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Perancangan Komik Web tentang Edukasi Dampak Negatif Judi Daring bagi Dewasa Muda Sunarso, Christina Amelia; Aryani, Dewi Isma; Wianto, Elizabeth
DIVAGATRA - Jurnal Penelitian Mahasiswa Desain Vol 4 No 2 (2024): DIVAGATRA #08
Publisher : Fakultas Desain Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/divagatra.v4i2.13419

Abstract

Akses internet dan media sosial telah berkembang menjadi alat penting bagi masyarakat di era digital saat ini untuk mendapatkan informasi dan berinteraksi secara sosial. Sayangnya, masih banyak oknum yang menyalahgunakan fasilitas tersebut untuk mempromosikan dan bahkan hingga bermain judi daring sehingga pengguna internet dan media sosial menjadi terpapar iklan judi daring. Hasil survei yang dilakukan menunjukkan bahwa hampir semua pengguna internet terpapar iklan judi daring di media sosial mereka. Beberapakomponen seperti preferensi gaya visual responden, kesadaran, dan kerelaan responden untuk diedukasi memiliki pengaruh yang signifikan terhadap keputusan responden dalam menerima informasi dampak negatif judi daring. Salah satu upaya solusi untuk mengatasi permasalahan diatas adalah melalui edukasi dan sosialisasi dalam bentuk media komik webyang sudah banyak dan mudah untuk diakses oleh masyarakat, khususnya para dewasa muda sebagai target utama, sekaligus menjadi media hiburan yang praktis.Adapun kisah yang disampaikan dalam komik web terbagi ke dalam beberapa episode pendek berdasarkan referensi maupun kisah nyata yang terjadi dalam masyarakat. Diharapkan melalui media komik web tentang dampak negatif judi daring ini dapat membantu mencegah masyarakat untuk terlibat ke dalam perjudian daring, serta membantu menyampaikan informasi untuk konsultasi bagi para korban judi daring kepada pihak yang berwajib.
Inclusive Education Practices In Bandung Schools: Policies, Realities, and Aspirations Ginting, Seriwati; Darmayanti, Tessa Eka; Wianto, Elizabeth; Nurliawati, Nita
Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda) Vol 8, No 1 (2025): Jurnal Pendidikan dan Pengajaran Guru Sekolah Dasar (JPPGuseda)
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55215/jppguseda.v8i1.11118

Abstract

Inclusive education was introduced in 2003 as a government initiative to deliver harmonious, equal, and just educational services to Indonesia's heterogeneous population. By 2022, 36,000 educational institutions had embraced it. Regulations are issued regularly to guide its implementation, including Law No. 20 of 2003 on the National Education System (Chapter IV, Articles 5 and 32), Minister of National Education Regulation No. 70 of 2009 on Inclusive Education, and Minister of Education, Culture, Research, and Technology Decree No. 56/M/2022 on Curriculum Implementation Guidelines emphasizing diversification. Examining inclusive education in elementary schools is critical to developing a viable model for its implementation in junior and senior high schools. However, field research demonstrates discrepancies between regulations and real practices. This study focuses on public elementary schools in Bandung, with both education providers and recipients. The research takes a qualitative approach, examining regulations and implementation recommendations for inclusive education in elementary schools. The findings indicate that inclusive education in public elementary schools has not been implemented following rules and guidelines.
ANALISIS SEMIOTIK TERHADAP GAME “PIRATES AHOY!” RIKI HIMAWAN MULYADI; ELIZABETH WIANTO
Serat Rupa: Journal of Design Vol 1 No 2 (2016): SRJD-SEPTEMBER
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.v1i2.449

Abstract

Pirates Ahoy! is an online game developed and released by Playfish, a subsidiary of Electronic Arts from London in July 2010. This pirates game theme could stimulate players to play it continuously, because it’s competitive value and easy to play. This game is interesting to analize from semiotic perspective inspite of its theme about violent life, Pirates Ahoy! visualization appears in a simple design and friendly look. Playing it online through social media, the players could satisfy their desire to globally exist without space and time boundaries. Keywords: competitive; online game; semiotic; sign; social media
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.