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Penerapan Board Game Hexaquiz Sebagai Media Pendukung Pembelajaran di Madrasah Aliyah Al Ihsan
Journal of Informatics Education
Vol 8
, No 2
(2025)
Dalam sebuah penelitian, dikembangkan sebuah permainan papan edukatif bernama HexaQuiz sebagai alat bantu pembelajaran di Madrasah Aliyah Al-Ihsan.Metode yang digunakan dalam pengembangan yaitu ADDIE (Analysis, Design, Development, Imlementation, Evaluation) dengan desain berbentuk heksagonal. Mekanisme permainan melibatkan melempar dadu, menggerakkan bidak, serta menyusun strategi untuk menjawab pertanyaan dari Chance Card. Tujuanya adalah untuk mencapai bagian tengah papan yaitu HexaCore. Hasi...
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Perancangan Sistem Aplikasi Kereta Cepat dengan Metodologi Berorientasi Obyek
Journal of Informatics Education
Vol 8
, No 2
(2025)
Kereta cepat merupakan sarana transportasi modern yang semakin populer dengan kecepatan dan ketepatan waktunya. Untuk mendukung operasional kereta cepat yang efektif dan efisien, diperlukan sistem perangkat lunak yang handal. Implementasi dan perancangan perangkat lunak untuk kereta cepat berbasis berorientasi objek menawarkan solusi yang tepat dalam membangun sistem yang modular, fleksibel, dan mudah dipelihara. Pendekatan berorientasi objek menekankan pada enkapsulasi data, pewaris...
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PERANCANGAN VISUAL BRANDING KLINIK KECANTIKAN MELALUI KONTEN KOLABORASI INFLUENCER (STUDI KASUS: EDERMA CLINIC SEMARANG)
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 2
(2025)
This study discusses the design of visual branding for Ederma Clinic Semarang through influencer collaboration content. The researcher acts as the influencer to produce creative visual content that represents Ederma Clinic’s identity, increases engagement, and strengthens brand awareness among young women audiences. The research method used is qualitative descriptive with data collection through observation, interviews, documentation, and content analysis. The results show that influencer collab...
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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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Perancangan Video Animasi 2D tentang Mengenal Realfood untuk Pembelajaran Anak Usia Dini
Krisna Fatichal Septiandra
; Krisna Fatichal Septiandra
; Diana Aqidatun Nisa
; Aileena Solicitor.C.R.E.C
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 2
(2025)
Abstract. This study originates from the low awareness among early childhood learners regarding the importance of consuming nutritious and minimally processed Real Food. The purpose of this design project is to create an engaging educational medium in the form of a 2D animation titled “Kebun Imajinasi: Teman Realfoodku” to introduce the concept of Real Food to five-year-old children. A mixed-method approach (qualitative and quantitative) was applied through observation, interviews, and questionn...
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Empowering Vocational Teachers in Indonesian Vocational High Schools through In-House Training on Deep Learning-Based Instructional Management
Journal of Economic Empowerment and Community Service
Vol 1
, No 2
(2025)
This community service initiative aims to strengthen the pedagogical competence of vocational teachers in Indonesia through an In-House Training (IHT) program focused on Deep Learning-Based Instructional Management. Conducted at SMK Diponegoro Semarang, Indonesia on September 29, 2025, the activity involved 18 teachers from diverse vocational disciplines. The training adopted an andragogical and participatory design emphasizing active learning, reflection, and collaboration. Data were collected...
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Perancangan dan Implementasi Sistem Pengajuan Keluhan Karyawan Berbasis Web
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 2
(2025)
The manual submission of employee complaints often leads to slow handling, disorganized documentation, and limited transparency regarding complaint progress. These issues hinder internal communication and reduce the effectiveness of administrative processes. This study aims to design and implement a Web-Based Employee Complaint Submission System using PHP and the Bootstrap framework to improve efficiency and accuracy in managing complaints. The system supports three main categories of complaints...
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Strengthening Cooperative Competitiveness Through Capacity Building: A Community Service Program on Business Plan Development for Cooperative Managers in Semarang Regency
Journal of Economic Empowerment and Community Service
Vol 1
, No 2
(2025)
Cooperatives play an essential role in supporting local economic development, yet many struggle with limited managerial competence and the absence of structured business planning. This community service program was conducted to enhance the capacity of cooperative managers in Semarang Regency through a three-day intensive training on business plan development. Hosted at The Wujil Resort & Conventions from May 22–24, 2023, the program involved 30 participants representing various cooperatives....
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PENGEMBANGAN SISTEM INFORMASI PERPUSTAKAAN BERBASIS KARYA LOKAL UNTUK PENINGKATAN LITERASI KOMUNITAS (KBP)
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 2
(2025)
This study aims to develop and implement a web-based Library Information System as a means to enhance literacy within the Kampoeng Baca Pelangi (KBP) Community. The system is designed to simplify library data management processes that were previously performed manually, including book cataloging, member registration, borrowing, returning, and the generation of operational reports. The development process follows the Waterfall method, starting from requirement analysis, system design, implementat...
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The Llama–ARCS Adaptive Learning framework: AI–VR Integration System for Real-Time Motivational Feedback in Higher Education
Journal of Computing Theories and Applications
Vol 3
, No 3
(2025)
This study developed and evaluated an AI-integrated Virtual Reality (VR) system designed to enhance personalized learning in higher education. While VR improves engagement, existing systems often lack adaptivity or experience high latency during AI interactions. To address these limitations, this research introduces a novel integration of a cache-optimized Llama 2 Large Language Model (LLM) that delivers real-time, motivationally grounded feedback. The system was implemented using Unity 3D and v...
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