cover
Contact Name
Muhammad Irwan Hadi
Contact Email
m.h4di@ymail.com
Phone
+6285799379817
Journal Mail Official
aldyas@yasin-alsys.org
Editorial Address
Jalan Lingkok Pandan No 208 Kwang Datuk, Desa Selebung Ketangga, Kec. Keruak, kab. Lombok Timur, Prov. Nusa Tenggara Barat, Indonesia
Location
Kab. lombok timur,
Nusa tenggara barat
INDONESIA
Al-DYAS : Jurnal Inovasi dan Pengabdian kepada Masyarakat
Published by Lembaga Yasin Alsys
ISSN : 29644992     EISSN : 29644984     DOI : https://doi.org/10.58578/aldyas
Core Subject : Education, Social,
This journal was published by Penerbit LYAS which was published Three times a year, February, June, and October with a minimum of 5 articles. The journal aims to provide a forum for scholarly understanding of the field of education and plays an important role in promoting the process that accumulated knowledge, values, and skills. Scientific manuscript dealing with Research and Community Service topics are particularly welcome to be submitted.
Articles 405 Documents
Perancangan dan Implementasi Sistem Gameplay pada Game Pixel Art Jejak Pagaruyung sebagai Media Interaktif Pengenalan Budaya Minangkabau Mohammad Exsha Baguna; Sheanny Ocmi Sakti
Al-DYAS Vol 5 No 3 (2026): Al-DYAS: Jurnal Inovasi dan Pengabdian kepada Masyarakat
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/aldyas.v5i3.11586

Abstract

Although the development of culturally themed digital games has continued to grow, studies that position gameplay systems as the primary means of conveying cultural information remain limited. This study aimed to design and implement a gameplay system in the pixel-art game Jejak Pagaruyung as an interactive medium for introducing Minangkabau culture. The study employed a descriptive-evaluative product development approach using the Multimedia Development Life Cycle model, which comprised the conceptualization, design, material collection, production, and testing stages. Data were collected through direct observation at Istana Basa Pagaruyung, documentation, functional testing, observation of gameplay experiences, brief interviews, and questionnaires administered to users aged 12–25 years. The data were analyzed descriptively by categorizing qualitative findings and examining the functional testing results. The results showed that movement systems, object interactions, non-player character dialogues, minigames, mission stages, portals, audio, and transitions were successfully integrated using Godot Engine and GDScript. All 11 tested components functioned as designed, with no critical errors identified. Five rooms, six non-player characters, five minigames, and cultural objects, such as keris, carano, and tingkuluak, created a structured cultural exploration experience. This study produced a practical model for integrating narratives, cultural objects, interactive activities, and game progression as a medium for introducing Minangkabau culture. Further testing is required to empirically measure the effectiveness of the game in improving cultural understanding.
Rancang Bangun Mini Game Pengenalan Senjata Tradisional (Kurambik, Ruduih, Karih) Menggunakan Teknologi VR Head Mounted Display Danny Sevia Ningrum; Sheanny Ocmi Sakti
Al-DYAS Vol 5 No 3 (2026): Al-DYAS: Jurnal Inovasi dan Pengabdian kepada Masyarakat
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/aldyas.v5i3.11596

Abstract

Although the use of virtual reality for cultural preservation continues to develop, the development of immersive minigames specifically introducing kurambik, ruduih, and karih remains limited. This study aimed to develop a virtual reality-based minigame using a head-mounted display as an interactive and safe medium for introducing traditional Minangkabau weapons. The study employed a research and development approach using the Multimedia Development Life Cycle model, which comprised the concept, design, material collecting, assembly, testing, and distribution stages. Data were collected through observations at Museum Adityawarman Padang, documentation, a literature review, interviews, and functional testing. The data were analyzed using a qualitative descriptive approach by comparing the application outputs with the planned features. The results showed that the application successfully presented a Minangkabau-themed virtual environment, three-dimensional weapon models, information panels, grab and slice systems, scores, time limits, and three different minigames. Kurambik was used to cut fruit, ruduih to slash bamboo, and karih to confront ghost objects. The alpha testing results showed that all primary functions could be operated after optimizing the low-poly models, adjusting the colliders, and correcting the attach points. This study produced a prototype of an immersive experience-based cultural education medium that can support the interactive and safe introduction of traditional Minangkabau weapons. Future research should conduct beta testing, measure improvements in users’ knowledge, and involve cultural experts and users with more diverse characteristics.
Rancang Bangun Motion Graphic Biografi Prof. Ganefri, Ph.D sebagai Tokoh dalam Dunia Pendidikan Widya Falisya; Wiki Lofandri
Al-DYAS Vol 5 No 3 (2026): Al-DYAS: Jurnal Inovasi dan Pengabdian kepada Masyarakat
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/aldyas.v5i3.11598

Abstract

Changes in the information consumption patterns of younger generations have driven the need for biographical media on educational figures that are more visual, concise, and communicative. This study aimed to design and develop a motion graphic biography of Prof. Ganefri, Ph.D. as a medium for figure literacy and character education for school and university students. The study employed a research and development method by adapting the seven stages of Borg and Gall, namely the identification of potential and problems, data collection, product design, design validation, design revision, product testing, and product revision. Data were collected through documentation studies, direct interviews, observation of visual references, expert validation, and user questionnaires, and were then analyzed descriptively and quantitatively. The result of the study was a motion graphic video with a duration of 2 minutes 52 seconds, Full HD resolution of 1920 × 1080 pixels, a speed of 60 frames per second, and MP4 H.264 format. The product combined semi-realistic vector illustrations, 2.5D parallax techniques, kinetic typography, voice-over, background music, and sound effects to present the academic and leadership journey of Prof. Ganefri as well as the values of hard work, integrity, responsibility, and dedication. This study expands the use of motion graphics as a medium for biographical literacy on educational figures as well as a means of strengthening character education. Further testing is needed to measure the influence of the media on the audience’s knowledge, motivation, and information retention.
Revitalisasi Usaha Las Tradisional Menjadi Bengkel Las Kreatif melalui Inovasi Desain Metal Art dan Digitalisasi Viola Malta Ramadhani; Riana Nurmalasari; Tuwoso
Al-DYAS Vol 5 No 3 (2026): Al-DYAS: Jurnal Inovasi dan Pengabdian kepada Masyarakat
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/aldyas.v5i3.11606

Abstract

Traditional welding businesses in Banjarsari Village, Madiun Regency, face challenges including low operational efficiency, high rates of welding defects, material and energy waste, and limited product variety, resulting in restricted market reach and low profit margins. This community service activity aims to revitalize and transform local welding businesses through metal art-based product diversification, technological modernization, and the digitalization of business management. The program was implemented in four stages: preparation through observation, interviews, and equipment procurement; implementation through the application of metal art and a smart welding system; evaluation through a review of revenue and program effectiveness; and follow-up through publication and reporting. The results indicate that the application of technology increased production capacity and product quality by stabilizing welding parameters, reducing defect rates, improving precision, and conserving energy and materials. Metal art-based product diversification supported by digital marketing strategies also successfully expanded market reach beyond the Madiun region. Thus, the integration of technological modernization, product diversification, and marketing digitalization can sustainably enhance competitiveness, broaden consumer segments, and strengthen the profit margins of welding business operators. This program provides a model for revitalizing traditional welding businesses that can be applied to promote the technology- and creativity-based transformation of local enterprises.
Rancang Bangun Virtual Try-On Baju Adat Pernikahan Kabupaten Padang Pariaman Amelia Luthfiah Hanum; Sheanny Ocmi Sakti
Al-DYAS Vol 5 No 3 (2026): Al-DYAS: Jurnal Inovasi dan Pengabdian kepada Masyarakat
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/aldyas.v5i3.11609

Abstract

Although the digitalization of cultural heritage opens new opportunities for introducing traditional clothing, the use of virtual try-on to represent traditional wedding attire of Padang Pariaman Regency remains limited. This study aimed to design and develop a markerless augmented reality-based Virtual Try-On application displaying the attire of Anak Daro, Marapulai, Bundo Kanduang, Niniak Mamak, and Pasumandan. The study employed a research and development approach using the Multimedia Development Life Cycle model, which includes the concept, design, material collecting, assembly, testing, and distribution stages. This study did not involve participants as the main unit of analysis because it focused on product development. Data were collected through observation, documentation, literature review, and functional testing. Three-dimensional clothing models were created using Blender and integrated into Unity 2022.3.0f1, while MediaPipe Pose Landmarker was used to detect 33 body points through a webcam and control the position, scale, orientation, and movement of the models in real time. The results showed that all main functions of the application could be executed in accordance with the designed workflow. This study produced a cultural visualization medium that can be utilized in exhibitions and educational activities. Thus, this study contributes to the development of interactive technology-based media for introducing traditional clothing, while further testing needs to involve more diverse users and develop Face Mesh, depth estimation, and cloth simulation features.