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Menampilkan 1821–1830 dari 2134 artikel
FILM DOKUMENTER SEBAGAI MEDIA INFORMASI KOMPETENSI KEAHLIAN SMK NEGERI 11 SEMARANG
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 13
, No 2
(2020)
SMK Negeri 11 Semarang is a school that has four competency skills, namely Graphic Preparation, Graphic Production, Multimedia, and Animation. Every time they enter the beginning of the school year, school socialization and skills competencies are carried out to new students through the Student Orientation Period, using the lecture method from each of the Head of Skills Competencies. Researchers have created an attractive and informative audio-visual presentation media, packed with docudrama sto...
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Pemanfaatan Web Blog dan YouTube sebagai Media Pembelajaran Jarak Jauh Program Studi Desain Grafis
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 13
, No 2
(2020)
Learning media is a medium used in teaching and learning activities. As is known, the world is currently experiencing a Covid-19 pandemic so teaching and learning activities are carried out online. One of the media that can be used as distance learning is a web blog. Web blogs are chosen because they do not require a lot of money to create and can be combined with other media such as YouTube. This study aims to produce a web blog as a distance learning media for graphic design study programs. Be...
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Strategi Peningkatan Citra melalui Perancangan Media Presentasi Berbasis 3 Dimensi pada Anavil Co Ltd: Strategi Peningkatan Citra melalui Perancangan Media Presentasi Berbasis 3 Dimensi pada Anavil Co Ltd
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 13
, No 2
(2020)
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 Dim...
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PENGEMBANGAN MEDIA PEMBELAJARAN AKSARA JAWA INTERAKTIF BERBASIS MULTIMEDIA (Studi Kasus SD Mardi Rahayu 01 Ungaran): Pengembangan Media Pembelajaran Aksara Jawa Interaktif Berbasis Multimedia (Studi Kasus SD Mardi Rahayu 01 Ungaran)
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 13
, No 2
(2020)
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 learni...
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PENERAPAN AUGMENTED REALITY PADA MEDIA PEMBELAJARAN PEMINTALAN SERAT BUATAN BERBASIS ANDROID (studi kasus : SMK Texmaco Semarang)
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 13
, No 2
(2020)
This research produces Artificial Fiber Spinning Learning Media that applies Augmented Reality (AR) for Class XI Students of TPSB SMK Texmaco Semarang as a learning aid. so that it can be used as a modern, effective, and interactive learning medium. This application was made with the aim of completing the limitations of depicting objects in existing learning media, helping students to more easily learn the material, improving student learning outcomes, and increasing the variety of media in lear...
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ANALISIS STRATEGI PEMASARAN UNTUK MENINGKATKAN VOLUME PENJUALAN PADA UMKM GRIYA MANIK DI DESA PLUMBON JOMBANG
Jurnal Ilmiah Komputerisasi Akuntansi
Vol 13
, No 2
(2020)
Many strategies that can be used to increase sales and attract consumers to buy products offered by manufacturers. One strategy that is widely used by companies is the marketing mix strategy. Marketing activities that focus on product self-focus, pricing, distribution policies, and means of promotion are known as the marketing mix or Marketing Mix. This study aims to evaluate the internal evaluation and indicators of the appropriate ma...
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Penerapan Management Information Systems Untuk Kelayakan Pinjaman Menggunakan Metode Fuzzy Logic Model Tsukamoto
Jurnal Ilmiah Komputerisasi Akuntansi
Vol 13
, No 2
(2020)
KSP (Koperasi Simpan Pinjam) Makmur Mandiri bergerak dalam usaha perkreditan yang menyediakan pinjaman atau kredit sebagai mana koperasi pada umumnya. Sistem penerimaan pinjaman dalam KSP Makmur Mandiri yang sedang berjalan dilakukan dengan cara calon peminjam datang ke lokasi koperasi dengan mengajukan peminjaman kemudian karyawan mendata peminjam ke dalam form rekomendasi anggota setelah itu form rekomendasi anggota tersebut diberikan kepada pimpinan koperasi.
Masalah yang terjadi pada KSP Mak...
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SISTEM INFORMASI ARUS KAS BERBASIS MULTI USER PADA SEKOLAH KB-TK KRISTEN DIAN WACANA DEMAK
Jurnal Ilmiah Komputerisasi Akuntansi
Vol 13
, No 2
(2020)
Dian Wacana Demak Christian Kindergarten-Kindergarten School, which is one of the agencies engaged in the science and early childhood education. The type of data used is qualitative and quantitative data. The research objective is to design an effective and efficient school financial administration recording information system and design a school financial administration recording information system that has a system security that can maintain the correctness of the data. The research method use...
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SISTEM INFORMASI PEMBELIAN DAN PENGELUARAN KAS PADA CV.ANGKASA BARU
Jurnal Ilmiah Komputerisasi Akuntansi
Vol 13
, No 2
(2020)
The information system for purchases and cash disbursements is one of the entire information systems. In retail sales companies need control of purchases and cash disbursements that are precise and fast. In an effort to minimize sudden out-of-stock inventory, it is necessary to secure an inventory to cope with a sudden out of stock due to delays in purchasing goods that occur at CV. New Space. This is what encourages the author to conduct research on CV. Angkasa Baru and choose the title "Purcha...
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Use of Narrative in Video Games as Educational Media World Issue: Case Study Detroit Become Human: Use of Narrative in Video Games as Educational Media World Issue: Case Study Detroit Become Human
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 13
, No 2
(2020)
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 a...
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