cover
Contact Name
Indra Ava
Contact Email
pixel@stekom.ac.id
Phone
+628526460045
Journal Mail Official
pixel@stekom.ac.id
Editorial Address
Jl. Majapahit 605 Semarang
Location
Kota semarang,
Jawa tengah
INDONESIA
Pixel : Jurnal Ilmiah Komputer Grafis
ISSN : 19790414     EISSN : 26216256     DOI : https://doi.org/10.51903/pixel.v14i1
Core Subject : Education,
Arjuna Subject : -
Articles 339 Documents
PERANCANGAN COMPANY PROFILE SEBAGAI MEDIA PROMOSI PADA SP-PLAST SABLON UNGARAN BERBASIS MULTIMEDIA INTERAKTIF Rafika Ade Ristiyawati
Pixel :Jurnal Ilmiah Komputer Grafis Vol 11 No 1 (2018): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

SP-Plast screen printing is a company engaged in the field of printing that uses tools or screen printing media. Company profile is a promotional media that can be used to support promotions that already exist on screen printing SP-Plast. Based on sales data available on SP-Plast screen printing, there was a decrease in the number of sales from March - May 2017. SP-Plast screen printing requires a media to help more attractive promotions to attract clients and keep customers from switching to other companies without eliminating the previous promotional media, namely with an interactive multimedia company profile. Company profile can be used to improve the presentation of company identity which was previously still in the form of print media, namely banners and business cards. The results of this design in the form of an interactive multimedia-based company profile that contains the history, vision & mission, screen printing production processes, contacts, and addresses SP-Plast screen printing. The results of this study are based on the validation test assessment of users is 3.13. These criteria are in the range of 2.51 - 3.25 which is included in the effective category, so this company profile tool can be said to be feasible.
PERANCANGAN MEDIA PEMBELAJARAN AKSARA JAWA PADA SISWA SD MUHAMMADIYAH WELERI Eka Maleka Hayati
Pixel :Jurnal Ilmiah Komputer Grafis Vol 11 No 1 (2018): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to design learning media that can increase enthusiasm, motivation and understanding of students towards Javanese script material, as well as media that can be used by teachers in learning Javanese language learning activities by reading Javanese characters and their partners. The method used by researchers is the R&D (Research and Development) method while the method used in the development of instructional media is the waterfall method. The material presented in the Javanese script learning media are (1) Introduction of Javanese script, (2) Sandhangan, (3) Couples, (4) Swara script, (5) Wilangan. In making learning media researchers used Adobe Flash CS6 software, CorelDraw X5, Adobe Photoshop CS6 and Adobe audition CS6, with the final product being an interactive CD (Compact Disk). Validation test from material experts and media experts got the criteria of "good" - "very good", while the results of the final product trial evaluation with 52 students stated "agreeing" - "strongly agreeing" with the use of Javanese script learning media. thus the Javanese alphabet learning media on elementary students of Muhammadiyah Weleri was declared feasible to be used in learning activities to read and understand Javanese script.
MEDIA PEMBELAJARAN KERANGKA TUBUH MANUSIA DENGAN METODE SELF DIRECT LEARNING UNTUK SISWA KELAS 4 SD SEMESTER 1 Hajar Nuris Sofa
Pixel :Jurnal Ilmiah Komputer Grafis Vol 11 No 1 (2018): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Rapid technological advances have a strong influence on various fields of life, one of which is the field of education. In the field of computer education is a familiar tool for use in the learning process. An educational institution such as a school certainly needs a learning medium as one of the methods in the teaching and learning process. SDN 4 Krajan Kulon is one of the educational institutions that always strives to improve quality both in terms of achievement and service. SDN 4 Krajan Kulon needs a learning media that can support the learning process to improve student performance that is still lacking, especially in science subjects. The solution offered in this study is a learning media with self direct learning method that makes it easy for users to understand the material being studied. This research uses the Research and Development (RnD) product development method, using 6 out of 10 research stages, namely potential and problems, data collection, product design, design validation, design improvement and product trials. The results of this study are to produce learning media with the method of self-direct learning. As for the validity value of the media expert at 2.7 which is declared feasible, while the validity value of the material expert is 3.4 which is declared feasible, and increases the average grade of the class of students 4 SD is 12% from the initial average score of 71 to 83.56.
PERANCANGAN GAME EDUKASI PENGENALAN KOMPONEN ELEKTRONIKA MENGGUNAKAN ADOBE FLASH ( STUDI KASUS DI KELAS X TEKNIK AUDIO VIDEO SMK N 2 PATI) Suwadi Suwadi; Mars Caroline Wibowo
Pixel :Jurnal Ilmiah Komputer Grafis Vol 11 No 1 (2018): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The author designed the application "Electronic component recognition game" as a learning media or educational game for class X students majoring in Audio Video Engineering SMK N 2 Pati. The author chooses Grade X Audio Video Engineering students as the target user because it considers theoretically the initial difficulty of the students of Audio Video Engineering about the understanding of electronic components specifically and the learning methods that are still practically conventional. With educational games, it is expected to create an interactive and fun learning process that is expected to overcome existing problems.This application will provide an understanding of the initial introduction of electronic component materials simply and easily. Through the introduction of electronic component games can be the beginning to create interactive educational games for students to give and build positive imagination to students and teachers. This application is designed by considering graphic concepts, education game criteria and user requirements. This research was implemented using the Action script programming language and Adobe Flash CS3 software. This application is very interactive and can be used as a teaching aid in learning electronic component materials at school or independently by the user. This application can also be improved to improve the quality of the application in the future.
PERANCANGAN MULTIMEDIAINTERAKTIF PEMBELAJARAN GAMBAR TEKNIK MESIN UNTUK KELAS XI MENGGUNAKANAUTOCAD PADA SMK WISUDHA KARYA KUDUS Rifky Hadi Ihsan; Efendi Efendi
Pixel :Jurnal Ilmiah Komputer Grafis Vol 11 No 1 (2018): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Multimedia-based learning media is a method of learning that can interact with its users besides having animated explanations of material. The problem at SMK Wisudha Karya Kudus about learning mechanical engineering drawings using AutoCAD is the difficulty of understanding the tools in the AutoCAD application, it becomes unattractive and difficult to understand the material in the teaching and learning process. The purpose of this research is to create an interactive learning media for machine engineering drawings using AutoCAD semesters I and II as media to assist student learning processes, providing alternative learning media to help teachers choose the right learning model for students. This type of research method uses the R&D method, the methods used include descriptive, evaluative and experimental methods. Descriptive method is used to collect data about existing conditions, evaluative methods are used to evaluate the trial process of developing a product and the experimental method is used to test the efficacy of the product produced. The results of this study are application programs, applications that have been designed can be used as an alternative to solving problems in SMK Wisudha Karya Kudus. By using electronic media in learning media, the benefits of creating alternative solutions from existing problems, namely in the form of Machine Engineering Image Learning Application, are able to provide complete video tutorials according to the basic competencies that the authors take from the source of mechanical engineering drawing books.
UPAYA PENINGKATAN DAYA INGAT ANAK MELALUI PERANCANGAN APLIKASI MULTIMEDIA BAGI ANAK USIA 5 -6 TAHUN Saidatul Mar’ah
Pixel :Jurnal Ilmiah Komputer Grafis Vol 10 No 1 (2017): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

After doing research in KB and TK Anak Pintar, it can be seen that there are obstacles that are owned by TK B teaching teachers in delivering the material. The obstacle faced is where children are easily bored with conventional learning methods used by teachers plus there is no learning media at the school. To anticipate these obstacles, learning media are needed that can increase children's interest in learning and can eliminate the boredom of conventional learning. The purpose of this study is to find out how and the benefits of Macromedia Director MX 2004 in the world of education. The method used in the Research and Development (research and development) method, starts from (1) potential and problems, (2) data collection, (3) learning media design, (4) learning media validation, (5) revision of learning media, ( 6) trial of learning media, and (7) application. The results showed that the developed media had fulfilled the requirements and fulfilled the requirements to be used, this was seen from the results of the validation carried out by media experts namely 90% and material experts 92.5% and Kindergarten B teachers 92.5%. By displaying 6 learning materials that are accompanied by 5 questions in each material, it is also equipped with instructions for use, profiles of teachers and KB staff and Kindergarten Smart Children and also vision and mission.
PERANCANGAN ANIMASI CERITA WAYANG SEBAGAI MEDIA PEMBELAJARAN PADA SISWA KELAS V SD NEGERI KUTOSARI 02 GRINGSING Ary Setiaji
Pixel :Jurnal Ilmiah Komputer Grafis Vol 10 No 1 (2017): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to design learning media that can increase enthusiasm, motivation, and understanding of students, and can facilitate teachers in learning Javanese subjects with material listening to the Werkudara puppet story. The method used in research is R&D (Research and Development) while the method used in the development of instructional media is the waterfall method. The story developed is a story with the title (1) Butcher Bilawa, (2) Bima Bungkus, and (3) Bima Suci. To produce a learning media researchers use a design processing program including; Adobe Photoshop CC, Adobe After Effects CS6, Adobe Audition CS6, Pinnacle Studio 16, Adobe Flash CS6 with the final product in the form of an interactive CD. The results of the assessment by media experts and material experts, get the criteria value "quite good" - "very good" and tend to approach the criteria of "very good", while the results of the final product trial evaluation by students shows that all students totaling 23 children "agree" - "strongly agree" and approach the "strongly agree" category with the use of developed learning media. Thus the learning media for puppet story animation was declared feasible to facilitate learning activities in Javanese subjects to listen to the Werkudara puppet story in fifth grade students of Kutosari 02 State Elementary School.
APLIKASI MEDIA PEMBELAJARAN MOBILE LEARNING BERBASIS ANDROID MATERI SISTEM EKSKRESI MANUSIA UNTUK SISWA KELAS XI SMA/MA Adi Riyadi
Pixel :Jurnal Ilmiah Komputer Grafis Vol 10 No 1 (2017): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In order to increase student interest in learning, increase grades and facilitate the understanding of biology subjects on the material of the human excretion system class XI Science. From a number of smarphone users in Indonesia, it turns out that most of the people are only intended for telephone, short message service (SMS), playing songs / videos, accessing social networks (facebook, twiter, BBM, Line, WhatsApp) and many playing games including students in high school. Negeri 2 Mranggen. The author uses data collection research methods including observation, interviews, questionnaires, R&D product development methods, prototype methods and object-oriented approaches. The equipment used in designing this system uses UML modeling. Use Case Diagrams include, Activity Diagrams, Class Diagrams, and Sequence Diagrams and the software used by the author is Android Development Tools (ADT) and MySQL as a database. Mobile learning media application is expected to help facilitate the needs of students to learn the material of the human excretion system online at any time without any place and time restrictions.
MEDIA PEMBELAJARAN FISIKA PADA MATERI BUNYI DENGAN METODE COMPUTER ASSISTED INSTRUCTION (CAI) BERBASIS MULTIMEDIA 2D UNTUK SISWA KELAS VIII SMP N 02 LIMBANGAN Ester Liliana karismatika
Pixel :Jurnal Ilmiah Komputer Grafis Vol 10 No 1 (2017): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Technology is very instrumental in improving the quality of education, it is necessary to have media that can support the realization of effective learning activities from the school through the teaching learning process. SMP N 02 Limbangan is a school that uses modules as material for teaching, but students are less enthusiastic in learning, so the material delivered is less acceptable and well understood, and the value of the material is below the complete limit. The existence of these problems makes the writer want to participate in improving the quality of student grades through this research and development by creating a 2D multimedia-based learning media by using the Computer Assisted Intruction (CAI) method in Sound Physics Science Subjects. The results of validation from media experts are 3.2. This criterion is between 3.26 - 4.00 which is classified as a very valid category. the validation result from the material expert is 3.2. This criterion is between 3.26 - 4.00 which is classified as a very valid category. that the results of the validation of the user show the value of 3.28 is between 2.25 - 4.00 which is classified in the category of very valid.
PERANCANGAN ALAT BANTU PRESENTASI PEMANDIAN AIR PANAS DAN VILLA PENGINAPAN PROMASAN GREENLAND NGLIMUT GONOHARJO DENGAN METODE AIDA BERBASIS 3D WALKTHROUGH (STUDI KASUS DI PROMASAN GREENLAND NGLIMUT) Muhammad Rizky Saputra
Pixel :Jurnal Ilmiah Komputer Grafis Vol 10 No 1 (2017): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Promas Greenland Nglimut Is a Hot Spring Bath and Villa Accommodation, Promas Greenland Ngonut Gonoharjo is located at an altitude of 700m above sea level, located in Limbangan District and 30 km from the city of Semarang. The purpose of this study is to introduce to the public so that people are more aware of greenland promas tourism, as well as interested in traveling to greenland promos gonoharjo and increasing marketing of greenland promasan tourism to be able to compete with other tourism in Kendal district. This study uses the Aida method and uses a 3D model. The subject of this research is to the public and tourists who will visit Greenland promasan tourism. The results of this study were able to attract the public or tourists to visit Greenland promising tourist sites and improve their marketing system, the results obtained from marketing with 3D models are able to improve the marketing system that the public will find out the specifications and forms of Greenland promotions before visiting or traveling. This is supported by the existence of good management and adequate facilities so that visitors feel comfortable and happy.

Page 7 of 34 | Total Record : 339


Filter by Year

2012 2025


Filter By Issues
All Issue Vol. 18 No. 2 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer Vol. 18 No. 1 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer Vol 17 No 1 (2024): Vol 17 No 1 (2024): Jurnal Ilmiah Komputer Grafis Vol. 17 No. 2 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer Vol. 17 No. 1 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis Vol. 16 No. 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis Vol. 16 No. 2 (2023): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer Vol 15 No 2 (2022): Vol 15 No 2 (2022): Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis Vol. 15 No. 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis Vol 14 No 1 (2021): Jurnal Ilmiah Komputer Grafis Vol 13 No 2 (2020): Jurnal Ilmiah Komputer Grafis Vol 13 No 1 (2020): Jurnal Ilmiah Komputer Grafis Vol 12 No 2 (2019): Jurnal Ilmiah Komputer Grafis Vol 12, No 1 (2019) Vol 12 No 1 (2019): Jurnal Ilmiah Komputer Grafis Vol 11 No 2 (2018): Jurnal Ilmiah Komputer Grafis Vol 11, No 1 (2018) Vol 11 No 1 (2018): Jurnal Ilmiah Komputer Grafis Vol 10 No 1 (2017): Jurnal Ilmiah Komputer Grafis Vol 10, No 1 (2017) Vol 9, No 1 (2016) Vol 9 No 1 (2016): Jurnal Ilmiah Komputer Grafis Vol 8, No 1 (2015) Vol 8, No 1 (2015) Vol 7, No 2 (2014) Vol 7, No 2 (2014) Vol 6, No 2 (2013) Vol 6, No 2 (2013) Vol 5, No 2 (2012) More Issue