and test. This method is used to observe problems in tourism promotion, create visual works based on existing data sources, and design solutions to existing problems. The use of social media as a promotional medium is carried out through Instagram. The main media published through Instagram is very effective in increasing reach out and awareness of 12 tourist destinations in Trenggalek Regency, and the use of content pillars has an effect on social media engagement. In addition, supporting media used such as travel books are also useful for all groups, the use of logos in each post can increase the recognition of the @trenggalek.tourism Instagram account
Komunikasi Visual Destination Branding Kecamatan Lasem Kabupaten Rembang Sebagai Cagar Budaya Celestapasha, Humaira Asoka
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.5187

Abstract

Lasem is not yet fully recognized as having an image as a national cultural heritage asset, even though it has a legacy of rich history and culture. Many people, especially the younger generation, do not know or are interested in preserving the importance of the Lasem cultural heritage. Designing destination branding through a visual communication design approach is a concept proposed as an action to raise public appreciation and level of awareness of the existence of the Lasem cultural heritage. This research uses the design thinking design method with the process stages of empathize, define, ideate, prototype and test. At the ideate stage, information is obtained through the results of Charles S Pierce's semiotic analysis. The results of designing destination branding using a visual communication design approach are in the form of a brand guideline book entitled Kesengsem Lasem, containing the visual identity of the Lasem cultural heritage. Through this design, it is hoped that it will be able to increase awareness and appreciation of the younger generation towards the existence of cultural heritage in Lasem.
Analisis Minat Belajar Peserta Didik pada Pembelajaran Seni Rupa di Kelas V Sekolah Dasar Maharani Arif, Asila; Andaryani, Eka Titi; Sutikno, Putri Yanuarita
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.5298

Abstract

The problem in learning fine arts is that it is considered as unimportant learning so that it has a low interest perspective. Students assume that fine arts is an extracurricular activity so that learning does not require more focus and is done casually.. Based on the Learning Outcomes (CP) set, fine arts learning at the basic education level examines the elements of rupa and design principles in the environment around students. This study aims to determine the learning interest of grade V elementary school students in learning fine arts. In addition, this study also aims to describe the factors that influence interest in learning fine arts. The method used in this research is a combination method with a descriptive qualitative approach. The instruments were observation, questionnaire, and interview. The subjects of this study were the homeroom teacher of grade V elementary school and 10 grade V students. Data collection on interest in learning fine arts learning was obtained from the results of distributing questionnaires of interest in learning to grade V students and information on factors that influence interest in learning was obtained by observing and interviewing teachers. The results of this study indicate that based on indicators of student interest in learning fine arts obtained 66% with high indicators. Supported by the results of interviews that the high interest in learning fine arts learning is caused by the talents of students, teacher support in learning, and adequate facilities

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