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I Putu Rayga Ondias Putra; I Putu Rayga Ondias Putra; Alfian Candra Ayuswantana; Masnuna, Masnuna

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The declining awareness among youth about local historical figures such as Raden Sawunggaling inspired the creation of this web comic. Aimed at teenagers aged 17–21, this project seeks to reintroduce local history through a visually engaging and interactive medium. The comic features a flowing narrative, semi-realistic illustrations, and strong elements of East Javanese culture. Its design was informed by qualitative and quantitative research to align with the preferences of the target audience. The web comic format was chosen for its accessibility, cost-efficiency, and relevance to the digital habits of today’s youth. This medium is expected to reignite interest in local history while serving as a creative and educational approach to cultural preservation.

Bisyri Musthofa; Bisyri Musthofa; Diana Aqidatun Nisa; Aryo Bayu Wibisono

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The development of AI has fundamentally transformed the professional ecosystem, creating a series of contemporary challenges for Generation Z preparing to enter the work arena. This study focuses on the development of motion graphic storyboards as an educational instrument to enhance Generation Z's employability capabilities for the AI era. Implementing a hybrid research methodology, data collection was conducted through digital surveys and in-depth dialog with experts to explore perceptions on the implications of AI on employment and the strategic competencies needed to adapt. The research findings indicate that Generation Z shows substantial awareness of the urgency of skills upgrading and transfer, although there is still a lack of clarity in understanding the concrete consequences of AI on future employment prospects. The motion graphic design developed presents an adaptive approach through an engaging storyline, narrative visualization, and interactive character elements, with an emphasis on the concepts of T-Shaped Skills and Transferable Skills. The research concludes that professional readiness in the era of AI digitalization requires not only technological understanding, but also adaptive flexibility, creativity, and synergy between human capacity and digital systems. Motion graphics were identified as the optimal medium to convey knowledge and strengthen Generation Z's position in anticipating future professional dynamics.

Eulogize Gracia Putri Manullang; Restu Ismoyo Aji; Aris Sutejo

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

This paper discusses the visual design of character designs for an illustrated book that focuses on the problem of people pleasers among employees aged 22-30 years. People pleasers are individuals who tend to please others at the expense of themselves, which in the long term can trigger stress and mental disorders. The results of the study show that many young employees experience a dilemma between meeting other people's expectations and maintaining their own well-being. To convey this problem, four characters were designed. The main character is Tara, a people pleaser who undergoes a transformation into a more balanced individual in her work and personal life. Three supporting characters help strengthen the dynamics of conflict in the workplace, Mr. Johnson (Tara's demanding boss), Shinta (a supportive co-worker), and Felix (a senior co-worker). The character design process was carried out through several stages, including interviews with psychologists, illustrators, and employees, as well as qualitative data analysis from observations, Focus Group Discussions (FGD), and literature studies. The result is four characters executed in a simple illustration style with flat design and a limited color palette to emphasize the emotional atmosphere experienced by the characters. By exploring the right illustration style and color composition, this study designs characters that not only depict the reality of people pleasers in the workplace, but also function as visual educational media that helps readers understand the importance of setting boundaries at work and supports individuals in achieving inner peace and balance in life. Keywords: People pleaser, Persona, Illustration, Employee Character Design

Maslahah, Safira Andini; Maslahah, Safira Andini; Pungky Febi Arifianto; Mahimma Romadhona

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Madura Island has many uniqueness, not only in terms of its famous beach tourism but also in terms of its culture. One of them is the muang sangkal dance which is the culture of Sumenep Regency. However, the muang sangkal dance is less popular among 9-12 year olds than other traditional dances. To solve this problem, an interactive illustration book "Dancing with Muang Sangkal" was designed which contains several main characters in it to introduce muang sangkal dance to children 9-12 years old. This research uses a qualitative method through observation, interviews, and FGD (Focus Group Discussion). Through this design, it is hoped that the target audience will be proud and know the existing nation's culture better.

Kanaya Bintang Aulia S; Aris Sutejo; Diana Aqidatun Nisa

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Abstract. Indonesia is an archipelagic country with a rich and diverse cultural heritage, reflected in its traditional clothing from various regions. However, with the advancement of time and the rapid flow of globalization, the younger generation's attention to traditional clothing has declined. A survey of youth aged 19–22 years found that most of them do not fully recognize the types, names, and origins of Indonesian traditional clothing, although they acknowledge the importance of preserving cultural heritage. To address this issue, an educational media in the form of an interactive board game was designed to reintroduce traditional clothing to young people in an engaging way. This study employed qualitative and quantitative methods, including questionnaires, interviews, observations, and focus group discussions. The board game features character pawns representing traditional attire from six major regions of Indonesia, highlighting each area's distinctive visual traits. Through this game, it is expected that youth will gain knowledge and foster a sense of love and pride in the nation's cultural heritage.

Ramadhan, Yedistya Aulia; Ramadhan, Yedistya Aulia; Aninditya Daniar; Restu Ismoyo Aji

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The packaging design of the Petualangan Tradisional Rasa board game aims to create an educational medium that attracts the interest of young people aged 19–22 toward traditional Indonesian cuisine. This game is designed to address the declining interest among the younger generation in local culinary heritage due to the dominance of modern food culture. The design process employed a combination of qualitative and quantitative methods. The qualitative method involved observation and interviews with Board Game Academy and Table Toys to gather insights on effective board game packaging, while the quantitative method was carried out through questionnaires distributed to the target audience to assess packaging design preferences.

Aditya, Naufal Rasyid; Restu Ismoyo Aji; Aris Sutejo

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

This research presents the design of a card game titled "Kejutan Manis Nusantara", aimed at introducing traditional Indonesian cakes to Generation Z, particularly those aged 18 to 21, in a fun and interactive way. This game combines education about the richness of Indonesian cuisine with a social experience that strengthens relationships among players. The card game design implements semi-realistic illustrations that clearly depict the cakes, making it easy for players to recognize traditional Indonesian cakes. The results of this research are expected to contribute to the preservation of Indonesian culture, especially in the culinary field, while introducing the diversity of Indonesian traditional cakes to the younger generation in an engaging way

Putri, Regina Dian Larasati; Masnuna; Sri Wulandari

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Children's Storybook "What's Around Ami?" is designed as an educational medium incorporating Biblical values for children aged 4-7 years. Utilizing an anthropomorphic approach and lamb symbolism as its main character, this study aims to create easily understandable character designs. The design methodology includes market observation, interviews with child psychologists and teachers, literature studies on anthropomorphism, and questionnaires to validate character designs. According to child psychologist interviews, children show greater preference for animal characters. This book simplifies complex spiritual concepts while serving as an interactive and engaging solution for parents and educators to teach Christian morals and faith.

Swardana, Ananta Argy; Swardana, Ananta Argy

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The development of digital technology encourages MSME players to utilize digital platforms as a medium of information and communication with customers. Widasari Bakery is a bakery established since 1999 in Sidoarjo, has not maximized digital platforms such as websites as information media. This study aims to design the interface design of the Widasari Bakery website as a medium of information and communication to customers. The research method used uses qualitative and quantitative methods involving surveys, interviews, questionnaires, and literature studies, and uses the fishbone diagram method and SWOT analysis to identify problems and look for development potential. The results of this design are expected to increase brand identity and market reach and strengthen the growth of the Widasari Bakery brand in the digital era.

Risma Fitriani; Aris Sarwo Nugroho; Irdha Yunianto

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

This study explores the rebranding of Universitas Karya Husada Semarang as a strategic effort to enhance brand awareness in a competitive higher education environment. The research adopts a qualitative descriptive approach combined with the Research and Development (R&D) method to design and validate an effective rebranding strategy. Data were collected through observations, interviews with university stakeholders, and questionnaires distributed to students and the general public. The rebranding process involves updating the visual identity, refining brand communication, and strengthening institutional positioning. The R&D stages include problem identification, data collection, product design, expert validation, and limited testing. Results show that a structured, research-based rebranding approach significantly improves brand awareness and public perception. This initiative not only reinforces the university’s image but also increases its appeal to prospective students. The study offers strategic insights for other educational institutions seeking to strengthen their brand identity. 

Hikmal Adi Wibowo; Siska Narulita; Hikmal Adi Wibowo; Siska Narulita

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Digital-based evaluation is increasingly utilized across various fields of education and training. This study focuses on the development and analysis of a web-based quiz management system that facilitates interaction between users and administrators. The research involves implementing a user dashboard for quiz participation and an admin dashboard for managing questions and quiz results. The methodology includes a case study on system testing, user needs analysis, and evaluation of system effectiveness using both quantitative and qualitative approaches. The findings indicate that the system enhances evaluation efficiency and simplifies quiz data management. The study concludes that web-based systems play a crucial role in supporting evaluation and learning management.

Angesti, Regina Antania; Angesti, Regina Antania; Dwi Puji Prabowo

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

This research analyzes the Marjan advertisement featuring the Putri Hijau version to understand the meanings embedded in its visual elements using Roland Barthes'semiotic approach. The study employs a descriptive qualitative analysis method by dividing the advertisement into several parts through screenshot capture. The analysis is conducted by identifying the denotative and connotative meanings of the advertisement's elements. The findings indicate that this advertisement presents a complex cultural narrative and conveys a specific ideological message to the audience. This study provides insight into how advertisements can serve as an effective persuasive communication medium in conveying cultural and commercial values.

basori, Chamdan; basori, Chamdan; Ahmad zainudin; Priyadi

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Branding strategies for Vocational High Schools (SMK) are a crucial aspect in improving their image, competitiveness and attractiveness for prospective students and the industrial world. One effective approach is through partnerships with the World of Business and Industry (DUDI). This research aims to analyze the branding strategy implemented by SMK in building a positive image through collaboration with DUDI. The method used in this research is descriptive qualitative, literature study and case analysis of several vocational schools that have succeeded in building branding through strategic partnerships. The research results show that vocational school branding can be strengthened through internship programs, industrial project-based learning, competency certification recognized by the world of work, and digital-based promotions. The partnership with DUDI also plays a role in providing learning facilities that are more relevant to industry needs, thereby increasing public confidence in the quality of vocational school graduates. By implementing an effective branding strategy through a partnership with DUDI, SMK can strengthen its position as a vocational education institution that is oriented to the needs of the world of work.

Edwin Prayoga H; Ahmad Nugroho; Edwin Prayoga H; Ahmad Nugroho

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

The world of education has undergone major changes since the advent of technology and the internet. Most students prefer new learning methods brought by technology rather than listening and writing in class which are considered outdated. The presence of technology such as Artificial Intelligence (AI) should be able to overcome the weakness of conventional learning methods and make it more interesting for students. Conventional learning activities in class such as writing and taking notes can be replaced by AI which is designed to perform tasks like humans. Therefore, this study was conducted by developing a system for recording and summarizing lectures using AI technology. The system development process uses the waterfall method as a guide, while the system modeling is created using the UML method. The application of AI technology into conventional learning methods can create a more interactive class by setting aside student's tasks like writing and taking notes, creating more interaction with the lecturer, resulting in a higher quality of education.

Ifana Dzikriyah; Maryono

Jurnal Ilmiah Komputerisasi Akuntansi 2025 Universitas Sains dan Teknologi Komputer

This study investigates the factors influencing accountability in the management of village funds by local governments in Kangkung District, Kendal Regency. The research is driven by the growing number of village fund mismanagement cases in Indonesia, highlighting the urgent need for improved governance. Key variables examined in this study include the use of the siskeudes application, staff competence, transparency, internal control systems, local wisdom, and organizational commitment. A quantitative approach was employed, with data gathered through questionnaires distributed to 63 respondents comprising village officials, BPD members, and community representatives. The results are expected to provide both theoretical contributions to the field of public sector accounting and practical insights for village governments to enhance financial accountability and transparency. Ultimately, the study aims to support the development of sustainable and participatory village governance.

Rossana, Laila; Riztina Dwi Setyasih

Jurnal Ilmiah Komputerisasi Akuntansi 2025 Universitas Sains dan Teknologi Komputer

The Pada era society 5.0, pembelajaran abad 21 diarahkan agar memfasilitasi beberapa ketrampilan, diantaranya ketrampilan berpikir kritis, pemecahan masalah dan penggunaan teknologi dan media. Perkuliahan Komputer Akuntansi belum menggunakan bahan ajar yang dapat memfasilitasi perkembangan ketrampilan tersebut, sehingga banyak mahasiswa yang kesulitan memahami materi dan dalam melaksanakan praktik penggunaan software atau suatu program keuangan. Penelitian ini bertujuan mengembangkan bahan ajar dengan mengaplikasikan case method yang sesuai diterapkan pada pembelajaran Komputer Akuntansi. Pendekatan penelitian menggunakan desain penelitian dan pengembangan (Research and Development, R&D). Model pengembangan mengacu pada model pengembangan Borg & Gall yang oleh Thiagarajan dimodifikasi menjadi tiga tahap, yakni define, design, dan develop. Angket digunakan dalam pengumpulan data. Dari hasil uji kelayakan penggunaan media diperoleh penilaian sebagai berikut, ahli media sebanyak 88%, dan dari ahli materi sebanyak 99,04%. Disamping itu hasil uji coba terbatas menunjukkan tanggapan positif dari mahasiswa sebesar 95,21%. Hasil penelitian ini menyimpulkan bahwa bahan ajar dengan pendekatan case method  layak digunakan pada proses pembelajaran Komputer Akuntansi

Putri, Elsya Erviany; Hanartyo, Ernawan Dwi

Jurnal Ilmiah Komputerisasi Akuntansi 2025 Universitas Sains dan Teknologi Komputer

Indonesian tourism makes a significant contribution to the Indonesian economy, thus having a positive impact on the growth of the tourism industry. This research aims to analyze the influence of social media, service quality and memorable tourist experiences on return visit intentions. Quantitative method with cross-sectional survey method used in this research, as many as 110 respondents were selected using purposive sampling technique based on certain criteria consisting of tourists aged 17-40 years, domiciled in Jakarta, and had visited the National Monument and National Museum in the last six months. Although previous research reveals the mediating role of memorable tourism experiences on return visit intentions, not many have examined the influence of social media and service quality together. The results show that social media has a significant influence on return visit intentions. Service quality also has a significant influence on return visit intentions. Memorable tourism experiences also have a significant influence on tourists' return visit intentions. This research can also be expanded by adding other variables that can influence tourists' revisit intentions, such as motivation, price, or destination image. In addition, further research could consider the mediating role of other variables, for example tourist satisfaction as a mediator between memorable tourism experiences and return visit intentions.

Mia Febriyanti; Itat Tatmimah; Muzayyanah

Jurnal Ilmiah Komputerisasi Akuntansi 2025 Universitas Sains dan Teknologi Komputer

This study investigated the influence of financial report preparation skills, financial literacy, and accounting information systems on the performance of micro, small, and medium enterprises (MSMEs) in Cirebon Regency. The research adopted a quantitative approach with a causal associative design. Data were collected through closed-ended questionnaires distributed to 100 culinary-sector MSMEs selected using purposive sampling. The data analysis involved validity and reliability testing, classical assumption tests, and multiple linear regression. The findings revealed that financial report preparation skills, financial literacy, and accounting information systems had both partial and simultaneous positive effects on MSME performance. Specifically, the ability to prepare financial statements and the use of accounting systems significantly enhanced operational efficiency and financial outcomes, while financial literacy contributed to better financial decision-making. The study concluded that improving financial competencies and adopting technology-based accounting practices are key drivers for strengthening MSME performance in the region

Yurike, Yurike; Hermanto

Jurnal Ilmiah Komputerisasi Akuntansi 2025 Universitas Sains dan Teknologi Komputer

This study aims to analyze the influence of factors such as financial distress (FD), firm size (SIZE), liquidity (CR), and operating cash flow (OCF) on stock returns in the food and beverage sub-sector industry listed on the Indonesia Stock Exchange (IDX) from 2019 to 2023. The issue addressed relates to the importance of analyzing internal company factors in affecting stock returns, particularly in the consumer goods industry. The data used in this study is sourced from annual financial reports published by the companies, with a sample size of 40 data points from 8 companies selected through purposive sampling. In this study, data analysis was conducted using multiple linear regression methods via the STATA application. The findings of the study indicate that both financial distress and firm size have a significant impact on stock return performance. On the other hand, the variables of liquidity and operating cash flow do not have a significant impact on the company's stock return. 

Rizaldi, Fredy; Agus Munandar

Jurnal Ilmiah Komputerisasi Akuntansi 2025 Universitas Sains dan Teknologi Komputer

The adoption of PSAK 116 changes the accounting treatment of leases by recognising right-of-use assets and lease liabilities, replacing operating lease expenses with depreciation and interest. These changes have a direct impact on ability-to-pay financial ratios such as Debt Service Coverage Ratio (DSCR) and Net Debt to EBITDA. This study analyses the financial statements of PT Mitra Adiperkasa Tbk (MAPA) for 2019-2024 using a descriptive-comparative and simulation approach in case PSAK 116 is not applied. The results show a technical increase in EBITDA due to PSAK 116, which has an effect on the apparent improvement of DSCR and Net Debt to EBITDA. Simulations using the PSAK 30 approach show more conservative and realistic ratios. These findings highlight the importance of understanding the impact of accounting standards on ratio interpretation and credit decision-making.