Main Article Content
Abstract
Teknologi multimedia merupakan teknologi yang telah digunakan pada hampir seluruh sektor di era digital. Untuk menghasilkan artefak-artefak multimedia yang berkualitas, salah satunya diperlukan keahlian dalam bidang desain. MAN 4 Sleman memiliki kelas keterampilan Desain Komunikasi Visual (DKV) yang mengajarkan siswa untuk membuat berbagai desain digital, seperti desain stiker, mug, dan lain-lain. Hal ini sejalan dengan keilmuan kelompok klaster Multimedia dan Visi Komputer di Program Studi Informatika - Program Sarjana, Universitas Islam Indonesia. Keterkaitan ini mendorong klaster Multimedia dan Visi Komputer untuk turut mendukung kelas keterampilan DKV di MAN 4 Sleman dalam mengembangkan kreativitas melalui kegiatan pengabdian masyarakat. Kegiatan pengabdian kepada masyarakat ini dilakukan dalam bentuk pelatihan yang terdiri dari 3 tahapan, yaitu pengenalan teknologi multimedia, pengembangan aset multimedia, dan pemanfaatan aset multimedia. Hasil akhir dari pelatihan tersebut adalah sebuah aplikasi gim storytelling. Hasil evaluasi melalui testimoni peserta dan guru menunjukkan bahwa kegiatan pelatihan ini berjalan dengan menyenangkan dan memberikan pengalaman baru bagi siswa. Kreativitas kelompok dan individual diasah melalui sesi kelompok (penyusunan alur cerita) dan sesi individual (pengembangan aset multimedia).
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Copyright (c) 2022 Galang Prihadi Mahardhika, Sheila Nurul Huda, Septia Rani
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References
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References
Al Rosjidi, A., Aisyah, M., Nurfauziya, A., Riantika, R. L., Ardiami, K. P., Dewi, H. R., Kholid, M. N., & Azizah, F. (2021). Edukasi Pemanfaatan Aplikasi Instagram dan Shopee untuk Pemasaran Produk Olahan Salak. Rahmatan Lil ’Alamin Journal of Community Services, 1(1), 41–47. https://doi.org/10.20885/rla.vol1.iss1.art6
Alvarisi, L. (2018). Bagaimana Peran Kemajuan Multimedia di Indonesia? Kompasiana. https://www.kompasiana.com/luisalvarisi/5a742d6e16835f01cf303af2/bagaimana-peran-kemajuan-multimedia-di-indonesia
Fathurahman, F. (2020). Innovative Development of Mobile Application for Qibla Direction Guidance Services Training. Ilomata International Journal of Social Science, 1(3), 88–102. https://doi.org/10.52728/ijss.v1i3.122
Ferrari, A., Cachia, R., & Punie, Y. (2009). ICT as a driver for creative learning and innovative teaching. Measuring Creativity, 345.
Fitriansyah, A., Sibuea, S., & Agustino, R. (2020). Cara Belajar Efektif Bagi Siswa Dengan Metode Trance Learning Berbasis Teknologi Multimedia. Jurnal Pemberdayaan Komunitas MH Thamrin, 1(2), 45–51. https://doi.org/10.37012/jpkmht.v1i2.96
Kouzov, O. (2019). The Role of the Educational Multimedia Games to Build Lasting Interest among Young People in the Cultural and Historical Heritage. Digital Presentation and Preservation of Cultural and Scientific Heritage, 9, 153–162. https://dipp.math.bas.bg/images/2019/153-162_10_2.8_fDiPP2019-07_f_v.1.F_20190908.pdf
Limbong, T., & Simarmata, J. (2020). Media dan Multimedia Pembelajaran: Teori & Praktik. Yayasan Kita Menulis.
Lindawati, L., Fatmaryanti, S. D., & Maftukhin, A. (2013). Penerapan Model Pembelajaran Project Based Learning Untuk Meningkatkan Kreativitas Siswa Man I Kebumen. Radiasi : Jurnal Berkala Pendidikan Fisika, 3(1), 42–45. http://jurnal.umpwr.ac.id/index.php/radiasi/article/view/511
Melcer, E. F., Ryan, J., Junius, N., Kreminski, M., Squinkifer, D., Hill, B., & Wardrip-Fruin, N. (2020, April 25). Teaching responsible conduct of research through an interactive storytelling game. Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems. CHI ’20: CHI Conference on Human Factors in Computing Systems, Honolulu HI USA. https://doi.org/10.1145/3334480.3382973
Nasution, A., Efendi, B., & Kamil Siregar, I. (2019). Pelatihan Membuat Aplikasi Android dengan Android Studio pada SMP Negeri 1 Tinggi Raja. Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal, 2(1), 53–58. https://doi.org/10.33330/jurdimas.v2i1.321
Rohayati, Y., Astra, I. K. B., & Suwiwa, I. G. (2019). Pengembangan Multimedia Interaktif Berbasis Game Edukasi Materi Kesehatan pada Mata Pelajaran Pendidikan Jasmani Olahraga dan Rekreasi. Jurnal IKA, 16(1), 33. https://doi.org/10.23887/ika.v16i1.19824
Rusli, M., Anam, K., & Putri, D. R. (2019). Implementasi Model Delphi dalam Pengembangan Multimedia Interaktif Pengenalan Objek Wisata di Kabupaten Banyuwangi. Jurnal Sistem dan Informatika (JSI), 14(1), 73–79. https://doi.org/10.30864/jsi.v14i1.254
Soh, K. (2017). Fostering student creativity through teacher behaviors. Thinking skills and creativity, 23, 58–66. https://doi.org/10.1016/j.tsc.2016.11.002
Swandhina, M., & Maulana, R. A. (2022). Generasi Alpha: Saatnya Anak Usia Dini Melek Digital Refleksi Proses Pembelajaran Dimasa Pandemi Covid-19. JESA - Jurnal Edukasi Sebelas April, 6(1), 1–9. https://ejournal.unsap.ac.id/index.php/jesa/article/view/10