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PERANCANGAN BUKU PANDUAN INTERAKTIF MENGENAI PENGENALAN PENYAKIT GANGGUAN KELENJAR TIROID PADA ANAK-ANAK DENISE KEMAS; ELIZABETH WIANTO; MIKI TJANDRA
Serat Rupa: Journal of Design Vol 2 No 1 (2018): SRJD-JANUARY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v2i1.476

Abstract

The danger of thyroid disease disorder can be suffered by anyone, including in children aged 7 to 12 years old. If not treated immediately, this disease can have a fatal impact of heart failure, prominent eyes, mental health, and sterility, even to a coma. This happens because of a lack of knowledge about the thyroid gland, its illness and its dangerous effect, which leads to less information given to the children about the disorder. The aim of this design of this interactive guidebook is so that parents and children can know and start tackling about the thyroid gland as well as the dangers of this disease and want to start a healthy lifestyle, by starting to eat healthy foods for the thyroid gland. Visual communication strategy used is to create an educative and interactive guidebook. Supported by supporting media, such as: workbook, promotion media that is booth, leaflet, poster, website and gimmick. The final goal of the design is that parents and children can recognize the thyroid gland and maintain their health by eating a healthy diet and live a healthy lifestyle. Keywords:  children; guidebook; interactive; thyroid disorder
TINJAUAN GAME PUZZLE VICTORIAN MYSTERIES: WOMAN IN WHITE MENGGUNAKAN PENDEKATAN SEMIOTIKA WIEKE TASMAN; ELIZABETH WIANTO
Serat Rupa: Journal of Design Vol 2 No 1 (2018): SRJD-JANUARY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v2i1.479

Abstract

Game already became common media in any society. It’s ideas could be from anywhere. This example is proven in game titled Woman in White. Adapted from Wilkie Collin’s sensational novel. Mr Collin’s novel in similar title was very popular then, though after one hundred and fifty years already adapted dan raised into newer meaning. This new meaning of ‘Woman in White’ makes the game became new media design and still entertains its audiens. This study, try to analize similar aspect in novel that used in this game as formal or non-formal assets, using visual semiotics. Precisely using classic theory from Saussure, Peirce and Barthes. The results of the analysis aim to show that a game designed based on novel inspiration or a popular story needs to remain true to the story even though this media does not have a full story telling. Keywords: game; puzzle; semiotics; urban legends
PERANCANGAN AUGMENTED REALITY SEBAGAI ALAT BANTU EDUKASI PELAJARAN SEJARAH DI INDONESIA BAGI SISWA SMP VARIAN DINE MEJIRO; PETER RHIAN GUNAWAN; ELIZABETH WIANTO
Serat Rupa: Journal of Design Vol 2 No 2 (2018): SRJD-JULY
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v2i2.899

Abstract

History is a compulsory subject in the formal school curriculum in Indonesia. Through history lessons, students can understand and know the existence of events that eventually can foster cultural values and become the foundation of the progress of a nation. Moreover, Indonesia is a country that has a long history, one of the topics are about kingdoms that once grow and develop in the territory of Indonesia. Unfortunately, history lessons are unfavored by most junior high school students, because of their monotonous methods. Therefore, the purpose of this design is to create an interactive media for learning history in Junior High School, which until now still using teacher center learning method. Technological advances and changes in children's habits in understanding something by playing became the foundation of the concept of making history game. Interactive media created is a board game combined with Augmented Reality technology to add immersion in the game. Augmented Reality can provide experience in playing so that students can feel a real impression in the game. In addition to the game board as the primary media, used as well as media campaigns supporting the form of x-banner, advertising on social media such as Facebook and Instagram. Through the board games, students are expected to better understand the learning of the Hindu Buddhist Kingdom in Indonesia and not feel bored while studying.
Basis Data Antropometri untuk Skrining Awal Status Kesehatan Lansia Elty Sarvia; Elizabeth Wianto; Wawan Yudiantyo; Pertiwi Apriyani; Gideon Benjamin da Costa
Journal of Integrated System Vol. 4 No. 1 (2021): Journal of Integrated System Vol. 4 No. 1 (Juni 2021):
Publisher : Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jis.v4i1.3350

Abstract

Data antropometri bagi lansia Indonesia masih terbatas, padahal data ini berguna bagi perancangan peralatan yang dapat mendukung aktivitas lansia agar tetap mandiri, produktif, dan tidak tergantung dengan generasi di bawahnya. Data antropometri lansia diperlukan karena adanya perbedaan ukuran secara fisik, penurunan kekuatan, dan fungsi kognitif. Tujuan penelitian ini adalah untuk menyediakan basis data dimensi tubuh bagi lansia, menganalisis variabel terkait seperti pengaruh usia dan pendidikan terhadap nilai Mini Mental State Examination (MMSE), pengaruh kategori tempat tinggal terhadap screening awal Sarkopenia menggunakan instrument SARC-F, pengaruh Nilai Indeks Massa Tubuh (BMI) terhadap nilai SARC-F. Penelitian ini dilakukan terhadap laki-laki dan perempuan dengan rentang usia 55 tahun ke atas. Subyek akan terbagi menjadi dua kelas, yaitu lansia potensial dan lansia tidak potensial. Terdapat 42 dimensi data utama tubuh dan tangan, kekuatan tangan, MMSE, dan SARC-F yang dikumpulkan untuk setiap partisipan dengan total subyek 105 orang dengan menggunakan teknik sampling purposif. Dari hasil analisis diperoleh bahwa 76 % dimensi perempuan dan 68 % dimensi laki-laki memiliki perbedaan terhadap dimensi dewasa (rentang usia 18-22 tahun), tidak ada pengaruh dari kelompok usia, pendidikan, maupun kedua faktor tersebut terhadap nilai MMSE, ada pengaruh kategori tempat tinggal terhadap nilai SARC-F, dan tidak ada pengaruh dari BMI terhadap nilai SARC-F. Kata kunci (keywords): Antropometri, Lanjut Usia, MMSE, SARC-F
Perancangan Konsep Museum Virtual Universitas Kristen Maranatha Natanael, I Nyoman; Suhanjoyo, Shirly Nathania; Wianto, Elizabeth
Waca Cipta Ruang Vol. 9 No. 1 (2023): Waca Cipta Ruang : Jurnal Ilmiah Desain Interior
Publisher : Program Studi Desain Interior Unikom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/wcr.v9i1.8237

Abstract

Maranatha Christian University Museum was officially established on October 16, 2015, to coincide with the 50th Anniversary of Maranatha Christian University. The museum, named "Museum Maranatha," presents a collection of historical objects related to the journey of Maranatha Christian University since its establishment in 1965. However, the Maranatha Museum still has obstacles in the form of limited visitor access, especially during the Covid-19 pandemic. On the other hand, information technology and media, proliferating at this time, can be used as a solution to the limited access of visitors to public spaces. The background of this research is an effort to present new virtual spaces so that access is not limited so that the purpose the importance of the historical aspects of the founding of Maranatha Christian University can be more widely known by the public, especially within the scope of Maranatha Christian University. The method used in this research is descriptive qualitative using purposive sampling and snowballing approach with relatively narrow inclusion criteria and is interested in the museum and its development. The collection and processing of data from respondents who were distributed exclusively to the Maranatha Christian University were considered when designing the virtual museum concept of Maranatha Christian University. Keywords: Maranatha Museum, Maranatha Christian University, Virtual Museum
Harapan dan Kenyataan: Implementasi Kurikulum Pendidikan Inklusi di Sekolah Dasar Negeri: Kota Bandung Ginting, Seriwati; Darmayanti, Tessa Eka; Wianto, Elizabeth; Yuwono, Astrid Austranti
Ideas: Jurnal Pendidikan, Sosial dan Budaya Vol 11 No 2 (2025): Ideas: Pendidikan, Sosial, dan Budaya (Mei)
Publisher : Ideas Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32884/ideas.v11i2.2129

Abstract

The background of the research examines the factors that cause the incompatibility of government regulations with real conditions in the field related to inclusive education. The methods used are qualitative descriptive and analyze documents, regulations applied in public elementary schools in the city of Bandung and explore the perception of teachers, students, parents and education staff. The purpose of the study is to find the compatibility between the rules and the implementation of inclusive education that focuses on equity, equal opportunities for all students from diverse backgrounds. The results of the study still have a sharp gap between rules and real conditions such as the student admission process, curriculum, assessment system, teacher availability, and facilities needed.
The Influence Of Snack Portion Size Design On Teens And Young Adults Consumption Tjandra, Miki; Wianto, Elizabeth; Hartanti, Monica; Setiawan, Hendra; Clara, Beverly
Jurnal Bahasa Rupa Vol. 6 No. 2 (2023): Jurnal Bahasa Rupa April 2023
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i2.1233

Abstract

This research is motivated by the trend of snacks with a salty or sweet taste which have become part of people's lifestyles, especially among teenagers and young adults. Snacks portion that exceeds the serving size has an unfavorable impact on the body's calorie intake. This study aims to analyze the effect of the size of the snack packaging portion in the form of one serving (individual pack) and family portion (family pack), on the eating patterns of teens and young adults. The population in this study were active students from several universities in Bandung, Indonesia. Data collection was done by distributing questionnaires to respondents. The study was conducted using descriptive statistical calculations and inferential statistics, namely the comparison between respondents' preferences for the choice of snack packaging that is packaged according to the serving sizes and packaged in larger sizes. Teenagers and young adults choose snacks with larger packages, both from the salty and sweet snack groups. Larger packaging sizes dominate purchasing decisions. They consume more snacks if served in larger packages. Consumers prefer large packaging which is more economical because small packaging does not have a visible added value. Individual packaging is only effective when carried or when you want to eat less snack. Based on the conclusions, further research that focuses on increasing the value of single-serving packages, how to pack family-sized snacks (family packs) to increase awareness of snack portions, or how other efforts can be made to change the behavior of eating excess snack portions can be further explored.
Fleksibilitas Kurikulum MBKM dalam Menanggapi Dinamika Proyek Kemanusiaan Wianto, Elizabeth; Tjandra, Miki; Clara, Beverly; Fiona, Sharren
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 7 No 2 (2023): Volume 7 Nomor 2 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v7i2.19305

Abstract

Changes in the higher education curriculum with the concept of Independent Learning are responded to through various teaching-learning patterns. This situation needs to be addressed with an understanding on the part of educational institutions that the face-to-face learning model in the classroom is not the only best way. Students need to gain learning experience in the real world so that the development of their character, attitudes, and skills can be honed properly. Unfortunately, this often becomes more complex, when project assignments given are completely different from student competencies. In this case, many lecturers would prefer conventional learning with a regular curriculum which seems more responsible. For this reason, it is necessary to be flexible, especially with supervisors and university partners to optimize students' willingness to go into society as an opportunity for both students and the community to serve.
Pendampingan Peningkatan Usaha Seblak Guna Meningkatkan Penjualan Emerentia, Kharens; Wadu, Christian Vallentino; Setiawan, Ivonne Averina; Narwasti, Eimel; Wianto, Elizabeth; Christina, Christina; Leony, Florence; Arisandhy, Vivi; Sarvia, Elty
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 7 No 3 (2023): Volume 7 Nomor 3 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v7i3.19963

Abstract

UMKM (micro, small and medium enterprises) in Indonesia are growing in a better direction. The government also supports the development of UMKM to recover Indonesia’s economy since the Covid-19 Pandemic. Community Service activities are carried out to provide direction and suggestions for problems experienced by Seblak Basreng business actors. The method used is descriptive research with a qualitative approach. Data collection was carried out by conducting semi-structured interviews, observation, and social media analysis used by Seblak Basreng Teh Dini. The findings from the activities that have been carried out are that the people of Bandung do not know about Seblak Basreng Teh Early, locations that are difficult for new customers to find, product photos on pages on Grab Food and Gofood are less attractive, and do not yet have a cashless payment method. The proposal that has been implemented is to expand customers for Seblak Basreng Teh Early, it is necessary to carry out promotions to promote their wares using Instagram, Facebook, and Tiktok; make banners and road signs; improvement of product photos on Grab Food and Gofood pages; and making QRis. The recommendation that can be conveyed is the continuation of the mentoring program for other business actors so that they can implement and manage digital media optimally.