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
METODE PEMBELAJARAN BACA TULIS ALQUR’AN DI SMP ISLAM UNGARAN Rudjiono; Achmad Zainudin; Ismail
Pixel :Jurnal Ilmiah Komputer Grafis Vol 13 No 1 (2020): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v13i1.191

Abstract

Basically, the principles of Al-Qur'an learning can be carried out using various methods, all of which have the same goal, namely so that children can read the Al-Qur'an properly and correctly. The low motivation of students in learning the Qur'an is still one of the reasons for the low quality of education, especially in the ability to read the Qur'an. One of the efforts to increase motivation to learn to Read and Write the Qur'an is the use of online methods during the Covid-pandemic. 19 can be carried out by educators or teachers in the reading and writing subject of the Koran which is the basis of learning in Islam The low motivation of students in learning Al-Qur'an is still one of the reasons for the low quality of education, especially in the ability to read Al-Qur'an. So it can be said that motivation and learning achievement are directly proportional to the learning methods developed. One of the efforts to increase the motivation to learn to read and write al-quran is to use appropriate methods that can be used by educators or teachers in reading and writing al-Qur'an subjects which are the basis of learning in Islam.
PERKEMBANGAN TEKNOLOGI DALAM PROSES PERCETAKAN 3 DIMENSI DAN APLIKASINYA setiyo adi nugroho; Arie Atwa Magriyanti
Pixel :Jurnal Ilmiah Komputer Grafis Vol 13 No 1 (2020): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v13i1.194

Abstract

Developing of prototype now are became easier with the existence of 3 d printer, now is common known as rapid prototyping method. There are many different method on 3d printing depend on material used for printing. The wide range of material that can be print using 3d printer such as metal to plastic even ceramic. The rapid prototyping using 3d printer have various advantage compare to traditional prototyping. The development of 3d printing makes it not only for prototyping but can be a small batch manufacture, where economic scale of production cannot be reach with traditional production. The fast development of computer and internet technology have big impact on the 3d printer development, before the development of reprap 3d printing was only knew by industrialist and manufacturer. After reprap born, 3d printer is became more common to personal user. People can have their 3d printer at home. People can design their own product using CAD software and send it to 3d printer, or send it via internet to print by 3d printing company. Even there ara lot of advantages of 3D printer development , there is some disadvantages of 3d printer, especially on regulation.
Desain Perancangan Sistem Pakar Diagnosa Penyakit Saluran Pernapasan Berbasis Web Rayuwati Rayuwati; Amna Abdurrahman
Pixel :Jurnal Ilmiah Komputer Grafis Vol 14 No 2 (2021): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v14i2.205

Abstract

Acute Respiratory Infection (ARI) is a very serious health problem in Indonesia. According to the Basic Health Research (RISKESDAS) the highest ARI diseases were in the provinces of East Nusa Tenggara (41.7%), Papua (31.1%), Aceh (30.0%), West Nusa Tenggara (28.3%), and East Java (28.3%). In Riskesdas 2007, East Nusa Tenggara is also the province with the highest ARI. The time period for the spread of ARI in Indonesia according to Riskesdas in 2013 was 25.0%, not much different from that in 2007 which was 25.5%. People are sometimes reluctant to go to the doctor and tend to ignore this disease. For solutions to these problems, we need a system that can help the community in diagnosing respiratory disorders so that later the community can more easily consult to anticipate a worse impact. One system that can be used to assist diagnosis is an expert system. This system is not to replace the position of an expert, but to promote the knowledge and experience of an expert.
OBSERVASI SELFIE PARA PEKERJA FAST MOVING CUNSUMER GOODS SAAT PANDEMI COVID-19 Sarwo Nugroho
Pixel :Jurnal Ilmiah Komputer Grafis Vol 13 No 1 (2020): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v13i1.209

Abstract

Taking selfies for documentation reasons mentioned by Rettberg (2014) and Chae (2017). Likewise, this study reports documentation and archiving, which is part of communicating self-motives. Additionally, this research draws attention to general digital effects such as special event filters and seasonal filters used with selfies to signal specific locations or events. In their research, Senft and Baym (2015) noted that selfies can be used as an empowering tool to overcome political problems. This research shows how selfies are used as an empowering tool to educate Saudi women, particularly about their legal rights. The use of selfies as an educational tool in the context of public problems has not been reported in previous research.
Penggunaan Naratif Dalam Video Game Sebagai Media Edukasi Isu Dunia: Studi Kasus Detroit Become Human Tony Wibowo; Kelfia Limanda
Pixel :Jurnal Ilmiah Komputer Grafis Vol 13 No 2 (2020): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v13i2.224

Abstract

Video games with strong narratives are getting popularity among video game developers. There are a number of games that were developed with world issues as the narrative. This research was conducted to prove whether a video games have a potential to be a media for education on world issues. This research was conducted by exposing video games through game play video of Detroit Become Human video game to 27 respondents who are not familiar with said video game for 22 days and submit their report about their experience through online questionnaire. The study was tested by comparing the respondents' views on the world's issues before and after the respondents exposed to the video and codifying their responses in order to quantify the responses received. The results of the study prove that the consensus agrees that video games have the potential to be a media for education on world issues. Apart from that, it was also found that video games were able to educate players in the long term but not significant in the short term.
ANIMASI 2D MEDIA PEMBELAJARAN JARINGAN ORGAN TUBUH MANUSIA BERBASIS MOBILE Nur Budi Nugraha; Soni fajar Mahmud
Pixel :Jurnal Ilmiah Komputer Grafis Vol 13 No 2 (2020): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v13i2.256

Abstract

Learning is a process of communication between students, teachers and teaching materials. The delivery of learning messages from teachers to students is currently still using teaching aids in the form of books. This makes students less interested and feel bored when absorbing lessons, so that it gives the effect of being lazy to learn. This study designed mobile based 2D animation as an interactive learning tool for learning materials for human organs based on mobile android. This study uses the waterfall method in conducting research which includes the stages of planning, analysis, design, implementation and testing. Based on the research results, this 2D animation learning media makes it easy for students to study material about human organs that cannot be seen directly. This animation has several elements such as text, audio, video and animated images so that it attracts students' attention to feel happy in learning compared to conventional ways
A HOLISTIC MODEL IN LEARNING MULTIMEDIA DESIGN DEVELOPMENT Edy Jogatama Purhita; Dewi Widyaningsih; Edwin Zusrony
Pixel :Jurnal Ilmiah Komputer Grafis Vol 13 No 2 (2020): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v13i2.270

Abstract

Multimedia learning software development requires design methods, development tools, examination models and proficiency in Information Technology systems. It is necessary to formulate a Holistic Method which considers all related aspects in order to guide the quality of good design in designing Multimedia Learning. Implementing the findings of the Holistic Method formulation to build multimedia learning with good design quality. This study formulates the stages of multimedia development which include: Creative Brief, Design, Material Preparation, Compiling, Testing, Distribution. The multimedia software development process will be guided by 15 guiding elements which are grouped into 5 elements, include : content, appearance, utility aspect, user caracter, and didactic. These guiding elements are used to produce good quality learning multimedia designs. The methodology is called Holistic Multimedia Development Model (HMDM).
Strategi Peningkatan Citra melalui Perancangan Media Presentasi Berbasis 3 Dimensi pada Anavil Co Ltd sarwo nugroho; Fa’iqah Salsabil Qadiriyyah
Pixel :Jurnal Ilmiah Komputer Grafis Vol 13 No 2 (2020): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v13i2.278

Abstract

Kemajuan teknologi berkembang dengan cepat dan semakin marak di seluruh dunia demikian juga pada masa wabah Covid-19, sehingga memaksa masyarakat dunia untuk menikmati berbagai kemudahan yang telah dihasilkan teknologi tersebut, hampir semua aspek di segala bidang mulai menggunakan komputer untuk memudahkan dalam proses pengerjaan, karena komputer sangat fleksibel dan efisien untuk di terapkan dalam suatu bidang pekerjaan. Dengan berkembangnya teknologi dan informasi berkembang juga sistem 3 Dimensi, yang mulai di pergunakan pada bidang arsitektur, interior dan furniture. Perusahaan Anavil.Co.Ltd memiliki kendala dalam hal melakukan media presentasi untuk memperkenalkan produk baru karena anggaran yang di perlukan untuk membuat media presentasi terbilang cukup besar untuk daerah Semarang. Biaya yang di keluarkan yaitu meliputi pembuatan produk, menyewa rumah contoh dan jasa fotografer. Berdasarkan keterangan di atas maka perlu untuk memperkenalkan sistem baru yaitu sistem final rendering sehingga produk tidak harus di produksi terlebih dahulu melainkan membuat produk dari bentuk 3 Dimensi yang terkesan nyata. Dengan adanya media presentasi berbasis 3 dimensi maka perusahaan Anavil.Co.Ltd akan dapat menghemat anggaran yang di keluarkan untuk membuat media presentasi sekaligus meningkatkan citra perusahaan Anavil.Co.Ltd.
PENGEMBANGAN MEDIA PEMBELAJARAN AKSARA JAWA INTERAKTIF BERBASIS MULTIMEDIA (Studi Kasus SD Mardi Rahayu 01 Ungaran) Setiyo Adi Nugroho; Risti Wulandari
Pixel :Jurnal Ilmiah Komputer Grafis Vol 13 No 2 (2020): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v13i2.283

Abstract

SD Mardi Rahayu 01 Ungaran is an elementary school. The learning process still uses conventional methods which make students less enthusiastic in participating in learning and tend to get bored with the material presented. The purpose of this research is to develop interactive Javanese script learning media based on multimedia. The development method in this study uses the Research and Development method. Multimedia-based interactive Javanese script learning media is an alternative in the learning process. Based on the results of the validation, the learning media got a feasibility percentage of 92.5% from internal validator, 90% from external validator, and 81% from the results of user trials, so it can be concluded that the learning media developed was categorized as very feasible to use.
VISUAL 3D PLANOGRAM MEMPERMUDAH PEMASANGAN MATERIAL PROMOSI HANDPHONE Andik Prakasa Hadi; Fandy Achmad Faizal
Pixel :Jurnal Ilmiah Komputer Grafis Vol 13 No 2 (2020): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v13i2.284

Abstract

Smartphone retail sales in Indonesia are currently growing very rapidly. Point of Sales Material (POSM) is used to provide information about products to consumers, using displays to stimulate impulsive buying behavior. This study designed a 3D planogram visual media, which can visualize real-time with text, images, and videos. Media that has been developed by researchers is in the very good category with a percentage of 78% for the promoter segment that is more than 1 year and 77% for the new promoter segment who has worked at Samsung retail for less than 1 year. From the results of experalidation and user validation, for the aspect of video visualization and the 3D planogram module that has been developed, the category average AB score is 81-85. The display arrangement process can be done more quickly and precisely because the understanding of the planogram increases.

Page 9 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): Jurnal Ilmiah Komputer Grafis Vol 11, No 1 (2018) Vol 10, No 1 (2017) Vol 10 No 1 (2017): Jurnal Ilmiah Komputer Grafis 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