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Potensi Ampas Kelapa sebagai Bahan Substitusi Brownies Cookies
Jurnal Pengembangan IPTeks Seni Kuliner, Tata Rias, dan Desain Mode
Vol 17
, No 1
(2025)
The utilization of coconut dregs not only provides added value to brownies cookies products, but also contributes to reducing waste generated from the coconut industry. The purpose of this study was to produce brownies cookies substituted by coconut dregs with acceptable sensory characteristics and has the potential to be an interesting entrepreneurial idea. This study uses the 4D Research and Development (R&D) model which includes 4 (four) research stages including the define stage to analy...
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Pembuatan Ecoprint Untuk Meningkatkan Ketrampilan Menggunakan Bahan Alam Pada Pembelajaran Seni Budaya Dan Prakarya Anak Sekolah Dasar Di Kalijambe Sragen: Ecoprint Untuk Meningkatkan Ketrampilan
Supriyadi, Slamet
; Yulianto, Nanang
; Margana
; Widiyastuti, Endang
; Yunianti, Esterica
; Fauzi, Ali
Adi Widya: Jurnal Pengabdian Masyarakat
Vol 9
, No 1
(2025)
Making ecoprints to improve skills in using natural materials in learning arts and culture and crafts for elementary school children in Kalijambe, Sragen. Making this ecoprint means that the motifs produced on each fabric have different colors and patterns even though they use the same type of plant leaves. This is due to several factors, the relatively different shapes of the leaves. The introduction of ecoprinting to elementary school children creates a creative experience in learning arts and...
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Design of Lecture Material Summary System Using Web-Based Artificial Intelligence
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 1
(2025)
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prefer new learning methods brought by technology rather than listening and writing in class which are considered outdated.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...
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Strategi Branding Smk Melalui Kemitraan Dengan Dunia Usaha Dan Industri (DUDI)
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 1
(2025)
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 cas...
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Development of a Web-based Quiz Management System using the Rapid Application Development Method
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 1
(2025)
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 effecti...
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Rebranding Universitas Karya Husada Semarang Sebagai Upaya Peningkatan Brand Awarness
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 1
(2025)
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 rebran...
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Perancangan Karakter Buku Anak “What’s Around Ami?” dengan Konsep Antropomorfisme dan Simbolisme Domba dalam Alkitab
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 1
(2025)
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...
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Perancangan Card Game Kue Tradisional Indonesia Untuk Usia 18 – 21 Tahun
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 1
(2025)
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 I...
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PERANCANGAN KEMASAN PADA BOARD GAME PETUALANGAN TRADISIONAL RASA
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 1
(2025)
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 wit...
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Utility accrual object distribution in MPSoC real-time embedded systems
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 1
(2025)
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....
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