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 111 Documents
USER INTERFACE DESAIN WEBSITE CV. EKOKAPTI CREATIVE PRODUCTION Farid; Khoirul Anwar, Ahmad
JURNAL KEMADHA Vol. 15 No. 1 (2025): Jurnal Kemadha Vol. 15 No. 1, April 2025
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v15i1.1984

Abstract

The development of information technology in Indonesia facilitates access to information and communication, both domestically and abroad. The existence of a functional and attractive website is an essential element in the marketing and operational strategies of various companies such as the broadcasting industry and media production. The website functions not only as an information medium but also as a tool to strengthen the brand and build relationships with clients. The creative industry in Surakarta has great potential to develop due to its rich culture and creative human resources. The website design process for Cv. Ekokapti Creative Production is structured through the stages of Idea/Concept, Observation, Brief, Brainstorming, Creative Brief, Design, and Evaluation. The resulting website has a responsive, user- friendly appearance and displays service information clearly and attractively. Design elements such as portfolio galleries, interactive videos, and intuitive navigation are applied to enhance visual appeal and user experience. With an aesthetic and functional concept, this website is not only a means of promotion but also strengthens the brand identity of Cv. Ekokapti Creative Production in the creative industry. Keywords: Design, Website, Branding, Promotion, Creative Industry
DESAIN STORY GAME TENTANG BULLYING VERBAL DI KALANGAN REMAJA Kurniawan, Willy; Lukitasari, Evelyne Henny
JURNAL KEMADHA Vol. 15 No. 2 (2025): Jurnal Kemadha Vol. 15 No. 2, Oktober 2025
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v15i2.2116

Abstract

Bullying verbal di kalangan remaja merupakan permasalahan sosial yang berdampak serius terhadap kesehatan mental, emosional, dan perkembangan karakter korban. Tingginya kasus bullying verbal di Indonesia, yang sering dianggap sekadar candaan, menyebabkan sulitnya identifikasi dan penanganan sehingga korban kerap enggan melapor. Permasalahan ini menunjukkan adanya kebutuhan akan media edukasi yang efektif, interaktif, dan relevan dengan kehidupan remaja. Perancangan ini bertujuan untuk menciptakan story game bertema bullying verbal sebagai sarana sosialisasi dan pembelajaran mengenai dampak negatif perundungan, sekaligus membangun empati dan kesadaran sosial di kalangan pemain. Metode yang digunakan adalah design thinking. Hasil perancangan berupa prototipe story game beralur non-linear dengan gaya visual semi-realistis, yang memungkinkan pemain mengeksplorasi berbagai skenario bullying verbal, membuat pilihan, dan melihat konsekuensi dari setiap tindakan. Karya ini diharapkan dapat menjadi media edukatif yang menarik, memperkuat pesan moral tentang pentingnya saling menghargai, dan berkontribusi dalam upaya pencegahan bullying verbal di kalangan remaja.
DESAIN UIUX DALAM PENGELOLAAN BISNIS DAN PEMASARAN FUNNARA KARANGANYAR Anandika, Adzkia; Lukitasari, Evelyne Henny
JURNAL KEMADHA Vol. 15 No. 2 (2025): Jurnal Kemadha Vol. 15 No. 2, Oktober 2025
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v15i2.2121

Abstract

Perancangan ini mengangkat tema tentang desain User Interface (UI) dan User Experience (UX) untuk mendukung pengelolaan bisnis dan pemasaran Funnara Karanganyar. Funnara merupakan UMKM fashion keluarga yang menghadapi fluktuasi omzet akibat ketergantungan pada marketplace serta keterbatasan pengelolaan secara mandiri. Permasalahan utama meliputi ketidakstabilan penjualan, penurunan margin keuntungan, penalti pengiriman, dan kurangnya penguatan citra merek. Urgensi perancangan ini terletak pada kebutuhan Funnara akan platform e-commerce mandiri yang memberikan kendali penuh atas strategi pemasaran, manajemen stok, dan interaksi dengan pelanggan. Tujuan perancangan adalah menghasilkan konsep dan prototipe UI/UX yang efektif, responsif, dan mudah digunakan guna meningkatkan efisiensi pengelolaan bisnis sekaligus memperkuat daya saing. Metode yang digunakan adalah design thinking dengan tahapan empati, definisi, ideasi, dan pembuatan prototipe, tanpa uji coba langsung karena desain masih berupa rancangan visual. Hasil perancangan berupa desain UI/UX e-commerce dengan tampilan modern, navigasi terstruktur, kategori produk yang jelas, serta elemen interaktif yang konsisten dengan identitas merek Funnara.
P Perancangan Buku Explainer Digital Sebagai Media Edukasi Untuk Anak Mengenai Bahaya Pengaruh Media Sosial Berlebihan Wasesa, Anisa; Anwar, Ahmad Khoirul
JURNAL KEMADHA Vol. 15 No. 2 (2025): Jurnal Kemadha Vol. 15 No. 2, Oktober 2025
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v15i2.2127

Abstract

Social media is a platform or application that facilitates online interaction. Social media is found in everyday life, with platforms like YouTube, TikTok, Twitter, and Instagram available. Social media has become a popular entertainment platform for teenagers, parents, and children, offering numerous benefits in providing a variety of information and content quickly. However, social media also has negative impacts, especially when children are influenced by it. Excessive scrolling can lead to decreased thinking skills due to excessive consumption of digital content. The goal of this design is to create a book that can serve as an educational medium for children about the dangers of social media influence. The creation of this digital explainer book applies the design thinking method based on the Institute of Design at Stanford. The stages in design thinking are: empathize, define, ideate, prototype, and test. These elements summarize the design foundation. The result of this design is a prototype. Therefore, this digital explainer book can be a medium for providing understanding aimed at educating children about the wise use of social media.
Perancangan Video Iklan Layanan Masyarakat Tentang Bullying Deona Firsta, Stevany; Anwar, Ahmad Khoirul
JURNAL KEMADHA Vol. 15 No. 2 (2025): Jurnal Kemadha Vol. 15 No. 2, Oktober 2025
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v15i2.2128

Abstract

Bullying is a growing social problem, especially among children and adolescents, with serious impacts on the psychological, academic, and even life of victims. A novelty is that the number of bullying cases is still relatively high in schools, despite various prevention efforts. Data from the Indonesian Child Protection Commission (KPAI), UNICEF, and UNESCO show that physical bullying is the most common type of bullying. Existing educational media are still less engaging and less effective in touching the audience's emotions, so that prevention messages are not optimally conveyed. The urgency of this issue lies in the lack of creative campaign tools that can raise public awareness of the dangers of bullying, tools that are both informative and emotional, thereby encouraging students, parents, and the community to take action and prevent bullying. The design aims to create educational media in the form of a public service announcement video that is communicative, engaging, and able to convey bullying prevention messages to the target audience effectively. The method employed quantitative methods, utilizing measurable instruments such as questionnaires, percentage data, and the number of cases. Additionally, it incorporated design methods from StudioAntelope, which encompass the stages of development, pre-production, production, post-production, and distribution. The process included developing ideas and concepts, developing a storyline, storyboarding, shooting, editing, mixing, and rendering, with distribution through social media. The results are a public service announcement video with a realistic cinematic visual style that conveys a powerful, emotionally engaging message. It is expected to serve as an effective educational tool for reducing bullying, fostering empathy, and encouraging community participation in preventing bullying.
Desain Buku Interaktif Digital Tentang Stunting untuk Anak-anak Di Indonesia Putriyanti, Rany; Wibowo, Yudi
JURNAL KEMADHA Vol. 15 No. 2 (2025): Jurnal Kemadha Vol. 15 No. 2, Oktober 2025
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v15i2.2130

Abstract

Stunting is a major child health problem in Indonesia due to chronic malnutrition. Low consumption of nutritious food and children's limited understanding of healthy eating patterns are factors that require special attention. Early education is a crucial step in developing children's understanding of balanced nutrition and instilling healthy lifestyle habits. This study aims to design a digital interactive book as a stunting education medium for children aged 5-9 years. The ADDIE (Analysis, Design, Development, Implementation, Evaluation) method was used, including needs analysis, media design, interactive content development, trial implementation, and evaluation of media effectiveness. The results show that the digital interactive book is effective in conveying messages about the importance of balanced nutrition and the role of a healthy diet in preventing stunting. However, its limitation is the need for parental guidance in understanding certain interactive content and features for optimal learning. Therefore, the interactive book is an innovative alternative educational medium in efforts to prevent stunting, with parental involvement still needed to support the success of nutrition education for children. Keywords : Stunting, Balanced Nutrition, Children's Education, Digital Interactive Book, ADDIE Method
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.

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