cover
Contact Name
Yudi Wibowo
Contact Email
yudi.wibowo@usahidsolo.ac.id
Phone
+6281329070931
Journal Mail Official
kemadhadkv@gmail.com
Editorial Address
Jalan Adi Sucipto No 154 Jajar Surakarta
Location
Kota surakarta,
Jawa tengah
INDONESIA
Kemadha
ISSN : 20879911     EISSN : 29856663     DOI : -
Jurnal KEMADHA is a journal that becomes a forum for the publication of scientific articles of research results in the field of Art and Design. KEMADHA Journal is a journal that serves as a forum for the publication of scientific articles resulting from research in the field of Fine Arts and Design. This scope may include: - Graphic design - Visual Branding - Animation - UI/UX Design - Illustration - Videography - Photography, etc.
Articles 5 Documents
Search results for , issue "Vol. 16 No. 1 (2026)" : 5 Documents clear
Perancangan Game Story “Inner Threads” Sebagai Media Edukasi Kesehatan Mental Pada Generasi Muda Di Indonesia Laila; Khoirul Anwar, Ahmad; Wibowo, Yudi
JURNAL KEMADHA Vol. 16 No. 1 (2026)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v16i1.2097

Abstract

ABSTRACTMental health is a crucial aspect of individual well-being, yet it is a pressing concernamong Indonesia's younger generation. Data from the 2022 I-NAMHS shows that34.9% of adolescents experience mental health issues, with 5.5% diagnosed with amental disorder. Studies also indicate that cases of mental disorders, particularlyanxiety and depression, peak in early adulthood (21-23 years). However, it is still only2.6% of adolescents who access services. Globally, the WHO identifies adolescents asbeing at high risk for mental disorders, with depression being the leading cause ofdisability and suicide the leading cause of death among those aged 15-29. In responseto this gap, this project developed "Inner Threads," an interactive visual novel game asa medium for mental health education. The game targets late adolescents and youngadults in Indonesia, highlighting issues of emotional management and burnout, as wellas the importance of professional support. This approach aligns with Generation Z'spreference for digital technology and gaming. This is supported by an interest survey,which showed 84.7% of respondents were interested. The development of "InnerThreads" used the Multimedia Development Life Cycle (MDLC) method. The finalresults showed that this game was effective in conveying an educational message andincreasing user awareness, empathy, and understanding of mental health issues. Thiseffectiveness was demonstrated by playtest results with respondents aged 18-24, wherethe majority felt a substantial emotional impact, found the story relevant, andappreciated the visuals and music that supported the immersive experience. This gamesuccessfully triggered self-reflection, fostered awareness of the importance of supportfrom those around them, and even motivated them to seek professional support.Keywords: Mental Health, Adolescents, Early Adults, Educational Games, VisualNovels, Inner Threads, Indonesia.
Desain Game Edukasi Berbasis Board Game Sebagai Media Pembelajaran Inovatif Untuk Siswa Sd Kristen Banjarsari Setyo Budi Utomo, Shaneabel Azarya Utomo; Khoirul Anwar, Ahmad; Henny Lukitasari, Evelyne
JURNAL KEMADHA Vol. 16 No. 1 (2026)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v16i1.2192

Abstract

Elementary school is the initial level of education that plays a crucial role in shaping children's cognitive development, learning habits, and character. However, learning at Banjarsari Christian Elementary School of Surakarta is still dominated by conventional methods that are inappropriate to the developmental characteristics of elementary school students, resulting in low student interest and focus. Questionnaires administered to fourth- to sixth-grade students and their parents and guardians indicate that students often become bored, lose focus, and have difficulty understanding the learning material. On the other hand, Banjarsari Christian Elementary School excels in its application of humanistic Christian values, child-friendly learning environment, and close relationships between teachers and students, thus offering potential for development through learning innovation. This study aims to design educational learning media to support the learning process at Banjarsari Christian Elementary School of Surakarta. The media design is an educational board game with a visual and interactive approach, using the ADDIE method. The design is expected to increase student interest, focus, and engagement in learning.
Perancangan Video Iklan Produk Jamu Tradisional Di Desa Nguter Untuk Remaja Yastaqim, Naufal Galang; Khoirul Anwar, Ahmad; Yulianto, Arif
JURNAL KEMADHA Vol. 16 No. 1 (2026)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v16i1.2193

Abstract

Traditional medicine is a health product made from natural ingredients processed according to local wisdom. Traditional medicine is made from ingredients chosen by teenagers as a supplement to maintain their health. Kautsar 2024 revealed that 88 respondents (78.6%) had used the supplement effectively, while 24 respondents (21.4%) experienced adverse side effects, categorizing it as a negative outcome. Based on these issues, the design of a traditional medicine advertisement video for teenagers is expected to provide information about the benefits of consuming traditional medicine for maintaining health. The objective of this design is to provide teenagers with information about the benefits of traditional medicine for maintaining health. This design used a video advertisement to convey information about traditional medicine for maintaining health. This design method used design thinking, which consists of five stages: empathize, define, ideate, prototype, and test. The result of this design is a traditional medicine advertisement video entitled " Dari Alam Untuk Generasi Masa Kini." Through this advertisement video, teenagers can better understand information about traditional medicine and the benefits of consuming traditional medicine for health.
Desain Motion Comic Tentang Bahaya Kecanduan Game Online Bagi Siswa Sekolah Dasar Sugiyanto, Farhan Hanif Ramadhan; Wibowo, Yudi; Khoirul Anwar , Ahmad
JURNAL KEMADHA Vol. 16 No. 1 (2026)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v16i1.2194

Abstract

The development of digital technology has made elementary school students increasingly familiar with online games, which are now part of their daily activities. Excessive online gaming has the potential to lead to addiction and negatively impact concentration, time management, and academic performance. Elementary school students' understanding of the dangers of online game addiction remains low, and educational media that are not yet appropriate to their characteristics and interests are lacking. This project aims to create a visual communication medium in the form of a motion comic about the dangers of online game addiction for elementary school students. The design method used is design thinking, which includes the stages of empathize, define, ideate, prototype, and test. Data collection techniques used literature studies and questionnaires. The resulting design is a motion comic titled "Game Over," which presents a simple visual story, illustrations, text, and movement elements relevant to the lives of elementary school students. Thus, it can increase students' understanding and awareness of the dangers of online game addiction.
Perancangan Video Edukasi Waspada Child Grooming Bagi Para Remaja Salsabilla, Sagita; Khoirul Anwar , Ahmad; Yulianto, Arif
JURNAL KEMADHA Vol. 16 No. 1 (2026)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v16i1.2196

Abstract

Abstract The increasing development of technology and the internet provides many benefits and conveniences for society, especially for teenagers. However, increased access to technology and the internet is a second factor in vulnerability to electronic-based sexual violence, such as child grooming. The results of the ECPAT report in 2023 showed that there were 16 cases from the previous 29 cases in 2022. The number of cases experienced a decrease but in terms of electronic-based sexual violence cases were relatively high, one of which was grooming for sexual purposes. The increase in child grooming cases is based on adolescents' lack of understanding and low reporting, making them vulnerable to child grooming. Victims of child grooming should have the courage to speak up. However, in reality, many victims dare not speak up due to negative stigma from society. Based on these problems, the design of an educational video for teenagers to be aware of child grooming is expected to be appropriate, engaging, and easy to understand, so that teenagers can avoid it. The goal of this design is to create an educational video discussing the signs of child grooming so that teenagers can avoid child grooming and prevent the creation of negative stigma in their surroundings, so that victims have the courage to speak up. This design uses video to deliver education and information in an easy-to-understand way for teenagers. Video is chosen because it conveys messages visually, making it easy for teenagers to understand and accessible via mobile devices. This design method uses the design thinking method, which consists of five stages: empathize, define, ideate, prototype, and test. The resulting design presents an effective educational video titled "Learn the Signs of Waspada Grooming Online." This design not only benefits teenagers but also the community to support the understanding that child grooming is a form of exploitation that occurs without the victim's full awareness. This ensures that victims are not stigmatized and a supportive environment is created.

Page 1 of 1 | Total Record : 5