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Kajian Media Interaksi Anak Usia Dini Semasa Pembelajaran Jarak Jauh (Studi Kasus TK Islam Al-Azhar 20 Cibubur dan Sekolah Murid Merdeka) Ardhiana, Rizki Riandini; Nadiyah, Tsamarah; Ratri, Dianing; Sihombing, Riama Maslan
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 8 No. 02 (2022): June 2022
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v8i02.4697

Abstract

AbstrakPendidikan merupakan investasi jangka panjang yang perlu diperhatikan sejak dini. Dukungan lembaga pendidikan prasekolah dianggap penting guna mendampingi orang tua memberikan tahapan stimulus yang sesuai hingga dapat memaksimalkan potensi anak. Dikarenakan kondisi COVID-19, pertemuan tatap muka berganti menjadi pembelajaran jarak jauh (PJJ), begitu pula pada level pendidikan prasekolah. Aspek motorik, kognitif, sosial, serta emosional anak sedang berkembang pesat di usia 2-6 tahun. Dibutuhkan interaksi intensif untuk memberikan stimuli, ruang gerak, ruang bicara dan berekspresi, serta pengalaman sosial. Pada penelitian ini diteliti adaptasi lembaga pendidikan prasekolah untuk menghadirkan ragam stimulus ini di rumah, dengan memaksimalkan penggunaan media digital dan analog. Hasil penelitian menyatakan bahwa jenis aktivitas yang paling diminati oleh anak yaitu eksperimen sains (20%), story telling (20%), menggambar (16%), dan pertemuan kelas daring melalui Zoom (13%). Aktivitas yang diminati oleh anak usia TK A dan TK B berbeda. Pada usia lebih besar, anak tertarik pada tantangan, kompetisi, dan eksplorasi. Sistem blended learning diterapkan sebagai penyeimbang media belajar analog dan digital, serta pembelajaran konvensional dan aktivitas mandiri.   Kata kunci: Sistem Pembelajaran Campuran, Media Edukasi Digital, Lembaga Prasekolah Daring AbstractEducation is a long-term investment that needs our attention since the early stage of our children. Support from preschool institutions is considered important for accompanying parents to provide appropriate stimulus stages to obtain maximizing the potential of the child. Due to the condition of COVID-19, all classes change to online learning, likewise at preschool education level. Motor, cognitive, social, and emotional aspects is growing rapidly at the age of 2-6 years. Intensive interaction is required to provide stimuli, space for movement, space for speech and expression, as well as social experience. This research examines the adaptation of preschool education to present these kinds of stimuli at home, with maximize the use of digital and analogue media. The results showed that the types of activities most interested for children were science experiments (20%), story telling (20%), drawing (16%), and online class meetings through Zoom (13%). Children from kindergarten A and kindergarten B have different readability. At an older age, children are attracted to challenges, competition, and exploration. The blended learning system is applied as a counterweight to analogue and digital learning media, as well as conventional learning and independent activities. Keywords: Blended-Learning System, Digital Media Education, Online Preschool
Analisis Visualisasi Konflik Kelas pada Visual Worldbuilding Animasi “Arcane: League of Legends” Violetta, Martina; Ratri, Dianing
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 8 No. 04 (2022): December 2022
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v8i04.6214

Abstract

AbstrakAnimasi “Arcane: League of Legends” merupakan hasil turunan media dari dunia game “League of Legends”. Namun Worldbuilding dikemas Arcane dengan cerdik dan alami sehingga bagi penonton yang bukan pemain atau belum mengetahui game “League of Legends” masih dapat menikmati animasi tersebut tanpa harus mencari penjelasan cerita dalam game terlebih dahulu. Artikel ini bertujuan untuk mengidentifikasi apa saja komponen atau setting Worldbuilding yang terdapat pada visual animasi tersebut, dan bagaimana storytelling atau narasi terkait konflik kelas disampaikan secara visual ke dalam komponen Worldbuilding tersebut. Metode penelitian untuk animasi menggunakan pendekatan deskriptif kualitatif dengan metode critical visual analysis serta memanfaatkan teori elemen Worldbuilding milik Kevin J. Anderson untuk menganalisa dan mengelompokkan komponen visual Worldbuilding yang didapat. Studi ini memberikan gambaran mengenai penerapan Worldbuilding ke dalam visual animasi, seperti persebaran unsur Worldbuilding dalam visual animasi, unsur Worldbuilding yang paling efektif disampaikan melalui visual animasi ini, serta hasil narasi yang didapat dari visual unsur Worldbuilding dalam animasi. Kata Kunci: animasi, arcane, konflik kelas, Worldbuilding Abstract"Arcane: League of Legends" animation is one of the derivative product from the "League of Legends" game universe, but the animation team were able to deliver the Worldbuilding in a clever and natural way so that viewers who are not players or don't know the game "League of Legends" can still enjoy the animation without have to find the game lore first. This article aims to identify what components or Worldbuilding settings are contained in the animation visuals, and how storytelling or narratives related to class conflicts are visually conveyed into the Worldbuilding components. The research method for animation uses a qualitative descriptive approach with critical visual analysis method and utilizes Kevin J. Anderson's theory of Worldbuilding elements to analyze and classify the obtained visual components of Worldbuilding. This study provides an overview of the application of Worldbuilding into visual animation, such as the distribution of Worldbuilding elements in animation visuals, the most effective Worldbuilding elements conveyed through this animated visual, as well as narrative results obtained from visual Worldbuilding elements in animation. Keywords: animation, arcane, class warfare, Worldbuilding
Studi Kasus Desain Karakter Monster Laut berdasarkan Mitologi Era Renaisans pada Animasi Luca (2021) Alifa, Nayra Asya; Ratri, Dianing
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 8 No. 04 (2022): December 2022
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v8i04.6219

Abstract

AbstrakMitologi adalah salah satu hal yang seringkali diangkat ke dalam animasi, baik secara terang-terangan maupun tersirat. Luca (2021) merupakan salah satu animasi yang mengangkat unsur mitologi yaitu makhluk mitologi monster laut dari era Renaisans ke dalam aspek cerita dan desain karakternya. Penelitian ini berfokus dalam menganalisis bagaimana unsur mitologi tersebut dituangkan ke dalam aspek desain karakter monster laut pada animasi Luca. Tujuan dari penelitian ini adalah untuk menjadi referensi salah satu dari banyaknya cara untuk menuangkan mitologi ke dalam karya-karya animasi mendatang. Menggunakan analisis deskriptif kualitatif dan metode manga-matrix dari Hiroyoshi Tsukamoto, penelitian ini menganalisis unsur-unsur dari tiap matriks pada desain karakter monster laut Luca dan pada aspek manakah dari desain karakter tersebut dipengaruhi monster laut dari mitologi era Renaisans. Hasilnya adalah desain karakter monster laut Luca banyak mengadaptasi struktur morfologi monster laut dari mitologi renaisans pada matriks bentuk: sisik, sirip, ekor, kaki, dan gigi, juga pada matriks sifat. Selain mitologi, pun ditemukan bahwa  desain karakter monster laut Luca juga mengadaptasi struktur morfologi dan sifat dari hewan-hewan laut pada kelas Pisces. Kata Kunci: animasi, desain karakter, mitologi, monster laut AbstractMythology is one of the things that is often brought up into animation, both explicitly and implicitly. Luca (2021) is one of the animations that brought up sea monsters of Renaissance mythology into its aspect of story and character design. This study focuses on analyzing how the mythological elements are poured into the character design aspects of the sea monster characters in Luca. The purpose of this research is to serve as reference for one of the many ways to incorporate mythology into future animation works. Using qualitative descriptive analysis and manga-matrix method from Hiroyoshi Tsukamoto, this study analyzes the elements of each matrix in Luca’s sea monster character design and in which aspects of the character design are influenced by sea monsters from Renaissance mythology. As a result, Luca’s sea monster character design adapts the morphological structure of sea monsters from renaissance mythology on the form matrix:  scales, fins, legs, and teeth, also on the personality matrix. Other than mythology, it was also found that Luca’s sea monster character design also adapted the morphological structure and behavior of sea animals in the Pisces class. Keywords: animation, character design, mythology, sea monsters
ANALISIS KOMPARATIF DESAIN KARAKTER PADA SERI ANIMASI PLUTO (2023) DAN KOMIK ASTRO BOY (1952) Aldian, Aisha Azalia; Ahmad, Hafiz Aziz; Ratri, Dianing
VCoDe : Visual Communication Design Journal Volume 4, Nomor 1, Desember 2024
Publisher : Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/vcode.v4i1.4321

Abstract

Seri animasi Pluto (2023) adalah sebuah adaptasi dari komik ciptaan Naoki Urasawa dengan judul yang sama pada tahun 2003. Pluto menceritakan ulang satu bab dalam komik Astro Boy (1952) dari sudut pandang tokoh lain yakni Gesicht. Gaya visual, narasi, dan pensuasanaan berubah menjadi lebih bernuansa kelam seperti ciri khas karya-karya Urasawa. Meskipun resepsi dari berbagai ulasan cukup postif, tetapi tampaknya seri animasi Pluto ini kurang populer padahal membawa narasi Astro Boy yang terkenal. Dari beberapa temuan, hal ini disebabkan oleh citra visual karakter yang kurang dikenal oleh khalayak umum. Maka dilakukan analisis komparatif desain karakter dari beberapa tokoh utama pada kedua seri menggunakan Teori Tiga Dimensi Karakter oleh Egri Lajos. Hasil analisis menunjukkan bahwa secara dimensi sosiologis dan psikologis karakter terdapat kesamaan fundamental dengan kompleksitas yang lebih tinggi. Sementara secara fisiologis terlihat ada beberapa upaya Urasawa untuk mempertahankan beberapa elemen visual dari yang aslinya. Namun gaya visual yang realistis membuat hilangnya exaggeration atau hiperbola dari desain Tezuka. Pergantian protagonis utama dari Atom yang lebih dikenal khalayak umum juga memengaruhi seberapa besar identitas Astro Boy yang terpapar pada layar. Hal ini menyebabkan timbulnya kesulitan untuk mengenali karakter-karakter yang ada. Dapat disimpulkan, seri Pluto memang merupakan adaptasi tematik yang ditujukan sebagai interpretasi alternatif untuk demografi yang lebih dewasa. Sesuai dengan narasinya yang bergenre misteri, tentunya eksekusi visual akan berbeda jauh. Pada akhirnya, kedua seri ini merupakan penghormatan terhadap satu cerita yang sama.
Analisis Desain Karakter dan Worldbuilding pada Game “Juragan Kost” sebagai Representasi Visual Budaya Kos-Kosan di Indonesia Najmura, Tsasyshaum Alna; Ratri, Dianing
Jurnal Desain Komunikasi Visual Nirmana Vol. 25 No. 1 (2025): JANUARY 2025
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/nirmana.25.1.32-49

Abstract

Permainan seringkali dibuat dengan merepresentasikan kehidupan sehari-hari agar pemain dapat merasakan pengalaman dari kegiatan dalam game tersebut dan memunculkan identitas suatu hal. Pada game “Juragan Kost”, desain karakter dan worldbuilding tersebut dapat berperan untuk merepresentasikan visual budaya kos-kosan. Penelitian bertujuan untuk menganalisis representasi visual budaya kos-kosan yang muncul dengan menganalisis tiga kategori karakter menggunakan metode Manga Matrix dan worldbuilding menggunakan teori dari The Kobold Guide to Worldbuilding. Melalui analisis yang dilakukan, karakter dan worldbuilding di dalam Game Juragan Kos dirancang dengan matang menggunakan visual budaya kos-kosan yang ada di Indonesia sebagai referensi dan ditunjukkan melalui visual game.
Mobile Web sebagai Media Perencanaan Perjalanan Wisata Berbasis Kolaborasi untuk Gen Z: Studi Kasus: Pariwisata Pantai Gorontalo Purnamasari, Dewi Rara Rizky; Ratri, Dianing
Visualita Jurnal Online Desain Komunikasi Visual Vol 13 No 2 (2025): April 2025
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v13i2.15318

Abstract

The lack of interactive and visually appealing information about beach tourism destinations in Gorontalo, especially for Generation Z, presents a challenge in catering to this group accustomed to receiving information through social media. Generation Z, as a generation that has grown up in the digital era, tends to rely on online platforms, such as social media, for trip planning and gathering essential information. This study aims to design a mobile tourism website that meets the needs of Gen Z by providing interactive features, such as collaboration tools. The design thinking method was employed, starting with identifying user needs through questionnaires and in-depth interviews. The design results reveal that Gen Z requires interactive, collaborative information and features that allow sharing experiences via social media. The website was designed to align with these needs. Evaluation through user testing demonstrated that the website effectively supports Gen Z in planning their trips. In conclusion, the website not only simplifies trip planning for Gen Z but also accommodates their desire for collaboration with peers during the planning process.
Activity Book Design of Color Introduction for Mild and Moderate Intellectual Disabilities Student Fionarizoca, Avierry; Ratri, Dianing
Gorga : Jurnal Seni Rupa Vol. 14 No. 1 (2025): Gorga: Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v14i1.64517

Abstract

Every child, regardless of their unique circumstances, is entitled to an education. Education has the potential to help children with special needs develop their skills and capabilities. Therefore, it is crucial to have an inclusive education that addresses the needs of children with special needs to reveal their talents and promote independence. This media aims to investigate the types of interactions that can enhance the teaching and learning experience for students with mild to moderate intellectual disabilities, particularly in understanding colors. The approach used involves Participatory Design and Participatory Action Research, where both teachers and students participate actively. This method begins with identifying needs, collecting data, conducting trials and assessments, prototyping, collaborating, making revisions, implementing, and finally performing follow-up evaluations. The goal is to create an engaging medium that improves the fine motor skills of students with mild and moderate intellectual disabilities by introducing them to the colors of a rainbow. The activities in this workbook focus on individually recognizing colors without distractions to help maintain attention. After that, students will identify colors by spelling their names that correspond to the colors displayed. This is further supported by highlighting the letters according to the colors, which helps develop fine motor skills through writing. The next task involves matching images with colors. Finally, a color-sorting exercise is conducted based on shape and color. This cycle is repeated over three consecutive days to allow students to observe and understand the colors in their environment as related to those in the rainbow. Through these activities, students with mild intellectual disabilities can name colors and memorize the order of the rainbow to identify colors around them. For students with moderate intellectual disabilities, this activity helps them recognize and name nearby colors using the rainbow colors, with support and guidance from teachers.
The Impact of Simulacra in Life Simulation Games “Second Life” on Generation Z’s Self-Confidence Ramadhini, Diska Astari; Ratri, Dianing
Gorga : Jurnal Seni Rupa Vol. 14 No. 1 (2025): Gorga: Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v14i1.65711

Abstract

In the contemporary digital landscape, virtual environments have transcended their initial role as mere entertainment platforms into pivotal arenas for identity formation and self-expression. Notably, among Generation Z, digital natives raised in the midst of rapidly evolving technology, platforms such as Second Life provide immersive opportunities for the construction and live experience of digital avatars. These avatars often embody idealized versions of individuals, embodying characteristics or confidence that may be challenging to achieve in real-world interactions. This study delves into the impact of self-representation through avatars on self-confidence among Generation Z players. Adopting a descriptive qualitative approach, in-depth online interviews were conducted with five selected respondents. The analysis was guided by Jean Baudrillard’s theory of simulacra. The findings suggest that avatars initially serve as reflections of players’ identities but subsequently evolve into autonomous digital selves that shape behavior and perception. For many participants, engaging with their avatars fostered increased self-confidence and a sense of social ease within the virtual environment. However, the study also uncovered instances of emotional dissonance and psychological distance experienced by players who felt more authentic as their avatars compared to their real-life selves. These outcomes align with the third order of simulacra, hyperreality, where representation becomes a new reality. This research underscores the profound influence of virtual platforms on self-perception and emphasizes the necessity for a comprehensive interdisciplinary exploration of digital identity, particularly as younger generations continue to blur the boundaries between physical and virtual selfhood.
Integration of Lateral Thinking in Puzzle Games: Implications for Creativity and Problem Solving Fikri Hendaputra, Raden Mohammad; Ratri, Dianing
Gorga : Jurnal Seni Rupa Vol. 14 No. 1 (2025): Gorga: Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v14i1.65954

Abstract

Creative thinking and problem-solving are essential skills that adolescents need to navigate the challenges of the 21st century. Unfortunately, formal education systems still tend to emphasize linear thinking and often fall short in providing space to nurture cognitive flexibility. One alternative approach that has shown promise is lateral thinking—a non-linear thinking method that can be effectively applied through puzzle games. This study aims to explore late adolescents’ perceptions of the effectiveness of lateral thinking in puzzle games, as well as the potential of such games in fostering creativity and problem-solving skills. A descriptive qualitative approach was employed using Focus Group Discussion (FGD) as the primary method. Ten participants aged 17–22 took part in a structured discussion about their gaming experiences and their perspectives on the concept of lateral thinking. The data were analyzed thematically. The findings indicate that most participants viewed lateral thinking as an effective approach for tackling problems that require creative solutions. Puzzle games designed with contextual challenges, tiered reward systems, and engaging narratives were considered effective in stimulating idea exploration and flexible thinking. Social features such as multiplayer modes and strategy discussions were also seen as enhancing motivation and cognitive collaboration among players. Participants reported that they began applying alternative thinking patterns in real-life situations, such as when developing organizational strategies or resolving social conflicts. This suggests a transfer of skills from the gaming environment to real-world contexts. In conclusion, integrating lateral thinking into puzzle game design presents a relevant educational approach to enhance adolescents' thinking skills. These types of games hold great potential as enjoyable alternative learning tools that simultaneously build cognitive capacity.
ANALISIS REPRESENTASI MASKULINITAS PADA KARAKTER KEN DALAM FILM BARBIE (2023) Hennesita, Jeany Carla; Mutiaz, Intan Rizky; Ratri, Dianing
VCoDe : Visual Communication Design Journal Volume 4, Nomor 2, Juni 2025
Publisher : Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/vcode.v4i2.4331

Abstract

Pemahaman maskulinitas telah berkembang menjadi gambaran yang kaku dalam masyarakat, menjadikan maskulinitas sebagai kepribadian yang tangguh, tegas, berani, kasar, dan sebagainya. Film Barbie (2023) yang disutradarai oleh Greta Gerwig menampilkan gambaran kehidupan perempuan dan laki-laki dalam sistem ideologi patriarki, serta mengkritik stereotip gender dengan humor, membawa pesan moral yang mendalam untuk dibahas, yaitu kesetaraan gender, sistem patriarki, dan double standard bagi perempuan dalam masyarakat. Tujuan penelitian ini adalah untuk mengetahui representasi maskulinitas pada karakter Ken, menggunakan teori semiotika Roland Barthes untuk mengetahui pemaknaan dari suatu tanda atau simbol melalui analisis makna denotatif, makna konotatif, dan mitos tentang maskulinitas dalam film. Data penelitian ini diperoleh dari adegan-adegan film, observasi film, dan studi kepustakaan. Kesimpulan dari penelitian ini adalah representasi maskulinitas dalam film Barbie (2023) digambarkan oleh sifat dan perilaku yang Ken miliki, seperti berperilaku agresif, mengontrol dan mendominasi orang-orang di sekitarnya, berusaha mendapatkan otoritas kekuasaan dan status sosial yang tinggi agar dihormati oleh orang lain, film ini juga membuktikan bahwa maskulinitas seorang laki-laki tidak hanya ditentukan oleh penampilan fisik saja, tetapi juga ditentukan oleh kepribadian, norma, dan nilai-nilai yang dibentuk oleh sosial budaya.