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    PEMBUATAN DESAIN IKLAN PRODUK JASA BIMBINGAN MASUK KULIAH KE LUAR NEGERI DI STARTUP EDU-TECH SCHOTERS

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    Perancangan Board Game Sebagai Media Edukasi Pakaian Adat Daerah Indonesia

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    Indonesia is rich in cultural diversity, one of which is the traditional clothing unique to each region. However, in the midst of globalization and the rise of popular culture, younger generations tend to overlook the existence and significance of their own traditional attire. Based on a survey conducted among youths aged 19–22, the majority were found to lack complete knowledge regarding the types, names, and origins of traditional clothing in Indonesia—despite recognizing its importance in cultural preservation. Therefore, an engaging and interactive educational approach is needed to spark interest among youths in exploring the richness of Indonesian culture, one of which can be achieved through games. This design project uses both qualitative and quantitative methods, collecting data through observations, interviews with board game experts and illustrators, as well as distributing questionnaires to the target audience. Further analysis includes consumer insights, consumer journeys, and TOWS analysis to determine the needs and behaviors of the target users. The result of this analysis is a board game titled WASTRANESIA: “Jejak Pakaian Nusantara” designed with educational content about 14 types of traditional Indonesian clothing. The board game consists of a game board, character pawns, playing cards, a rule book, and visual elements such as semi-realistic illustrations of traditional clothing tailored to the interests of young people. The design concept emphasizes cultural education through a fun, interactive, and accessible approach. This board game is expected to become an effective educational medium for reintroducing cultural values to younger generations. It not only enhances their knowledge and appreciation of traditional clothing but also promotes cultural preservation in a participatory and enjoyable way. Keywords : board game, education, traditional clothing, culture, yout

    Desain Visual Interaktif Melalui Media dalam Meningkatkan Edukasi Anak di PT Sebangku Jaya Abadi

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    PT Sebangku Jaya Abadi is a leading family education center in the world that uses communicative, varied and imaginative learning media using unique learning videos, playing games, working on worksheets, and conducting experiments that are certainly very fun. PT Sebangku Jaya Abadi has three businesses including Marica, Marica Academy and Sebangku Games. Since 2017, PT Sebangku Jaya Abadi has been trusted by the Ministry of Education, Culture, Research and Technology as a producer of learning media and has successfully received an award from the Ministry of Tourism and Creative Economy. The company also partners with various institutions and communities, including the Ministry of Tourism and Creative Economy, the Ministry of Education, Culture, Research and Technology, the Learning Teacher Community, the Indonesian Board Game Activists Association, and others. The author runs an MSIB internship program at PT Sebangku Jaya Abadi with a position as an Illustrator with the aim of improving children's education such as designing encyclopedia books, merchandise designs, posters, brochures, games and thumbnails. By participating in this program, the author can hone soft skills and hard skills, gain new learning and experience. Keywords: MSIB, PT Sebangku Jaya Abadi, education, design

    Fitoremediasi Logam Berat pada Limbah Cair Elektroplating Menggunakan Tanaman Rumput Gajah (Pennisetum purpureum) dan Alang-Alang (Imperata cylindrica)

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    The electroplating industry produces wastewater containing dissolved heavy metals such as copper (Cu) and nickel (Ni). If the metal content is not treated properly, environmental pollution will occur. One method that can be used to treat electroplating industry wastewater from heavy metal pollutant parameters Cu and Ni is the phytoremediation method. Phytoremediation is a method that utilizes plants in the process of removing pollutants. Plants that have the potential to absorb heavy metals for phytoremediation are napier grass (Pennisetum purpureum) and speargrass (Imperata cylindrica). The purpose of this study was to determine the ability of napier grass and speargrass plants to remove and absorb heavy metals Cu and Ni in electroplating waste. In addition, to determine the most effective plants in removing heavy metal levels of Cu and Ni. The research was conducted with a batch system and sampling time variations of 7, 14, 21, 28, and 35 days. From this study, the best results were obtained for napier grass plants, namely the 21st day sampling time, which was able to remove Cu metal by 85.7% and Ni metal by 82.5%. In the speargrass plants, the best results were obtained on the 35th day sampling time with a percent removal of Cu metal of 89.2% and Ni metal of 87.3%. Based on the results of the study, speargrass plants (Imperata cylindrica) are more effective in removing heavy metal levels of Cu and Ni in electroplating waste than napier grass plants (Pennisetum purpureum)

    Kombinasi Rank Order Centroid (ROC) dan Multi Attribute Utility Theory (MAUT) untuk Seleksi Calon Penerima KIP-Kuliah

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    The low participation rate in higher education in Indonesia remains a major challenge, particularly among students from underprivileged socioeconomic backgrounds. Programs such as KIP-Kuliah are part of the government's efforts to expand educational access, although various implementation challenges persist. At Universitas Pembangunan Nasional “Veteran” Jawa Timur, the number of KIP-Kuliah applicants consistently exceeds the available quota each year, necessitating a selection system that supports fair and accurate decision-making. This study aims to develop a web-based decision support system to assist in the selection process of KIP-Kuliah recipients more systematically. The method combines Rank Order Centroid (ROC) to assign weights to each criterion based on priority ranking and Multi-Attribute Utility Theory (MAUT) to calculate the final score for each alternative. The ranking results are then adjusted according to the recipient quota set for each study program accreditation. Evaluation results show that the system achieved a 96.67% accuracy rate compared to the institution’s manual selection results, indicating its effectiveness in supporting decision-making that is objective, efficient, and transparent

    Analisis Stakeholder pada Kebijakan Pengelolaan Rusunawa Wonorejo Surabaya

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    Inaccurate management of rusunawa can hamper the government's policy objectives in meeting the needs of decent housing for low-income people amid the increasing population in Surabaya. Therefore, an in-depth stakeholder analysis is needed, especially on the issue of Wonorejo Rusunawa management which shows the complexity in policy implementation. This research aims to analyze stakeholders in the management policy of Rusunawa Wonorejo Surabaya through stakeholder analysis theory, including stakeholder identification, stakeholder categorization, and relationships between stakeholders. The method used is a case study with a qualitative approach. The data analysis technique refers to the Miles, Huberman, and Saldana model, including data collection (interviews, observations, and documentation), data condensation, data presentation, and conclusion drawing. The results showed that the management of Rusunawa Wonorejo has been carried out functionally by the stakeholders involved. However, it has not been fully effective because there are still problems of inaccurate targeting of residents, weak periodic evaluations, and limited regulations. Coordination between stakeholders has a significant impact on policy effectiveness, especially in supervision, control, and division of roles between institutions. Based on the stakeholder analysis, eight main actors were identified, divided into four categories: key players (Dinas DPRKPP Perkim and UPTD Rusun), subjects (rusunawa residents and RW heads), context setters (Dinas Sosial, Kelurahan Wonorejo, and Satpol PP), and the crowd (BCA). The relationship between stakeholders is dominated by complementarity and cooperation patterns, in addition to conflict relationships due to administrative and occupancy issues. Keywords: Stakeholder Analysis; Management; Rusunawa; Stakeholder

    ANALISIS FAKTOR KENDALA PENERAPAN PELAKSANAAN K3 DALAM PEMBANGUNAN PROYEK KONTRUKSI RUMAH SAKIT WIYUNG SEJAHTERA SURABAYA

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    Penerapan keselamatan dan kesehatan kerja (K3) merupakan salah satu faktor kunci dalam pelaksanaan proyek konstruksi terutama dalam Rumah Sakit, di lokasi proyek sering kali dipenuhi berbagai tantangan kompleks. Penelitian ini bertujuan untuk menganalisis faktor kendala penerapan pelaksanaan keselamatan dan kesehatan kerja (K3) dalam pembangunan proyek konstruksi Rumah Sakit Wiyung Sejahtera dengan menyebarkan kuesioner kepada kontraktor, konsultan dan karyawan rumah sakit yang terlibat dalam pembangunan proyek untuk mendapatkan data untuk dianalisis. Berdasarkan analisis data, teridentifikasi sembilan faktor pelaksanaan dan hambatan dalam penerapan keselamatan dan kesehatan kerja (K3) pada proyek pembangunan Rumah Sakit Wiyung Sejahtera, yaitu keselamatan kerja di proyek (X1), peralatan dan pakaian kerja (X2), keselamatan kebakaran (X3), perlindungan terhadap masyarakat (X4), kesehatan pekerja (X5), komunikasi pekerja (X6), faktor umum (X7), hambatan dari sisi perusahaan (X8), dan hambatan dari sisi pekerja (X9). Hasil ini diuji validitas, reliabilitas, asumsi klasik, Confirmatory Factor Analysis(CFA), selanjutnya dianalisis menggunakan analisis deskriptif dan analisis korelasi Pearson. Hasil analisis deskriptif menunjukkan bahwa faktor keselamatan dan kesehatan kerja (K3) yang sering diterapkan adalah peralatan dan pakaian kerja (X2) yang memiliki nilai mean 3,388 dengan nilai standar deviasi 0,679. Hambatan penerapan K3, faktor paling sering muncul adalah hambatan dari sisi pekerja (X9) dengan nilai mean 3,130 dan standar deviasi 0,704. Hasil analisis korelasi Pearson antar faktor menunjukkan bahwa faktor kebakaran (X3) dan faktor perlindungan terhadap masyarakat (X4) memiliki nilai korelasi paling tinggi, yaitu 0,699 menunjukkan hubungan yang sangat kuat. Hubungan antar faktor dan indikator yang memiliki nilai korelasi tertinggi atau banyak terjadi adalah faktor umum (X7) dan indikator mengidentifikasi secara menyeluruh terhadap kecelakaan kerja yang pernah terjadi sebelumnya (X7.5) dengan hubungan yang sangat kuat nilai korelasi sebesar 0,881. Hubungan antar indikator yang memiliki nilai korelasi tertinggi atau banyak terjadi adalah indikator telah dibatasi bahan material yang mudah terbakar (X3.3) dan telah disediakan tempat untuk Penyimpanan bahan yang mudah terbakar (X3.4) dengan hubungan yang sangat kuat nilai korelasi sebesar 0,810

    PERANAN HIPSTER ATAU DESAINER DALAM PEMBUATAN STARTUP DIGITAL PEDULI TERNAK PADA PROGRAM MSIB GERAKAN NASIONAL 1000 STARTUP DIGITAL

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    Program Magang dan Studi Independen Bersertifikat (MSIB) oleh Kampus Merdeka adalah inisiatif pemerintah Indonesia yang bertujuan untuk memberikan kesempatan belajar yang lebih fleksibel kepada mahasiswa di luar kelas perkuliahan. Program ini memungkinkan mahasiswa untuk mendapatkan pengalaman kerja dunia nyata dan mengembangkan keterampilan yang relevan dengan industri. Melalui MSIB, mahasiswa dapat menyelesaikan magang di berbagai perusahaan dan mengikuti program studi mandiri yang diselenggarakan oleh mitra Kampus Merdeka. Saat ini program MSIB telah berjalan kurang lebih tahun ketiga, atau angkatan keenam. Semakin tahun semakin banyak mitra-mitra yang bergabung dengan program MSIB, salah satunya adalah Studi Independen Gerakan Nasional 1000 Startup Digital yang dikelola oleh Kementerian Komunikasi dan Informatika dibawah Direktoral Jenderal Aplikasi dan Informatika. Studi independen ini menawarkan satu program studi yaitu pembuatan startup digital yang berkelanjutan yang bertujuan untuk membantu memecahkan masalah-masalah sosial disekitar peserta. Selama proses studi independen ini, peserta akan dibagi menjadi tiga peran yaitu hipster, hustler, hacker, kemudian akan dibentuk kelompokkelompok yang berisi anggota dengan peran yang berbeda. Pada proses studi independen ini, penulis berperan sebagai hipster atau desainer yang bertanggung jawab atas rancangan, visualisasi, dan desain selama proses pembuatan startup. Pembuatan laporan akhir studi independen ini bertujuan untuk melaporkan tanggung jawab penulis sebagai hipster dan mahasiswa Program Studi Desain Komunikasi Visual selama mengikuti Studi Sndependen Gerakan Nasional 1000 Startup Digita

    PERANCANGAN KONTEN SOSIAL MEDIA INSTAGRAM TARI OREK-OREK NGAWI DI SANGGAR SOERYO BUDHOYO UNTUK MEMPERKENALKAN WARISAN BUDAYA

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    The Orek-Orek Dance is a traditional cultural heritage originating from Ngawi Regency, carrying significant historical and cultural value. However, this dance remains relatively unknown to the wider public, especially among younger generations who predominantly consume information through digital media platforms. One of the main challenges in preserving and disseminating knowledge about the Orek-Orek Dance is the lack of engaging, accessible, and youth-relevant informational media. Therefore, this study focuses on designing visual content for Instagram as an effective and interactive information medium to introduce and educate the public about the Orek-Orek Dance. The research employs a qualitative approach involving in-depth interviews with key informants from Sanggar Soeryo Budoyo, direct observation of dance performances, and a review of relevant literature as theoretical support. The outcome of this study is an Instagram content design that utilizes features such as carousel posts, reels, and stories, incorporating communicative, aesthetic elements while reflecting the cultural values and philosophy of the Orek-Orek Dance. The designed content aims not only to increase the audience’s knowledge and interest in this traditional art but also to serve as an adaptive digital medium that plays a vital role in preserving local culture in the modern era. Instagram also serves as an educational platform, making the Orek-Orek dance more relevant and easier to understand. Keywords: Orek-Orek Dance; Instagram; visual content; visual communication design; local culture; Sanggar Soeryo Budoy

    REBRANDING KAMPUNG LALI GADGET DI KABUPATEN SIDOARJO

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    Children’s dependence on smartphones has become a major challenge in education and social development. Kampung Lali Gadget emerges as an alternative space that encourages children to return to direct play through traditional games and activities rooted in local culture. However, the current visual identity of Kampung Lali Gadget does not yet fully represent its character, values, and spirit. This condition forms the basis for a rebranding initiative aimed at strengthening the visual image and communication of this educational village. The design process adopts a qualitative approach, utilizing field observations, in-depth interviews with organizers and activity facilitators, as well as literature review and visual competitor analysis. This approach helps uncover relevant insights regarding public perception, visual needs, and the unique characteristics of Kampung Lali Gadget. Based on the analysis, a rebranding concept was developed that highlights educational values, children's joy, and a connection to nature and local traditions. The new logo was designed with a communicative visual style full of positive energy, symbolizing the spirit of play and togetherness. Supporting visual elements such as color, typography, and illustration were tailored to reflect the playful character of children and the traditional atmosphere promoted by Kampung Lali Gadget. This rebranding project is expected to provide a stronger, more relevant, and easily recognizable visual identity. The implementation of the new identity also aims to increase public awareness of Kampung Lali Gadget’s role in children's education in the digital era, and to establish a consistent visual foundation for future communication media

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