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Journal : Jurnal SASAK : Desain Visual dan Komunikasi

Peran BUMDesa dan LPM Batu Kumbung Dalam Membranding Desa Wisata Muhammad Arfa; Fatimatuzzahra Fatimatuzzahra
Jurnal SASAK : Desain Visual dan Komunikasi Vol 3 No 1 (2021): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v3i1.1137

Abstract

Batu Kumbung touism village is a tourism village that was established in 2019.The development is quite good towards an independent tourism village, data shows that interest in visiting in 2020 is quite good, local residents increase the improvement of alternative living standards. BUMDesa and LPM Foundation by increasing the potential value of each area in Batu Kumbung. This research applied descriptive qualitative, all of the data obtained from informantsh have a Snowball character (still have a general character), observation has been done by the researcher in Batu Kumbung village to find some informants. Furthermore, the researcher conducted in-depth interview by using a semi-structured formation. Then, all of the documents are needed as the data, obtained from BUMDES, LPM, and Cultural Institution which exist in the village. The analysis used Schlegel theory about the Grounded Research Process. The result of the research found some efforts namely: the branding of Batu Kumbung tourism village did not change the existing potential, all the potential thing which are exist in the village have been repackaged into precious thing. Utilizing existing potential and showing the uniqueness of the village of Batu Kumbung provides more value as the tourism object.
Adventure of Jayangrana Pewayangan Sasak Sebagai Ide Perancangan Karakter Tokoh Visual Game Platfrom Lalu Ade Sukmajayadi; Sunardy Kasim; Muhammad Arfa
Jurnal SASAK : Desain Visual dan Komunikasi Vol 3 No 2 (2021): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v3i2.1750

Abstract

The Sasak puppet character as the idea for designing a visual platform game entitled Adventure Of Jayangrana is based on the desire to introduce the Sasak wayang art in the form of games to the younger generation. With this design, it is hoped that the younger generation can get to know the Sasak puppet characters and motivate the younger generation to preserve traditional arts, especially Sasak puppetry as an effort to develop a Sasak culture in contemporary media. The characters in the Sasak puppets are packaged in a contemporary form by adopting them into the form of a platform game visual design entitled Adventure Of Jayangrana. The results of this game's visual concept design are character design, layout design, character animation, and background design. Keyword: Game, Platformer, Sasak puppet
Aplikasi Pembelajaran Percakapan Bahasa Arab dan Inggris Berbasis Android Hairani Hairani; Muhammad Zulkarnaen Haris; Muhammad Arfa; Muhammad Innuddin
Jurnal SASAK : Desain Visual dan Komunikasi Vol 4 No 1 (2022): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v4i1.1884

Abstract

Nurul Haramain Islamic Boarding School NW Narmada is a private educational institution that applies English and Arabic as daily languages ​​for students in the boarding school environment. However, students who have just entered the Islamic boarding school are given up to six months to learn English and Arabic. Until now, Nurul Haramain Islamic Boarding School NW Narmada in teaching Arabic and English to students still uses the conventional learning process without using the help of learning media. Most of the students did not listen to the teacher delivering the subject matter, difficulties in understanding the material, and the lack of interest of the students in Arabic and English conversations. Therefore, this study aims to develop an application for learning conversational English and Arabic based on Android for class 1 students of Mts Nurul Haramain. The application development stages use the Luther Sutopo model which consists of the Concept, Design, Material Collecting, Assembly, Testing, and Distrubution stages. The application that has been developed was tested on 30 respondents related to application functionality, where the results of application functionality were 78% in the Good category, so that it can help class 1 students of Mts Islamic boarding school Nurul Haramain learn English and Arabic conversation with the correct pronunciation.
Bagaimana pengaruh tutup, bentuk dan ukuran kemasan terhadap pembelian produk air mineral Aqua dalam kemasan click and go? Benyamin Regi; Muhammad Arfa
Jurnal SASAK : Desain Visual dan Komunikasi Vol 4 No 1 (2022): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v4i1.1933

Abstract

Animation media has a very important role in improving the initial reading ability of the first graders of SDI Wolomarang. This study aims to determine the extent to which an animation media can be used and measure the development of reading skills in elementary grade students. At an early age, students are more familiar with visually appealing and easy-to-remember media than boring verbal presentations. This study uses quantitative research methods with data collection techniques including tests and observations, analyzed using the T-test. From the results of the T-test calculation, there is a t-count of 2.410 and a t-table with dk = 15 and a significant level = 0.05 is 1.753. It can be concluded that t-count > ttable (2.410>1.753) so that Ho is rejected and Ha is accepted. From these results, it can be seen that there is an effect of using animation media on the initial reading ability of the first graders of SD InpresWolomarang. Thus, it can be concluded that the students' initial reading ability and class 1 students' learning outcomes have changed for the better after using animation media in the experimental class.