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Augmented Reality as a Pedagogical Tool in Cultural Education: A Case Study on Srimulat-Based Cultural Learning Among University Students Wardaya, Marina; Limantara, Quina Reivaldi; Utomo, Pandu Rukmi
IJORER : International Journal of Recent Educational Research Vol. 6 No. 6 (2025): November
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v6i6.980

Abstract

Objective: This study explores the potential of Augmented Reality (AR) can be used as a learning tool to help college students learn more about Srimulat, a traditional Indonesian comedy troupe that younger generations are losing interest in. As students who grew up with digital media become less interested in local performing arts, it becomes more important to include heritage content in interactive media. To fix this, an AR app was made using user-centered design principles, which focus on the needs and habits of students, and multimedia learning theory, which says that using pictures and narration together can help people understand better. The app used 3D models, voice narration, and interactive posters to show Srimulat characters. The program was used in a university exhibition and involved 68 students who took pre-test and post-test to see how much they had learned. The results showed a big increase in knowledge, with post-test scores going up by an average of 24.1 points. Additionally, 94% of participants reported enjoyment, while 91% claimed to have a better understanding of the cultural aspect. Although these statistics are positive, the study took place at a single school, and it only examined short term learning effects. Future research, in order to further support of its role in cultural education, should examine long-term learning effects, cross-cultural comparisons, and methods for integrating AR, in formal educational contexts.
ANALISIS ELEMEN VISUAL DAN MASKOT PADA APLIKASI DUOLINGO SEBAGAI MEDIA INTERAKTIF: ANALYSIS OF VISUAL ELEMENTS AND MASCOT IN THE DUOLINGO APPLICATION AS AN INTERACTIVE MEDIA Marcella Calisya Howard; Wardaya, Marina
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 8 No. 3 (2025): Jurnal Seni dan Reka Rancang
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v8i3.24496

Abstract

Analysis Of Visual Elements And Mascot In The Duolingo Application As An Interactive Media. The development of interactive media, especially educational and entertainment applications highly suggest the importance of engaging visual experiences, which made Duolingo the language learning app to be a great example with its distinctive visual design and the use of a Mascot as its primary identity. This study aims to analyze  the visual design elements and the use of Mascot in the Duolingo app as well as to assess the influence in shaping the user's experience and perceptions towards said application's identity. The method used is a qualitative approach through visual content analysis and user interaction, data collected from application documentation which includes the mascots, user interface display and usage patterns then analyzed using Barthes' semiotics framework and multimodal analysis. The finding of this study shows that mascots have an important role as a central visual element that strengthen the appeal of the application, emotional closeness and help facilitate user's recognition of the application's identity. Furthermore visual consistency, including the mascot's colors and forms, blends with user interaction to reinforce an immersive experience. Duolingo shows that the integration of visuals and mascots is not only effective in reinforcing the application's identity but also influences the user's acceptance  and emotional connection that provide important implication for the development of the interactive application design in the future. This study also includes a comparative discussion between Duolingo and other educational applications such as Memrise, Babbel, and Busuu to highlight the distinctive role of mascots and visual design in enhancing user motivation and engagement
Comparative Study of University Mascots in Indonesia: Analysis of Visual Identity and Audience Acceptance Fitria, Viny; Wardaya, Marina
ULTIMART Jurnal Komunikasi Visual Vol 18 No 2 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i2.4428

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This study investigates Indonesian university mascots as instruments of visual identity and branding through a descriptive-comparative qualitative methodology employing Roland Barthes' semiotic analysis. Methodological study conduct used Roland Barthes semiotic framework to examine how visual element represent institutional ideology. The analysis included four mascots: YUCCA (Ciputra University), ROGA (Bandung Institute of Technology), BRONE (Brawijaya University), and CAKRA (Malang State University). Data collection encompassed visual documentation, institutional philosophy analyses, social media monitoring, and surveys involving 50 participants from East Java. The results show that good mascots need three things: a unique look, a philosophy that fits with the values of the institution, and regular activity on social media. Mascots that include elements of local culture, like CAKRA and ROGA, are more real than those that are based on Western culture, like YUCCA. The research demonstrates a dialectical relationship between academic credibility and popular aesthetics, affirming that mascots serve as semiotic agents that construct institutional myths rather than mere decorative components. Visual design alone is not enough, it needs to be strategically activated. This is shown by BRONE's low engagement even though the design was clear. According to the survey, 86.5% of respondents are very familiar with mascots through social media. They like simple shapes, unique personalities, and the ability to tell stories. Recommendations encompass participatory design methodologies, cultural integration frameworks, and ongoing digital engagement initiatives. Subsequent research ought to investigate longitudinal studies, regional comparisons, and quantitative impact evaluations concerning brand equity.
Analysis of Visual Elements of YouTube Videos as a Medium for Teach Character Values in Children Soetio, Dylan Sebastian; Wardaya, Marina
ULTIMART Jurnal Komunikasi Visual Vol 18 No 2 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i2.4429

Abstract

Digital Natives, the new generation of kids who have had an early exposure to digital tech since childhood and have since grown alongside technological advancements of the early 21st century. These advancements would be the rise of digital platforms such as YouTube, a collective digital network purpose-built for children for entertainment, play, and learning. Digital content produced provides various visual stimuli, such as characters and gestures, colors and shapes, and backgrounds to convey cohesive storytelling. However, the majority of content available hadn’t provided a positive impact due to the purposefulness to provide meaning and impact, or lack thereof. The premature approach taken by creators would lead to a decline in attention spans, negative ethics, and poor cognitive capacity in children’s development. The purpose of this research is to analyse visual elements and storytelling in media targeted to children on YouTube as a medium to implement moral ethics, train cognitive thinking, while preserving the attention spans of children. Qualitative descriptive methods and the theory of Semiotics by Roland Barthes are utilized in unison. The primary data obtained through direct Interviews with Parents and their children, with secondary data from Observation and Documentation. Research results present visual elements are simple, communicative, and supportive narration which convey emotion, stimulate empathy from children, honesty, and accountability. Findings suggest the importance of communicative design in creating digital content that not only peaks interest but also functions in improving cognitive capacity and creating a positive character.
Cultural representation of Chinese elements in Genshin impact and its influence on player interest Wardaya, Marina
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 2 (2025): Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v6i2.133

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This study was conducted by using different ways to analyse participant interest through combining qualitative methods that looked at Culture from Traditional Chinese Society and how that reflects on Genshin Impact and Quantitative Methods to determine the overall influence of Culture from Traditional Chinese Society and Genshin Impact. Through this approach, our focus was the visual representations of Lions from Lion Dance Tradition within Genshin Impact, and how these images contrasted to both the narrative storyline and environmental aspects associated with Chinese Culture. Quantitative data were collected through a survey of 65 players to measure their perceptions, interest levels, and engagement with the cultural representations presented in the game. Qualitative analysis was conducted through visual and content analysis of character design, narrative context, and game mechanics to identify how Chinese cultural elements are constructed and communicated. The findings from this mixed methods approach indicate that the visual and narrative representation of Chinese culture in Genshin Impact positively influences player interest and stimulates curiosity about the cultural themes depicted in the game. These results suggest that digital games have the potential to serve as effective media for introducing cultural representation through immersive visual and interactive experiences.
Visual Media as Assisting Instrument to Improve Students' Listening Ability Wardaya, Marina
VCD: Journal of Visual Communication Design Vol. 3 No. 1 (2018): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (231.856 KB) | DOI: 10.37715/vcd.v3i1.797

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Visual media is not merely for designers or visual communication design department, but also as the way to use visual media for teaching. Teaching by lecturing method frequently made students to become simply bored and did not pay attention and consequently did not graduate from college. It is believed that through visual media will help students to pay attention to the lessons and be enthusiastic in learning. The purpose of this study is to find out how visual media as Assisting Instrument to Improve Students’ Listening Ability. It is expected that this research can be useful for educators or lecturers to improve the quality of teaching and be able to improve students' ability to pay attention.
Resin Coaster Business Innovation Through Design Thinking Utomo, Connie Wijaya; Wardaya, Marina
VCD: Journal of Visual Communication Design Vol. 8 No. 1 (2023): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v8i1.2713

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The purpose of this study is to establish innovations for an arts & crafts business in the form of resin coasters through solving a common problem from the target users, which is work stress. This research used a design thinking method to yield solutions and the innovations for the product. The research method used in this study is both qualitative and quantitative method through questionnaires with Google Form. The questions given were answered using a scaling system called Likert scale (1 - 5). For the qualitative data, literature review and opinions from respondents were asked through the questionnaire. Questionnaires were done twice, for empathize and testing steps, and both have passed validity and reliability tests. This study used the technique of purposive sampling, with a total of 30 respondents having certain criterias (not required to pass all) such as: Indonesian people, 18-40 years old, coffee/tea/other drinkers, office/desk-job workers, or students. The result of the design thinking method suggested that innovations by adding motivational quotes and adding unique designs/color (thermochromic) is suitable for developing the resin coaster product. It concludes that the prototype made has met the wants and needs of the target users, although there is still some room for improvements as mentioned by the respondents. Further research in looping the design thinking method from step 1 to 5 is needed to create the best version of the prototype that is ready to be sold to the market.
Visual Language of Angling Dharma Relief at Jago Temple Wardaya, Marina; Mudra, I Wayan; Udayana, A. A. Gde Bagus; Suardina, I Nyoman
VCD: Journal of Visual Communication Design Vol. 9 No. 1 (2024): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v9i1.4717

Abstract

The relief panels depicting the Angling Dharma story on the Jago Temple offer a valuable resource for researchers, similar to the Kresnayana story reliefs in Prambanan. These reliefs serve as visual narratives, conveying the Angling Dharma epic. The sculptors meticulously selected key scenes from the text, translating them into captivating visuals and arranging them within individual panels. These panels, when assembled, form a cohesive narrative of the Angling Dharma story. In a modern context, this sequence of panels resembles a movie, unfolding the story through a series of images. To encompass the entirety of the narrative within the confines of the relief's surface, the sculptors employed a distinct drawing method known as the "space-time-flat" system. This approach differs significantly from modern Western artistic conventions. The unfamiliar style can pose challenges in interpreting the depicted scenes. This research proposes a descriptive and qualitative analysis of the "space-time-flat" method used in the Angling Dharma reliefs. By delving into this unique drawing system, the study aims to glean valuable insights that can be applied in the creation of various visual media. The analysis can shed light on artistic practices that predate the arrival of Western drawing techniques with their emphasis on naturalism, perspective, and single-moment depiction.
Unleashing Charisma: The Impact of Bing Dwen Dwen On National Identity and Tourism In China Lenial, Lovjoyla Belinda; Willyam, Selena Cheryl; Wardaya, Marina
VCD: Journal of Visual Communication Design Vol. 10 No. 1 (2025): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v10i1.5617

Abstract

 Bing Dwen Dwen is a panda mascot that became the official mascot for Beijing’s 2022 Winter Olympics in China. This research aims to identify and recognize the main factors that make Bing Dwen Dwen, popular and very eye-catching. Its charm attracts people from around the world and thus the second objective of this research is to analyze its impact on the tourism industry. Through qualitative and quantitative approaches, this research uses case studies, interviews with experts, and visitor surveys to reveal design elements and marketing strategies that contribute to the success of Bing Dwen Dwen. From all the approaches conducted, it is found that an attractive and relevant mascot design can effectively reflect cultural values, traditions, and unique characteristics of a country. Such mascots could also gain emotional attachment from the public, making the people have pride with their own country’s emblem or symbol representation. The mascot's popularity also plays a role in strengthening China's national image and increasing its tourism appeal at the global level. Further analysis revealed that visual elements, such as color and shape, have a significant influence on people's perceptions. The implications of this research emphasize the importance of strategic planning in mascot development, including public involvement and collaboration with experienced designers. The discovery provided insights for Indonesia in designing and creating tourism branding strategies, as well as strengthening national identity through mascots as a practical cultural promotional element.
Utilizing Cultural Inclusivity as an Attraction to Increase Commercial Games' Locals and Foreign Players Wijaya, Fenie Fedora; Elizabeth, Gracelyn; Wardaya, Marina
VCD: Journal of Visual Communication Design Vol. 10 No. 1 (2025): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v10i1.5618

Abstract

 This study analyses the role of cultural representation in the attractiveness of video games to both domestic and foreign audiences. This study also wants to fills a gap by examining how cultural representation in video games influences player engagement and market appeal, an area often overlooked in game design research. The scope of this analysis includes Genshin Impact and Coral Island, which are representative of Chinese and Indonesian culture, respectively. This research uses a mixed method with a quantitative approach through a survey of 46 respondents and a qualitative approach through interviews and focus group discussions (FGDs) with 12 participants from Indonesia, Taiwan and Paraguay. Incorporating different cultural perspectives, the scope of this study aims to analyze how inclusivity and cultural representation in games can increase game appeal and player loyalty and expand market reach. The findings of this study are expected to assist game producers in building the appropriate strategies in integrating cultural elements to increase competitiveness in the global market.