Claim Missing Document
Check
Articles

Found 26 Documents
Search

GAME EDUKASI BAHASA INGGRIS DENGAN INPUT SUARA SEBAGAI MEDIA PEMBELAJARAN BAGI SISWA SMP/MTs Wibawanto, Wandah
Lembaran Ilmu Kependidikan Vol 42, No 1 (2013)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Kompetensi bahasa adalah model yang mempersiapkan siswa untuk berkomunikasi dengan bahasa fungsional. Permasalahan yang muncul adalah metode pembelajaran, penyelenggara pendidikan dan kemampuan pengalihan siswa. Dari permasalahan tersebut maka kompetensi bahasa Inggris tujuan dapat dicapai tetapi belum optimal. Game pendidikan sebagai bentuk media pembelajaran memiliki konten yang secara tidak langsung dapat mengambil pemain ke dalam proses komunikasi. Desain game pendidikan dengan menggunakan pendekatan wacana kompetensi menampilkan representasi dari kondisi sosial di dunia nyata dan kemudian diadaptasi dalam bentuk virtual. Dengan menggunakan input suara sebagai pengendali utama, pemain diharapkan untuk meningkatkan keterampilan komunikasi mereka, termasuk mendengar, berbicara, dan membaca dalam konteks sosio-kultural seperti yang ditunjukkan dalam permainan. Language competence is a model that prepares students to communicate with the functional language. The problems that arise are the methods of learning, education providers and the ability diversion of the students. From these problems then the objective English language competence can be achieved but not yet optimal. Educational games as a form of learning media have a content that may indirectly take the players into a communication process. The design of educational games using discourse competence approach displays representations of social conditions in the real world and then adapted in virtual form. By using sound input as main controllers, players are expected to improve their communication skills, include listening, speaking, and reading in the socio-cultural context as shown in the game.
INOVASI PENGEMBANGAN MOTIF BATIK DIGITAL BAGI IKM BATIK SEMARANG Wibawanto, Wandah; Nugrahani, Rahina
Indonesian Journal of Conservation Vol 7, No 2 (2018): IJC
Publisher : Badan Pengembang Konservasi UNNES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/ijc.v7i2.19007

Abstract

The batik market experienced a significant increase - demanding the batik industry players to innovate. However most of the batik produced by traditional and small-scale industries (IKM batik). This study aims to encourage the productivity of IKM batik through the D'Batik software. D'Batik's software has several features to create batik motifs, which can be operated by ordinary people. The D'batik software was designed using the Software Development Life Cycle (SDLC) method with a prototyping model. The software was then tested in two locations - the village of Batik Bubakan Semarang and the batik center located in the Batik Village of Malon Gunungpati. The use of the D'Batik application can increase productivity by reducing the motifs creation time by 11.7 times faster. Future research can focus on the application of digital motifs to the technology of printed batik and stamped batik.
GAME EDUKASI BAHASA INGGRIS DENGAN INPUT SUARA SEBAGAI MEDIA PEMBELAJARAN BAGI SISWA SMP/MTs Wibawanto, Wandah
Lembaran Ilmu Kependidikan Vol 42, No 1 (2013)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/lik.v42i1.2702

Abstract

Kompetensi bahasa adalah model yang mempersiapkan siswa untuk berkomunikasi dengan bahasa fungsional. Permasalahan yang muncul adalah metode pembelajaran, penyelenggara pendidikan dan kemampuan pengalihan siswa. Dari permasalahan tersebut maka kompetensi bahasa Inggris tujuan dapat dicapai tetapi belum optimal. Game pendidikan sebagai bentuk media pembelajaran memiliki konten yang secara tidak langsung dapat mengambil pemain ke dalam proses komunikasi. Desain game pendidikan dengan menggunakan pendekatan wacana kompetensi menampilkan representasi dari kondisi sosial di dunia nyata dan kemudian diadaptasi dalam bentuk virtual. Dengan menggunakan input suara sebagai pengendali utama, pemain diharapkan untuk meningkatkan keterampilan komunikasi mereka, termasuk mendengar, berbicara, dan membaca dalam konteks sosio-kultural seperti yang ditunjukkan dalam permainan. Language competence is a model that prepares students to communicate with the functional language. The problems that arise are the methods of learning, education providers and the ability diversion of the students. From these problems then the objective English language competence can be achieved but not yet optimal. Educational games as a form of learning media have a content that may indirectly take the players into a communication process. The design of educational games using discourse competence approach displays representations of social conditions in the real world and then adapted in virtual form. By using sound input as main controllers, players are expected to improve their communication skills, include listening, speaking, and reading in the socio-cultural context as shown in the game.
INTERACTIVE MULTIMEDIA DESIGN OF “JATAKA BOROBUDUR TEMPLE’S RELIEF“ AS A LEARNING MEDIA FOR ELEMENTARY SCHOOL STUDENT Maskur, Abdul; Harto, Dwi Budi; Wibawanto, Wandah
Arty: Jurnal Seni Rupa Vol 9 No 3 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Indonesia is a country that has many cultural preservation. One of the cultural heritages in Indonesia is Borobudur Temple. As a form of cultural heritage, visually Borobudur Temple has reliefs containing messages carved on the walls of the temple. One of the reliefs contained in the carved walls of the Borobudur Temple is the Jataka relief which tells about Bosshisatva both as humans and animals who always exemplify the truth. Therefore, the writer tries to transform some of the stories contained in the Jataka relief into interactive multimedia for elementary school children. In developing the exploration of ideas and forms of work taken from several stories contained in the Jataka reliefs namely monkey & buffalo stories, Ruru Deer stories, and lion & woodpecker stories through several processes namely Preliminary Plan, Pre-production, Production Process, and Post-Production. This study project produces interactive multimedia works in the form of Android applications with a resolution of 1280 x 720 pixels in which there are interactive stories, learning, and simple games.
VISUAL IDENTITY DESIGN OF TANDATANYA COFFEE Afriani, Farah; Wibawanto, Wandah
Arty: Jurnal Seni Rupa Vol 10 No 1 (2021): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Company identity is a description of a product or company which is used to compare other similar products or companies. The purpose of visual identity is to recognize and differentiate one another. In this final project, Tandatanya Coffee does not yet have an identity which describes the company itself. The steps used in designing Tandatanya Coffee's visual identity are pre-production, production and post-production. The writer chose simple with Japanese touch as the concept design according to its interior. Based on the analysis that has been done, the writer decided to make logo, stationary, packaging, apron, neon box, and promotional media.
INTERACTIVE MULTIMEDIA DESIGN OF “JATAKA BOROBUDUR TEMPLE’S RELIEF“ AS A LEARNING MEDIA FOR ELEMENTARY SCHOOL STUDENT Maskur, Abdul; Harto, Dwi Budi; Wibawanto, Wandah
Arty: Jurnal Seni Rupa Vol 9 No 3 (2020): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Indonesia is a country that has many cultural preservation. One of the cultural heritages in Indonesia is Borobudur Temple. As a form of cultural heritage, visually Borobudur Temple has reliefs containing messages carved on the walls of the temple. One of the reliefs contained in the carved walls of the Borobudur Temple is the Jataka relief which tells about Bosshisatva both as humans and animals who always exemplify the truth. Therefore, the writer tries to transform some of the stories contained in the Jataka relief into interactive multimedia for elementary school children. In developing the exploration of ideas and forms of work taken from several stories contained in the Jataka reliefs namely monkey & buffalo stories, Ruru Deer stories, and lion & woodpecker stories through several processes namely Preliminary Plan, Pre-production, Production Process, and Post-Production. This study project produces interactive multimedia works in the form of Android applications with a resolution of 1280 x 720 pixels in which there are interactive stories, learning, and simple games.
VISUAL IDENTITY DESIGN OF TANDATANYA COFFEE Afriani, Farah; Wibawanto, Wandah
Arty: Jurnal Seni Rupa Vol 10 No 1 (2021): Arty
Publisher : Jurusan Seni Rupa Fakultas Bahasa dan Seni

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Company identity is a description of a product or company which is used to compare other similar products or companies. The purpose of visual identity is to recognize and differentiate one another. In this final project, Tandatanya Coffee does not yet have an identity which describes the company itself. The steps used in designing Tandatanya Coffee's visual identity are pre-production, production and post-production. The writer chose simple with Japanese touch as the concept design according to its interior. Based on the analysis that has been done, the writer decided to make logo, stationary, packaging, apron, neon box, and promotional media.
Multimedia Interaktif Mengenal Pahlawan Nasional Indonesia Arri Novrizal; Wandah Wibawanto; Rahina Nugrahani
Journal of Animation and Games Studies Vol 8, No 1 (2022): April 2022
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v8i1.4979

Abstract

Pengenalan pahlawan nasional merupakan materi tematik yang terdapat pada kurikulum 2013 revisi 2017 untuk Sekolah Dasar. Oleh karena itu, dibutuhkan sebuah inovasi media pembelajaran yang lebih menarik untuk mengenalkan pahlawan nasional. Tujuan dari penelitian ini adalah menghasilkan produk multimedia pembelajaran interaktif berjudul “Pahlawan Nasional Indonesia”. Metode perancangan menggunakan teknik agile development dengan urutan proses: pra produksi, proses produksi, dan pasca produksi. Perancangan game pembelajaran interaktif ini menghasilkan media pembelajaran interaktif yang dilengkapi dengan informasi dalam bentuk audio visual dengan pendekatan gambar kartun. Fitur-fitur dalam game pembelajaran interaktif ini berupa pilihan Pahlawan Nasional, Ayo Bernyanyi dan Belajar tentang pahlawan, dan beberapa permainan terkait pahlawan nasional. Hasil dari testing phase dalam ruang lingkup kecil menunjukkan bahwa media sangat efektif dalam mengenalkan pahlawan nasional.
Metode Trigger Detection untuk Gerakan Kendaraan NPC dalam Game Wandah Wibawanto
Journal of Animation and Games Studies Vol 3, No 1 (2017): April 2017
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v3i1.1664

Abstract

Artikel ini membahas tentang penggunaan metode trigger detection untuk membuat simulasi lalulintas yang melibatkan kendaraan NPC (Non Playable Character) untuk keperluan game. Dalam sebuah game bertipe racing atau open world seperti Need For Speed, Grand Theft Auto, Watch Dog dan sejenisnya, simulasi kendaraan NPC diperlukan untuk menghasilkan kesan realistis. Dalam membuat alogaritma gerakan kendaraan NPC pada umumnya digunakan metode pathfinding dan metode waypoint. Alternatif yang dapat digunakan adalah metode trigger detection, yaitu dengan menempatkan sejumlah sensor di sekeliling kendaraan. Selanjutnya sensor akan mendeteksi tumbukan antara sensor dengan objek yang berada di lingkungan virtual dalam game. Hasil dari tumbukan tersebut diolah lebih lanjut melalui proses posisi, deteksi, reaksi dan negosiasi agar menghasilkan gerakan yang dinamis. Metode ini selanjutnya diujicoba untuk mengetahui keefektifannya.
ARCH-GARCH Analysis: An Approach to Determine The Price Volatility of Red Chili Etty Puji Lestari; Sucihatiningsih Dian Wisika Prajanti; Wandah Wibawanto; Fauzul Adzim
AGRARIS: Journal of Agribusiness and Rural Development Research Vol 8, No 1: January-June 2022
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/agraris.v8i1.12060

Abstract

Red chili is an agricultural commodity with high price volatility. Several previous studies stated that volatility was caused by weather effect on red chili production and shocks on public consumption. However, the other research stated that volatility was caused by the government’s import of red chili. This research aimed to analyze the price volatility of red chili in Semarang Regency on January 2019 to February 2020. The ARCH-GARCH method was applied in this study. This research showed that the price volatility of red chili occurred at the beginning, middle, and end of the year due to climate change, changes in public consumption patterns on religious holidays, and oversupply. However, the prevalence of Indonesia’s imports of red chili did not affect the price volatility. The government is suggested to implement a mapping policy and planting patterns to ensure the supply of red chili.