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Perancangan Game Edukasi Aksara Jawa Untuk Siswa Kelas V SDIP Haji Muhammad Subandi Kecamatan Bawen
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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Pengembangan Label Desain Kemasan Susu Kefir Guna Peningkatan Brand Awareness Wow Suke
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 1
(2025)
This study aims to measure the effectiveness of packaging label design and promotional media (brochures) in increasing brand awareness of the WOW SUKE kefir milk and ice cream products. The method used is a Brand Lift Study, conducted through surveys with 53 respondents before and after exposure to the promotional materials. The results show a significant increase in brand awareness, from 21.1% before exposure to 49.1% after, indicating a growth of 132.7%. The brand recall rate reached 98.1%, me...
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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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PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD
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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Pengembangan Game Edukasi Pengenalan Rambu-Rambu Lalu Lintas TK Kemala Bhayangkari 31 Salatiga
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 15
, No 2
(2022)
Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills.
There are some problems which frequently happened at TK Kemala Bhayangkari 31 Salatiga, firstly, the number of props of traffic signs is limited so it is not proportional to the number of meetings in the existing curriculum and students must repeat the same materi...
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APLIKASI MOBILE LEARNING PEMBELAJARAN VIDEO EDITING BERBASIS ANDROID PADA PERSATUAN PEMUDA SANDYA KARYA MUDA DESA REKSOSARI KEC SURUH KABUPATEN SEMARANG
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 15
, No 1
(2022)
The advances in mobile technology have created a new learning method known as mobile learning technology or mobile learning. This method utilizes the use of smartphones which have become part of the daily life of people of all ages and levels of education. in this mobile learning ,android platform is selected. The reason for choosing android is that it is the most popular mobile OS. This learning is designed to run on Android with the aim that it can be used easily and can be run at any time as...
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PERANCANGAN MEDIA PEMBELAJARAN UNTUK DISEMINASI TEKNOLOGI PERTANIAN PEKARANGAN BERBASIS MULTIMEDIA INTERAKTIF DI BPTP JAWA TENGAH
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 14
, No 2
(2021)
Pemasyarakatan inovasi dan teknologi (inotek) pertanian di lahan pekarangan mendapat perhatian besar dari Kementerian Pertanian, dengan tujuan untuk meningkatkan produksi pangan dan akses masyarakat terhadap pangan, serta menjadi jaring pengaman sosial pada saat terjadi pandemi Covid-19. Sejak tahun 2017 BPTP Jawa Tengah telah mengembangkan Taman Agro Inovasi yang berisi display beragam inotek pertanian di pekarangan, untuk dijadikan sebagai tempat pembelajaran bagi penggiat maupun pelaku pertan...
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2 Sitasi
PENGARUH ILUSTRASI DESAIN KEMASAN PADA PRODUK SINGKONG KEJU D-9 OLEH-OLEH KHAS KOTA SALATIGA
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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PENGGUNAAN MULTIMEDIA DAN KOMUNIKASI PERSUASIF UNTUK MENINGKATKAN HASIL BELAJAR SISWA MELALUI E-LEARNING MADRASAH PADA MATA PELAJARAN FIKIH KELAS XII IPS 3 SEMESTER GANJIL DI MAN 1 GROBOGAN TAHUN PELAJARAN 2020/2021
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 13
, No 2
(2020)
This research was motivated by learning activities forced by circumstances (during the Covid-19 pandemic) to change from face-to-face to virtual face-to-face. This raises a separate problem to immediately find an alternative solution.
The purpose of this study was to obtain data about the description of the implementation of persuasive communication activities in order to improve student learning outcomes through E-Learning Madrasah’s in fiqh class XII IPS 3 Odd Semester at MAN 1 Grobogan.
The r...
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MULTIMEDIA KATALOG BERBASIS ANDROID DENGAN MENGGUNAKAN APLIKASI ADOBE FLASH PADA IDEKU DEKAL JERSEY SALATIGA
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 13
, No 2
(2020)
Ideku dekal jersey salatiga is a creative economy business place in the field of sticker printing for vehicles and sportswear, where every product manufacture requires creative ideas from a designer in making patterns and motifs to make products that consumers want. However, most consumers choose images from Google and other printing companies, which affects designers who have to redesign a product design and pattern that makes production take longer.
Based on these problems, this study aims to...
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