Sketchbook Based Digital Art Training at Ranggong Daeng Romo Junior High School, Takalar Regency

Authors

  • Muh Syafruddin Akmal Universitas Negeri Makassar
  • Sudarmawansyah Nurman Universitas Negeri Makassar
  • Arjun Subbanul Akbar Universitas Negeri Makassar
  • Faidhul Inayah Universitas Negeri Makassar
  • Hutri Handayani Isra Universitas Khairun

DOI:

https://doi.org/10.61255/vokatek.v4i2.1906

Keywords:

Digital Art, Creativity, Sketchbook, Training, Junior High School

Abstract

This community service activity introduced Autodesk Sketchbook as an accessible medium for digital painting and culturally relevant visual expression at Ranggong Daeng Romo Junior High School, Takalar Regency. The activity involved 30 Grade VIII students selected by the school and was delivered in a multimedia room through orientation, feature demonstrations, guided practice, independent production, presentations, and feedback. The implementation sequence comprised socialization, training, technology application, mentoring, and reflection. The evidence available for this report consists of facilitator field notes, photographs, and student work samples. These materials document students' participation and the use of brushes, layers, color, and export functions to produce digital sketches. Because individual pre-test and post-test sheets, attendance records, and completed scoring rubrics were not available in the archived materials, this article does not calculate the proportion of students meeting a performance threshold and does not make a causal claim about changes in creativity. Its practical contribution is a replicable workshop sequence and a proposed analytical rubric covering ideas and creativity, composition, color use, digital techniques, neatness, and independence. The activity demonstrates the feasibility of introducing digital art literacy through guided practice, while systematic assessment and follow-up training are recommended for future cycles.

Abstract views: 0 , PDF downloads: 0

Downloads

Download data is not yet available.

References

Akmal, M. S. (2024). Digitalisasi melukis menggunakan aplikasi Sketchbook pada siswa IX SMPN 25 Cenrana Maros. Jurnal Kreativa: Kemitraan Responsif untuk Aksi Inovasi dan Pengabdian Masyarakat, 1(2), 105-117.

https://journal.lontaradigitech.com/index.php/KREATIVA/article/view/353

Chandra, E., Setiawan, M. N., Mariana, M., Sulystiawati, D., & Warjoyo, J. G. (2025). Implementasi teknologi digital dalam pendidikan seni: Studi kasus di SD Sinar Dharma Jakarta Barat. Jurnal Komunitas: Jurnal Pengabdian kepada Masyarakat, 7(2), 255-262. https://doi.org/10.31334/jks.v7i2.4396

Hardiyanti, W. D., Prayitno, P., & Fuadah, P. A. T. (2025). Fostering creativity through digital art activities in ScratchJr for kindergarten in Indonesia. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 9(6), 2880-2892. https://doi.org/10.31004/obsesi.v9i6.7181

Hu, B., & Li, Y. (2025). The role of digital drawing software in enhancing specific artistic skills and behavioral intentions in art education. Cogent Education, 12(1), Article 2481679. https://doi.org/10.1080/2331186X.2025.2481679

Kim, M.-A. (2023). Study on the educational implication of David Hockney's digital drawing and its application in elementary art education. Learner-Centered Curriculum and Instruction, 23(9), 555-570.

Kim, S. K. (2024). Exploring drawing activities in art education of the digital age: Focusing on the impact on students' perceptions and artistic expression. Art Education Research Review, 38(4), 122-152.

Li, Y. (2024). Factors influencing the continued use of Procreate digital painting software by fine arts students in Chongqing, China. International Journal of Sociologies and Anthropologies Science Reviews, 4(5), 583-600. https://doi.org/10.60027/ijsasr.2024.4863

Naser, M. T. (2023). The effectiveness of using digital drawing programs in teaching the art education course. Tasnim International Journal for Human, Social and Legal Sciences, 2(3), 10-35. https://doi.org/10.56924/tasnim.6.2023/1

Paramitha, E. S. G. (2019). Using smartphone to enhance student's digital art literacy. Indonesian Journal of Curriculum and Educational Technology Studies, 7(2), 72-79. https://doi.org/10.15294/ijcets.v7i2.31655

Pratama, I. P. A. T., Koriawan, G. E. H., & Sudiarta, I. W. (2023). Penggunaan aplikasi Sketchbook pada smartphone untuk membuat variasi pengalaman kreatif berkarya seni pada pembelajaran bidang studi seni rupa. Jurnal Pendidikan Seni Rupa Undiksha, 13(2), 108-118. https://doi.org/10.23887/jjpsp.v13i2.64413

Setiaji, R. S. (2020). Smartphone media berkarya seni masa kini. Imaji: Jurnal Seni dan Pendidikan Seni, 18(1), 72-78. https://doi.org/10.21831/imaji.v18i1.27826

Sudiarsana, I. G. N. A., Rediasa, I. N., & Sudarmawan, A. (2023). Penggunaan aplikasi Ibis Paint X pada pembelajaran kelas fase F seni lukis digital di SMK Negeri 1 Sukasada. Jurnal Pendidikan Seni Rupa Undiksha, 13(3), 196-209. https://doi.org/10.23887/jjpsp.v13i3.73307

Xie, H. (2024). Improving students' drawing skills with digital tools: A case study from Zhengzhou, China. International Journal of Humanities and Arts Computing, 18(1), 148-166. https://doi.org/10.3366/ijhac.2024.0326

Xiyue, R., Binti Alias, A., & Mohamad Nasri, N. (2025). Digital media tool application strategies in art teaching and their effects on students' artistic expressiveness. International Journal of Academic Research in Progressive Education and Development, 14(3), 1704-1710. https://doi.org/10.6007/IJARPED/v14-i3/26352

Downloads

Published

2026-08-30

How to Cite

Akmal, M. S., Nurman, S., Akbar, A. S., Inayah, F., & Isra, H. H. (2026). Sketchbook Based Digital Art Training at Ranggong Daeng Romo Junior High School, Takalar Regency. Vokatek: Jurnal Pengabdian Masyarakat, 4(2), 198–208. https://doi.org/10.61255/vokatek.v4i2.1906

Issue

Section

Articles