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Menampilkan 1–8 dari 8 artikel
Perancangan Game Edukasi Aksara Jawa Untuk Siswa Kelas V SDIP Haji Muhammad Subandi Kecamatan Bawen
Anhari, Ridlo Qoirul
; Ridlo Qoirul Anhari
; Agus Priyadi
; Ahmad Zainudin
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 2
(2025)
The rapid advancement of digital technology has significantly influenced students’ learning behavior while gradually reducing their interest in local cultural education, including the study of the Javanese script. This phenomenon is evident at SDIP Haji Muhammad Subandi, where most students still struggle to recognize, read, and understand Javanese characters due to the limited use of engaging and interactive learning media. To address this issue, a 2D educational game was developed as an innova...
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Perancangan Konten Sosial Media Untuk Meningkatkan Brand awareness Kamala Kopi
Sekar Lintang Rachmawati
; Sekar Lintang Rachmawati
; Agus Priyadi
; Candra Supriadi
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 2
(2025)
The coffee industry in Indonesia is growing rapidly and encouraging coffee shops, including MSMEs, to strengthen their branding strategies through digital media. This study aims to design and evaluate Instagram social media content to increase brand awareness of Kamala Kopi, a local coffee shop in Gunungpati, Semarang. The method used is the Multimedia Development Life Cycle (MDLC) with stages of concept, design, material collection, assembly, testing, and distribution. The content produced cons...
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EXPERT SYSTEM FOR DIAGNOSING CORN DISEASES USING WEB-BASED FORWARD CHAINING METHOD
rudjiono, daniel
; Rudjiono, Daniel
; Setiyo Adi Nugroho
; Agus Priyadi
; Aprilia Ferawati Ndaumanu
Jurnal Elektronika dan Komputer
Vol 17
, No 1
(2024)
Abstract - Corn plants are one of the plants that are easy to grow and relatively fast to get results but also a plant that is vulnerable to pests and diseases. The symptoms that arise require an expert or agricultural expert to be able to diagnose. Limited time and expert labor is one of the causes of delayed diagnosis, causing a decrease in farmers' yields. This is the basis for making this expert system by adopting knowledge from agricultural experts about the symptoms of corn disease u...
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PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD
Ahmad Zainudin
; ahmad zainudin
; Agus priyadi
; Andik Prakasa Hadi
; ALDO KRISDIANANTA
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 17
, No 1
(2024)
Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world.
Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of le...
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Motion Graphic Video Design as a Marketing Media Case Study at PT. Bakool Nusantara
Rudjiono, Rudjiono
; Setiyo Adi Nugroho
; Agus Priyadi
; Akhmad Cholif Agung Yuliyanto
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 17
, No 1
(2024)
PT. Bakool Nusantara is a startup that provides fresh vegetable products with an online BTB and BTC business concept. This research aims to enhance brand recognition and introduce the Bakool Apps application to PT. Bakool Nusantara customers through the design of motion graphic videos as a marketing medium. The company has encountered challenges in effectively introducing the Bakool Apps brand and application to customers, thus requiring innovation in marketing strategy. This study employs a cas...
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LEARNING MEDIA PLANNING FOR CLASS XII BLENDER ANIMATION SUBJECTS SMK KANAAN UNGARAN
Rudjiono, Daniel
; Rudjiono, Daniel
; Setyo Adi Nugroho
; Agus priyadi
; Krisna Danu Aji Saputra
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 16
, No 2
(2023)
The aim of this research is to create flash-based animation learning media for students at Kanaan Ungaran Vocational School, as well as increasing students' interest in learning animation. The method used is Research and Development, namely a method that develops a particular product such as animation-based learning media. This research was motivated by the discovery of a lack of media for learning animation at Kanaan Ungaran Vocational School, especially in class XI Multimedia animation lessons...
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MEDIA INFORMASI VIRTUAL REALITY UNTUK MEMPROMOSIKAN SEKOLAH DI MASA PANDEMI
Andik Prakasa Hadi
; Setiyo Adi Nugroho
; Agus Priyadi
; Rizky Ridwan Saputra
Jurnal Elektronika dan Komputer
Vol 16
, No 1
(2023)
School promotions were carried out directly by visiting junior high
schools, during a pandemic this can’t be done. In an effort to attract
prospective new students at SMK PGRI 2 Salatiga, it is necessary to
innovate by adding promotional media that can be accessed by the wider
community. Information distribution can be done through social media
and the school's YouTube channel. Information media was chosen as
virtual reality in the form of 360° videos to display school facilities and
privileges....
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PENGARUH ILUSTRASI DESAIN KEMASAN PADA PRODUK SINGKONG KEJU D-9 OLEH-OLEH KHAS KOTA SALATIGA
Ahmad Zainudin
; Agus Priyadi
; Dimas Pamungkas
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 14
, No 1
(2021)
After doing research on Singkong Keju D-9 Salatiga, it can be seen that Singkong Keju D-9 Ready to Fried has limitations in its packaging, which is not yet in accordance with the regulatory standards of the State Ministry of Cooperatives and SMEs RI. In addition, it also has a packaging design that is not much different from competing products. Therefore, it is necessary to design a packaging design that is in accordance with the regulatory standards of the Ministry of Cooperatives and SMEs of t...
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