Widyasari Widyasari, Sri Wulandari, Samuel Rihi Hadi Utomo, Sharah Shabina, Brilliant Firdaus Ramadhani
{"title":"Perancangan Animasi Edukasi Minum Susu ‘Milkaya’ dengan Tema Kebudayaan Reog Ponorogo","authors":"Widyasari Widyasari, Sri Wulandari, Samuel Rihi Hadi Utomo, Sharah Shabina, Brilliant Firdaus Ramadhani","doi":"10.33633/andharupa.v9i01.7158","DOIUrl":"https://doi.org/10.33633/andharupa.v9i01.7158","url":null,"abstract":"AbstrakDampak stunting tidak hanya berpengaruh dalam jangka pendek untuk anak-anak, tetapi apabila tidak ditangani maka jangka panjangnya dapat mempengaruhi produktivitas ketika anak beranjak dewasa dan kesulitan bersaing dalam dunia kerja. Minum susu dapat menjadi solusi terkait permasalahan stunting, membantu pemerintah dalam menekan angka kasus stanting di Indonesia. Melihat akan hal ini dibutuhkan edukasi minum susu untuk anak-anak. Penelitian ini berusaha melakukan eksplorasi penggunaan animasi sebagai edukasi minum susu untuk anak-anak usia 7-12 tahun, sekaligus untuk melestarikan kebudayaan lokal Reog Ponorogo dan promosi produk susu lokal Milkaya. Metode penelitian kualitatif dengan tahapan perancangan dari pra-produksi, produksi hingga pasca produksi dapat menghasilkan video animasi edukasi minum susu Milkaya yang tidak hanya menarik untuk anak-anak, tetapi proses penyampaian pesan edukasinya pun dapat berlangsung dengan mudah. Tema perjuangan dari kebudayaan Reog Ponorogo, memberikan semangat perjuangan yang sama untuk menekan angka kasus stunting di Indonesia dengan minum susu Milkaya dan perjuangan untuk melestarikan kebudayaan lokal Indonesia di tengah gelombang besar globalisasi. Kata Kunci: animasi, edukasi, minum susu, Milkaya, Reog Ponorogo AbstractThe impact of stunting does not only affect children in the short term, but if it is not handled in the long term, it can affect productivity when children grow up and have difficulty competing in the world of work. Drinking milk can be a solution to the problem of stunting, helping the government reduce the number of stunting cases in Indonesia. Seeing this, education about drinking milk is needed for children. This study seeks to explore the use of animation as education to drink milk for children aged 7-12 years, as well as to preserve the local culture of Reog Ponorogo and promote local milk products, Milkaya. Qualitative research methods with design stages from pre-production and production to post-production can produce animated educational videos of drinking Milkaya milk which is interesting for children. The process of delivering educational messages can also take place quickly. The theme of struggle from the cultural of Reog Ponorogo provides the same spirit of struggle to reduce the number of stunting cases in Indonesia by drinking Milkaya milk and the struggle to preserve local Indonesian culture in the midle of globalization wive. Keywords: animation, education, drinking milk, Milkaya, Reog Ponorogo","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123693909","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
S. Mulatsih, R. A. Nugroho, Valentina Widya Suryaningtyas, A. Soerjowardhana, Ali Muqoddas, Erika Devi Udayanti
{"title":"Koherensi Lintas Moda sebagai Upaya untuk Meningkatkan Kualitas Buku Digital Dwibahasa Budhara (Borobudur Dalam Hamparan Cerita)","authors":"S. Mulatsih, R. A. Nugroho, Valentina Widya Suryaningtyas, A. Soerjowardhana, Ali Muqoddas, Erika Devi Udayanti","doi":"10.33633/andharupa.v9i01.7860","DOIUrl":"https://doi.org/10.33633/andharupa.v9i01.7860","url":null,"abstract":"Abstrak Sebagai upaya untuk meningkatkan kualitas informasi pariwisata Candi Borobudur dan Kawasan Cagar Budaya Borobodur, para peneliti membuat sebuah buku digital yang dinamai Budhara (Borobudur dalam Hamparan Cerita). Budhara dikembangkan dengan menggunakan metode Multimedia Development Life Cycle (MDLC). Buku digital ini dilengkapi dengan fitur-fitur, seperti navigasi, manipulasi, kontrol, pencarian, dan dialog. Karena adanya perbedaan perilaku berwisata antara wisatawan lokal dan mancanegara, tim peneliti membedakan visual atau gambar di halaman Budhara berbahasa Indonesia dan Inggris. Terlepas dari perbedaan tersebut, tim peneliti harus mempertahankan koherensi informasi visual dan teks tulisnya dari buku digital ini, karena hal ini dapat mempengaruhi indeks kepuasan wisatawan. Kata Kunci: Budhara, Buku Digital, Candi Borobudur, Koherensi Lintas Moda, Pariwisata AbstractAs an effort to improve the quality of tourism at Borobudur Temple and Borobudur Cultural Heritage Area (Kawasan Cagar Budya Borobudur), the researchers designed a digital book entitled Budhara (Borobudur dalam Hamparan Cerita). Budhara was designed using Multimedia Development Life Cycle method (MDLC). This digital book is equipped with features, such as navigation, manipulation, control, search, and dialog. Due to dissimilar travel behavior between domestic and international tourists, the researchers differentiate the visualization or pictures in Budhara’s Indonesian and English pages. Apart from the difference, the researchers must employ cross-modal coherence of Budhara’s visual information and its written one, in view of the fact that it can impact the tourist satisfaction index. Keywords: Budhara, Digital Book, Borobudur Temple, Cross-modal Coherence, Tourism","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126252649","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analisis Technical Immersion pada Film Animasi Berbasis Virtual Reality “Crow The Legend”","authors":"Eko Cahyo Kusumo W, Banung Grahita","doi":"10.33633/andharupa.v9i01.5258","DOIUrl":"https://doi.org/10.33633/andharupa.v9i01.5258","url":null,"abstract":"Abstrak Film konvensional menggunakan aspek cerita dan aspek sinematografi untuk membangun penceritaan visual dalam film. Pada film VR, terdapat pengalaman imersif yang dapat mengurangi fokus penonton pada konten cerita. Film animasi Crow: The Legend (2018) merupakan animasi yang memiliki penceritaan visual yang dinilai berhasil menyeimbangkan sisi imersif dan storytelling, salah satunya karena memenangkan penghargaan di kategori Immersive Storytelling Narrative VR di My Hero Film Festival 2018. Penelitian ini bertujuan untuk mengkaji bagaimana aspek sinematografi yang biasa digunakan dalam film konvensional, digunakan untuk penceritaan visual dalam film animasi VR Crow: The Legend. Metode penelitian yang digunakan adalah kualitatif deskriptif dengan analisis data menggunakan teori aspek sinematografi dan aspek imersif. Analisis dilakukan dengan menggunakan teori Technical Immersion (Elmenzeny, 2018). Peneliti menemukan bahwa aspek sinematografi yang dibagi menjadi; sudut pandang, continuity, cutting, komposisi dan tata cahaya yang disesuaikan dengan aspek Technical Immersion dapat diadaptasi untuk penggunaan dalam film VR. Kata kunci: animasi, immersion, sinematografi, virtual reality AbstractConventional films use story and cinematographic aspects to build visual storytelling in films. In VR movies, there is an immersive experience that can reduce the audience's focus on the story content. The animated film Crow: The Legend (2018) is an animation that has a visual storytelling that is considered successful in balancing the immersive and storytelling sides, one of which is because it won an award in the Immersive Storytelling Narrative VR category at My Hero Film Festival 2018. This study aims to examine how the cinematographic aspects which are commonly used in conventional films are used for visual storytelling in the animated film VR Crow: The Legend. The research method used is descriptive qualitative with data analysis using the theory of cinematographic aspects and immersive aspects. The analysis was carried out using the Technical Immersion theory (Elmenzeny,2018). The researcher found that cinematography aspects which were divided into point of view, continuity, cutting, composition and lighting adapted to Technical Immersion aspects could be adapted for use in VR films. Keywords: animation, cinematography, immersion, virtual reality","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126281682","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Religious Identity Negotiation and Hybridity in Black Metal Istiqomah Visual Performance","authors":"Joni Agung Sudarmanto, P. Pujiyanto","doi":"10.33633/andharupa.v9i01.7057","DOIUrl":"https://doi.org/10.33633/andharupa.v9i01.7057","url":null,"abstract":"AbstrakPenelitian ini membahas tentang identitas dan representasi bahasa visual Black Metal Istiqomah dalam melihat negosiasi yang terjadi di dalamnya. Lebih lanjut, negosiasi yang dimaksud antara identitas keagamaan dan hibriditas dalam performativitas visualitas dari Black Metal Istiqomah. Pengamatan dan penelusuran dilakukan dengan mengidentifikasi zine Black Metal Istiqomah di akun Instagram @blackmetalistiqomah melalui tiga karya komik strip berjudul “Komik Gelap”, “HP Menurutku, Menurutmu”, dan “Absolution”. Analisis negosiasi black metal dan Islam yang mengkonstruksi identitas akan dibedah melalui tanda verbal dan visual pada elemen visual dengan pendekatan semiotik oleh Roland Barthes, dan untuk melihat fenomena sosial ini digunakan teori performatif dari konsep hibriditas Richard Schechner terkait dengan Zine Black Metal Istiqomah. Black Metal Istiqomah sejak awal merupakan wujud identitas yang melekat pada karyanya. Ekspansinya menjadi brand fashion dan merchandise menjadi penanda identitas yang awalnya terkonstruksi dalam zine Black Metal Istiqomah, yang mulai diterima sebagai bentuk representasi diri bagi para penggemar yang memiliki cita-cita yang sama dengan Black Metal Istiqomah. Kata Kunci: Black Metal Istiqomah, hibriditas, negosiasi identitas keagamaan, performativitas visual Abstract This study discusses the identity and visual language representation of Black Metal Istiqomah in seeing the negotiations that occur in it. Furthermore, the intended negotiation between religious identity and hybridity in the visual performativity of Black Metal Istiqomah. Observations and searches were carried out by identifying the Black Metal Istiqomah zine on the @blackmetalistiqomah Instagram account through three comic strip work entitled \"Komik Gelap\", \"HP According to You, and \"Absolution\". Analysis began with the negotiation of black metal and Islam that constructs identity. It will be dissected through verbal and visual signs on visual elements with a semiotic approach by Roland Barthes, and to see this social phenomenon using performative theory from Richard Schechner's concept of hybridity related to the Black Metal Istiqomah zine. Black Metal Istiqomah, from the beginning, is a form of identity attached to his work. Its expansion into a fashion brand and merchandise has become an identity marker initially constructed in the Black Metal Istiqomah zine, which began to be accepted as a form of self-representation for fans with the same ideals as Black Metal Istiqomah. Keywords: Black Metal Istiqomah, hybridity, religious identity negotiation, visual performativity","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"134 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133919496","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Farid Abdullah, Aneeza Mohd Adnan, Muhammad Helmi bin Abu Bakar, Dian Rinjani, Dewi Munnawarah Sya'bany, Bambang Tri Wardoyo
{"title":"Desain Aplikasi Batik SDBP-22 Kolaborasi Indonesia - Malaysia di Era Ekonomi Kreatif","authors":"Farid Abdullah, Aneeza Mohd Adnan, Muhammad Helmi bin Abu Bakar, Dian Rinjani, Dewi Munnawarah Sya'bany, Bambang Tri Wardoyo","doi":"10.33633/andharupa.v9i01.7106","DOIUrl":"https://doi.org/10.33633/andharupa.v9i01.7106","url":null,"abstract":"AbstrakKegiatan ekonomi kreatif pada industri batik rakyat di Indonesia dan Malaysia masih sangat terbatas. Selama ini kegiatan ekonomi kreatif industri batik rakyat di Indonesia dan Malaysia belum bersentuhan dengan teknologi digital dalam bentuk aplikasi. Permasalahan industri batik rakyat, salah satunya adalah belum memiliki sumber daya manusia yang mendukung kegiatan ekonomi kreatif berbasis teknologi digital. Sementara itu industri batik rakyat yang sudah memanfaatkan teknologi digital seperti aplikasi digital, juga memiliki keterbatasan dalam memenuhi permintaan pasar dunia yang heterogen. Aplikasi dengan nama SDBP-22 (Self Design Batik Prototype 2022) hasil kolaborasi Indonesia - Malaysia. Tulisan ini memakai metode deskriptif-eksperimentatif. Berangkat dari sumber data digital (e-journal, e-book). Kegiatan produksi batik pada industri rakyat, belum banyak bersentuhan dengan teknologi e-ekonomi, termasuk dalam perancangan desain motif batik yang sesuai permintaan konsumen. Tujuan penelitian ini adalah meningkatkan kemampuan adaptasi industri batik rakyat yang perlu didukung oleh teknologi digital melalui desain aplikasi dan mampu memenuhi selera estetika konsumen secara lebih personal dan spesifik. Kata Kunci: aplikasi, batik, ekonomi kreatif, kolaborasi AbstractThe creative economic activities in the people's batik industry, many of which have not been in contact with digital technology in the form of apllication in Indonesia and Malaysia. The problems so far in the people's batik industry, one of which is not having human resources that support digital technology-based creative economic activities. Meanwhile, the batik industry, which has utilized digital technology such as digital application, also has limitations in meeting the demands of the heterogeneous world market. The application with the name SDBP-22 (Self Design Batik Prototype 2022) is the result of the collaboration between Indonesia and Malaysia. This paper uses a descriptive-experimental method depart from digital data sources (e-journals, e-books). This paper offers an idea that can connect consumer demand in the creation of batik motifs according to consumer needs with traditional batik producers. The findings of this paper are the adaptability of the people's batik industry in responding to the world of the creative economy, it really needs to be supported by digital technology that can meet the tastes or aesthetic tastes of consumers in a more personal and specific way. Keywords: batik, collaboration, creative economy, prototype","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132084269","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Representasi Keindahan dan Keheningan dalam Wajah Iklan Pariwisata Indonesia di Era Pandemi Covid-19: Analisis Retorika Visual","authors":"Arief Hartanto","doi":"10.33633/andharupa.v9i01.5842","DOIUrl":"https://doi.org/10.33633/andharupa.v9i01.5842","url":null,"abstract":"AbstrakDampak dari pandemi covid-19 pada sektor pariwisata telah terjadi krisis multi dimensi baik secara materiil dan non materiil. Keberadaan iklan bisa menjadi media komunikasi visual untuk merespon kondisi yang terjadi. Tujuan penelitian pada artikel ini untuk menggali makna dan pesan dari iklan pariwisata Indonesia, serta untuk mengetahui respon audien terhadap iklan tersebut yang ada di media Youtube. Penelitian ini menggunakan metode kualitatif. Pengambilan data melalui observasi visual, dokumentasi dan menggunakan aplikasi daring netlytic untuk mengambil data respon audien yang terdapat di iklan tersebut. Analisis menggunakan teori perspektif retorika visual dari Foss, dan menggunakan aplikasi daring netlytic untuk melakukan analisis teks dari respon audien. Hasil penelitiannya yaitu diketahui bahwa secara keseluruhan bentuk visual yang dihadirkan pada iklan ini berupa visual yang diam dan menghadirkan visual tentang keindahan objek pariwisata alam yang dimiliki Indonesia. Bentuk visual ini merepresentasikan keindahan dan keheningan yang kemudian merujuk pada peristiwa dan kondisi krisis yang sedang dihadapi. Audien juga mengapresiasi secara kualitas dari iklan pariwisata Indonesia ini baik secara teknis pengerjaan dan materi visual yang ada. Kata kunci: analisis teks, covid 19, iklan, pariwisata, retorika visual AbstractThe impact of the Covid-19 pandemic on the tourism sector has resulted in a multi-dimensional crisis, materially and non-materially either. The existence of advertising can be a medium of visual communication to respond to the occurring conditions. The research purpose of this article is to explore the meaning and the message of Indonesian tourism advertisements as well as find out the audience's response to these advertisements on YouTube media. This study uses a qualitative method. Data was collected through visual observation, documentation, and then using the netlytic online application to retrieve audience response to the data contained in the advertisement. The analysis uses Foss theory of visual rhetorical perspective and the netlytic online application to carry out text analysis of audience responses. The results of his research are shown that overall the visual form presented in this ad is the form of a still visual and presents the visual beauty of Indonesia's natural tourism objects. This visual form represents beauty and serenity which then refers to the events and conditions of the crisis being faced. The audience also appreciates the quality of this Indonesian tourism advertisement technically and in the existing visual materials either. Keywords: advertising, covid-19, texts analysis, tourism, visual rhetoric","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123881289","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Efektivitas Media Pembelajaran Tas Siaga Bencana (TSB) dalam Meningkatkan Daya Retensi Siswa Sekolah Dasar","authors":"Dwita Alfiani Prawesti, I. Irfansyah","doi":"10.33633/andharupa.v9i01.7560","DOIUrl":"https://doi.org/10.33633/andharupa.v9i01.7560","url":null,"abstract":"AbstrakMedia pembelajaran merupakan sarana yang digunakan dalam proses belajar mengajar, bertujuan untuk memudahkan pencapaian tujuan belajar mengajar. Tujuan dari penelitian ini untuk menganalisis komponen antarmuka (interface) pada media pembelajaran yang dapat mempengaruhi daya ingat siswa. Berfokus pada media pembelajaran berbasis visual dalam program sosialisasi Pengurangan Risiko Bencana Sekolah (PRBS) yang dilakukan BNPB dan Komunitas Pahlawan Bencana, mengingat media ini menjadi alat penting dalam edukasi pengurangan dan mitigasi bencana sejak dini maka perlu dilakukan pengujian dari segi efektivitas dan kualitas media. Jenis penelitian ini adalah studi kasus. Pengumpulan data dilakukan dengan menyebarkan kuesioner kepada responden. Untuk memperoleh hasil data pengaruh komponen antarmuka terhadap daya ingat menggunakan uji varian (One-Way ANOVA) dan analisis deskriptif. Hasil analisis menunjukan komponen antarmuka yang terdiri dari: layout, color, image, typography dan Interaction mempengaruhi daya ingat siswa secara efektif. Berdasarkan hasil pengujian ANOVA didapat bahwa media papan permainan menghasilkan nilai ingatan sebesar 90%, media video animasi menghasilkan nilai ingatan sebesar 80% dan media poster menghasilkan nilai ingatan sebesar 40%. Kata Kunci: antarmuka, bencana, daya ingat, media pembelajaran AbstractLearning media is a tool used in the teaching and learning process, and aims to facilitate the achievement of teaching and learning objectives. The purpose of this study is to analyze the interface components in learning media that can affect students' memory. Focusing on visual-based learning media in the outreach program for Pengurangan Risiko Bencana Sekolah (PRBS) conducted by BNPB collaborated with a local community called Pahlawan Bencana, it is important to test the media used to teach disaster reduction and mitigation education from an early age, remembering this topic is very important. This type of research is a case study. Data collection was carried out by distributing questionnaires to respondents. To obtain the results of data on the effect of interface components on memory, researcher used a test of variance (One-Way ANOVA) and descriptive analysis. The results showed that the interface components which consist of: layout, color, image, typography and interaction affect students' memory effectively. Based on the results of the ANOVA test, it was found that board game become the leading medium produced a 90% memory, video animation media produced a 80% memory value and poster media produced a 40% memory. Keywords: disaster, interface, learning media, memory","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121219836","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Evaluasi Rancang Bangun Aplikasi Pembelajaran Sejarah Proklamasi Berbasis Android","authors":"Heri Susanto, J. Jamaludin, Melisa Prawitasari","doi":"10.33633/andharupa.v9i01.7054","DOIUrl":"https://doi.org/10.33633/andharupa.v9i01.7054","url":null,"abstract":"AbstrakKemajuan teknologi menuntut guru untuk menciptakan inovasi saat melaksanakan proses pembelajaran berlangsung. Pembelajaran daring yang menjadi alternatif pembelajaran selama pandemi covid-19 memberikan tantangan baru bagi guru dalam menyampaikan materi dengan baik. Salah satu mata pelajaran yang memerlukan perhatian khusus dalam menyampaikan materi dimasa pandemi adalah pelajaran sejarah. Penelitian ini bertujuan untuk mengembangkan aplikasi pembelajaran sejarah berbasis android offline. Perancangan aplikasi ini bertujuan untuk mengemas materi sejarah proklamasi secara kronologis sehingga menjadi media pembelajaran yang mampu memberikan daya tarik terhadap peserta didik dalam pembelajaran sejarah. Aplikasi pembelajaran dirancang menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation), namun tahapan dalam penelitian ini dibatasi hanya sampai implementasi. Pengumpulan data yang digunakan yaitu lembar validasi ahli materi, lembar validasi ahli media dan lembar validasi parktisi pembelajaran. Penelitian ini menunjukan bahwa perkembangan teknologi menuntut guru untuk lebih inovatif dalam menggunakan media belajar serta pembelajaran daring yang berfokus pada kemandirian peserta didik memerlukan media yang mampu digunakan tanpa batasan waktu dan tempat khususnya pada pelajaran sejarah. Aplikasi pembelajaran yang dirancang dinyatakan sangat layak berdasarkan penilaian Ahli Media sebesar 3.60, Ahli Materi sebesar 3.31 dan Praktisi Pembelajaran sebesar sebesar 3.17 dengan rata-rata nilai 3,36 serta persentase sebesar 83,6%. Kata Kunci: android, aplikasi, pembelajaran sejarah, proklamasi AbstractTechnological advances require teachers to create innovations when carrying out the learning process. Online learning, an alternative to learning during the COVID-19 pandemic, provides new challenges for teachers in delivering material well. One subject requiring special attention in delivering material during a pandemic is history lessons. This study aims to develop an offline android-based history learning application. The design of this application aims to package the material of the proclamation history in chronological order so that it becomes a learning medium that can provide an attraction for students in learning history. The learning application is designed using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The stages in this research are limited to implementation. The data collection used is a material expert validation sheet, a media expert validation sheet, and a learning participant validation sheet. This study shows that technological developments require teachers to be more innovative in using learning media and online learning that focuses on students’ independence requires media that can be used without the time and place restrictions, especially in history lessons. The learning application design was declared very feasible based on the assessment of Media Ex","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126389976","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alny Noor Kholifah, Destha Mukti Rahardja, Rosa Karnita
{"title":"Perancangan Aplikasi Edukasi Berbasis Mobile tentang Pengenalan Bumbu Rempah Masakan Khas Indonesia bagi Generasi Z","authors":"Alny Noor Kholifah, Destha Mukti Rahardja, Rosa Karnita","doi":"10.33633/andharupa.v9i01.7584","DOIUrl":"https://doi.org/10.33633/andharupa.v9i01.7584","url":null,"abstract":"AbstrakIndonesia adalah negara yang memiliki keragaman budaya yang tinggi, terutama pada sektor pengenalan rempah-rempah. Seiring dengan perkembangan teknologi dan globalisasi pada bidang kuliner, membuat generasi muda saat ini khususnya generasi Z, sulit dalam mengidentifikasi dan mengklasifikasi serta mengenal rempah-rempah masakan khas Indonesia. Tujuan penelitian ini mencakup: memperkenalkan kembali budaya rempah masakan khas Indonesia, mengenalkan keanekaragaman hayati yang dimiliki Indonesia kepada generasi Z, dan memberikan solusi bagi masalah masyarakat dalam proses memasak yang kerap sulit sekali membedakan jenis rempah atau bahkan hingga tertukar satu sama lainnya. Metode pengumpulan data dilakukan melalui kuesioner, wawancara, observasi, dan kajian literatur, serta metode penelitian desain yang digunakan menggunakan pendekatan Design Thinking. Hasil penelitian berupa rancangan prototipe berbasis aplikasi mobile dengan konten bahan ajar yang dikemas dalam aplikasi dengan visualisasi unsur warna, tipografi dan ilustrasi yang informatif dan menarik. Manfaat yang dihasilkan adalah terciptanya media DKV yang tepat bagi proses pengenalan rempah masakan sebagai warisan budaya Indonesia. Selain kemudahan dalam penggunaannya dan diharapkan media ini dapat menjadi solusi metode edukasi untuk bidang lainnya. Kata Kunci: aplikasi mobile, budaya, edukasi, kuliner, rempah Abstract Indonesia is a country that has high cultural diversity, especially in the spice introduction sector. Along with technological developments and globalization in the culinary field, today's young generation, especially generation Z, is starting to find it challenging to identify and classify and recognize Indonesian special spices. The research objectives include: reintroducing the spice culture of Indonesian things, introducing biodiversity which Indonesia owns for generation Z, and providing solutions to problems that often occur among the public in the cooking process, which is often very difficult to distinguish the types of spices or even to the point of being confused with one another. In addition, it is hoped that Generation Z can participate in developing business ideas in the culinary sector as a form of support and an effort to advance tourism in Indonesia through the culinary industry. The research results are mobile application-based prototype designs with teaching material content packaged in applications with informative and attractive visualization of colour elements, typography, and illustrations. Data collection methods were carried out through questionnaires, interviews, observations, literature reviews. The design research methods using the Design Thinking approach. The benefits resulting from this research are to design visual communication media that are appropriate for introducing cooking spices as an Indonesian cultural heritage, as well as for ease of use and are expected to be a solution to educational methods for other fields. Keywords: culinary, c","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121736842","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Muhamad Riza Padlefi, Pacu Putra, Helen Susanti, Nabila Rizky Oktadini, Allsela Meiriza, Putri Eka Sevtiyuni
{"title":"Perancangan Virtual Reality dalam Pengenalan Sejarah Perang 5 Hari 5 Malam","authors":"Muhamad Riza Padlefi, Pacu Putra, Helen Susanti, Nabila Rizky Oktadini, Allsela Meiriza, Putri Eka Sevtiyuni","doi":"10.33633/andharupa.v9i01.7583","DOIUrl":"https://doi.org/10.33633/andharupa.v9i01.7583","url":null,"abstract":"AbstrakVirtual reality merupakan teknologi imersif yang memungkinkan penyampaian informasi menjadi lebih mudah dimengerti dan dapat diingat dengan baik. Hal ini cocok untuk diterapkan dalam mengatasi permasalahan pembelajaran sejarah seperti bahan ajar yang terlalu teoritis dan media pembelajaran yang kurang variatif. Berdasarkan hasil survei yang dilakukan peneliti sebelumnya, pengetahuan masyarakat Palembang tentang Sejarah Perang 5 Hari 5 Malam masih minim. Selaras dengan permasalahan tersebut, penelitian ini bertujuan untuk mengembangkan sistem multimedia interaktif berbasis teknologi virtual reality mengenai pengenalan Sejarah Perang 5 Hari 5 Malam di Palembang. Metode pengembangan sistem yang digunakan adalah Multimedia Development Life Cycle. Hasil penelitian ini berupa suatu sistem virtual reality yang dapat digunakan sesuai dengan tujuan yaitu mengembangkan multimedia pengenalan Sejarah Perang 5 Hari 5 Malam di Palembang berbasis teknologi virtual reality. Berdasarkan hasil pengujian sistem menggunakan metode black box, dapat disimpulkan bahwa sistem ini telah berfungsi dengan baik. Kata Kunci: virtual reality, multimedia, perang 5 hari 5 malam AbstractVirtual reality is an immersive technology that able to make information transfer easier to understand and better to remember. This is suitable to be applied in overcoming history learning problem such as too theoretical learning material and less variative learning media. Based on survey, citizens of Palembang have less knowledge about the history of Perang 5 Hari 5 Malam. In line with the problem, this research aims to develop virtual reality based interactive multimedia system to introduce the history of Perang 5 Hari 5 Malam in Palembang. The method of system development used is Multimedia Development Life Cycle. This research has resulted in a ready-to-use virtual reality system as its purpose to develop multimedia-based virtual reality technology as an introduction to the history of Perang 5 Hari 5 Malam in Palembang. According to the result of system testing with black box method, it can be concluded that this system is functioning properly. Keywords: virtual reality, multimedia, perang 5 hari 5 malam","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"218 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132947893","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}