Ngabekti, Dhevin Kawistoro
Unknown Affiliation

Published : 4 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 4 Documents
Search

Papan Permainan Puzzle Sebagai Media Pembelajaran Aksara Jawa Pada Anak Usia Dini Ghazali, Ahmad; Ngabekti, Dhevin Kawistoro; Andriani, Nanda Putri
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 2 No. 1 (2021)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v2i1.3667

Abstract

Javanese, one of more than 300 languages in Indonesia. In order to understand the legacy of our ancestors, the role of the Javanese script is quite significant so it is important to learn and understand. At this time, the interest of early childhood in Indonesian culture is starting to decrease and it can cause Indonesian culture to be abandoned. The low level of ability to read and write Javanese script is due to several factors, namely, interest, teachers, learning methods, and learning media facilities and infrastructure. Applying the Javanese script learning method from an early age using the puzzle game media, it is hoped that future generations will be able to master it and be able to preserve the cultures of this beloved country. The research method chosen is descriptive qualitative by collecting data through a literature study process where data collection comes from books and documents related to the discussion of this article.
Problematika Desain Komunikasi Visual dan Plagiarisme dalam Dunia Desain Grafis Royhan, Muhammad Ghoyyas; Ngabekti, Dhevin Kawistoro
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 2 No. 1 (2021)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v2i1.3671

Abstract

The development of technology, especially the internet, triggers graphic designers to be more active and creative in their work. Publication of graphic design works through social media and other media, but as a result of that plagiarism is also very rampant because of easy access to see other people's work via the internet. The formulation of the problem to get a solution through research is how to increase the creativity of the creators. Design of visual communication that is useful or beneficial for the general public and how to try to suppress plagiarism in graphic design. Qualitative Research Methods as an approach that focuses on data analysis and data solutions in understanding the social phenomena of graphic design creativity and design plagiarism that occur in society. there is also a way to just use other people's work as a source of inspiration and modify it as creatively as possible.
Papan Permainan Puzzle Sebagai Media Pembelajaran Aksara Jawa Pada Anak Usia Dini Ghazali, Ahmad; Ngabekti, Dhevin Kawistoro; Andriani, Nanda Putri
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 2 No. 1 (2021)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v2i1.3667

Abstract

Javanese, one of more than 300 languages in Indonesia. In order to understand the legacy of our ancestors, the role of the Javanese script is quite significant so it is important to learn and understand. At this time, the interest of early childhood in Indonesian culture is starting to decrease and it can cause Indonesian culture to be abandoned. The low level of ability to read and write Javanese script is due to several factors, namely, interest, teachers, learning methods, and learning media facilities and infrastructure. Applying the Javanese script learning method from an early age using the puzzle game media, it is hoped that future generations will be able to master it and be able to preserve the cultures of this beloved country. The research method chosen is descriptive qualitative by collecting data through a literature study process where data collection comes from books and documents related to the discussion of this article.
Problematika Desain Komunikasi Visual dan Plagiarisme dalam Dunia Desain Grafis Royhan, Muhammad Ghoyyas; Ngabekti, Dhevin Kawistoro
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 2 No. 1 (2021)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v2i1.3671

Abstract

The development of technology, especially the internet, triggers graphic designers to be more active and creative in their work. Publication of graphic design works through social media and other media, but as a result of that plagiarism is also very rampant because of easy access to see other people's work via the internet. The formulation of the problem to get a solution through research is how to increase the creativity of the creators. Design of visual communication that is useful or beneficial for the general public and how to try to suppress plagiarism in graphic design. Qualitative Research Methods as an approach that focuses on data analysis and data solutions in understanding the social phenomena of graphic design creativity and design plagiarism that occur in society. there is also a way to just use other people's work as a source of inspiration and modify it as creatively as possible.