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PERANCANGAN ANTARMUKA PENGGUNA YANG MENARIK UNTUK WEBSITE E-COMMERCE CV HASNA BEDARASA: GAYA DESAIN ART DECO DAN FLAT DESIGN Susilowati, Arifah Dian; Pertiwi, Ratih
Scientica: Jurnal Ilmiah Sains dan Teknologi Vol. 2 No. 12 (2024): Scientica: Jurnal Ilmiah Sains dan Teknologi
Publisher : Komunitas Menulis dan Meneliti (Kolibi)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.572349/scientica.v2i12.3146

Abstract

Penelitian ini bertujuan untuk merancang antarmuka pengguna (UI) yang menarik dan efektif untuk situs web e-commerce CV Hasna Bedarasa, dengan fokus pada peningkatan pengalaman pengguna, daya tarik visual, dan konversi. Metode yang digunakan mencakup penelitian desain deskriptif dengan pendekatan kualitatif, melibatkan analisis tata letak, tipografi, dan responsivitas situs web. Proses perancangan mengikuti prinsip-prinsip desain Art Deco dan Flat Design untuk menciptakan keseimbangan antara estetika dan fungsi. Hasil penelitian menunjukkan bahwa penerapan tata letak yang tepat, pemilihan tipografi, dan penggunaan elemen geometris yang konsisten dapat secara signifikan meningkatkan keterbacaan, daya tarik visual, dan pengalaman pengguna secara keseluruhan. Hasil ini mendukung pengembangan situs web yang tidak hanya menarik secara visual tetapi juga fungsional dan mudah diakses oleh pengguna di berbagai perangkat.
DESAIN MEDIA PROMOSI UNTUK ANIMASI 2D EDUKASI ADHD: "PALETTE KETERBATASAN" Abraxyla, Divya Carisa; Pertiwi, Ratih
Scientica: Jurnal Ilmiah Sains dan Teknologi Vol. 2 No. 12 (2024): Scientica: Jurnal Ilmiah Sains dan Teknologi
Publisher : Komunitas Menulis dan Meneliti (Kolibi)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.572349/scientica.v2i12.3148

Abstract

Penelitian ini membahas perancangan media promosi untuk animasi 2D edukatif ADHD berjudul "Palette Keterbatasan." Tujuan utama dari penelitian ini adalah untuk merancang berbagai media promosi yang efektif dalam meningkatkan kesadaran dan keterlibatan audiens terhadap animasi tersebut. Metode yang digunakan dalam penelitian ini meliputi pendekatan kualitatif dengan analisis desain dan strategi komunikasi visual. Hasil penelitian menunjukkan bahwa penggunaan media promosi seperti cover, tumbler, poster, X-banner, mug, dan stiker berhasil meningkatkan visibilitas dan daya tarik animasi, serta memperkuat hubungan emosional dengan audiens. Media promosi ini juga efektif dalam menyampaikan pesan edukatif terkait ADHD kepada masyarakat luas.
Makna Di Balik Desain Logo "Kuis Simbol Betawi" Dengan Integrasi Unsur Budaya Betawi Ananda, Melita; Pertiwi, Ratih
Scientica: Jurnal Ilmiah Sains dan Teknologi Vol. 2 No. 12 (2024): Scientica: Jurnal Ilmiah Sains dan Teknologi
Publisher : Komunitas Menulis dan Meneliti (Kolibi)

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk menganalisis makna desain logo permainan edukasi "Kuis Simbol Betawi," yang mengintegrasikan elemen budaya Betawi dalam konteks edukatif. Masalah utama yang diteliti adalah bagaimana elemen desain logo, khususnya penggunaan warna hijau Betawi, serta simbol "Bir Pletok" dan "Kembang Kelapa," mencerminkan dan menyampaikan nilai-nilai budaya Betawi kepada pemain. Metode yang digunakan adalah pendekatan kualitatif dengan studi kasus, termasuk wawancara dengan ahli budaya dan observasi di Museum Betawi Setu Babakan Jakarta. Hasil penelitian menunjukkan bahwa warna hijau Betawi dalam logo berfungsi sebagai simbol keharmonisan, kesejahteraan, dan keterhubungan dalam budaya Betawi, sementara simbol "Bir Pletok" dan "Kembang Kelapa" menambah makna budaya yang mendalam dengan melambangkan kemakmuran dan manfaat kehidupan manusia. Penggunaan elemen-elemen ini membantu menghubungkan permainan dengan warisan budaya Betawi dan meningkatkan pengalaman belajar bagi pemain. Penelitian ini memberikan kontribusi dalam pemahaman desain logo yang efektif untuk permainan edukasi yang berfokus pada budaya lokal.
Perancangan Logo sebagai Identitas Visual dalam Animasi "JANGKAUAN Dari Jaring Jadi Cuan" Setiono, Hario Agung; Pertiwi, Ratih
Scientica: Jurnal Ilmiah Sains dan Teknologi Vol. 2 No. 12 (2024): Scientica: Jurnal Ilmiah Sains dan Teknologi
Publisher : Komunitas Menulis dan Meneliti (Kolibi)

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Perancangan logo dalam animasi 2D "JANGKAUAN Dari Jaring Jadi Cuan" bertujuan untuk menciptakan identitas visual yang kuat dan representatif bagi program sosialisasi KUSUKA. Masalah yang dihadapi adalah bagaimana merancang logo yang tidak hanya menarik tetapi juga mencerminkan makna dan nilai dari program tersebut. Metode yang digunakan dalam perancangan ini meliputi pemilihan tipe logo, pemilihan font, serta pemilihan warna yang tepat. Logo yang dirancang adalah logotype dengan font utama Fish Grill untuk judul utama dan Little Fish untuk sub-judul. Warna yang digunakan dalam logo adalah merah dan kuning, yang masing-masing melambangkan ambisi, semangat, serta keceriaan dan kehangatan. Hasil dari perancangan ini menunjukkan bahwa penggunaan warna dan tipografi yang tepat dapat menciptakan identitas visual yang efektif dan menarik, serta mendukung tujuan sosialisasi program dengan baik.
Desain Game 2D Mini Zoo Edukasi Interaktif untuk Anak-Anak Usia 7 Tahun Keatas Siamboro, Febri; Pertiwi, Ratih
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1802

Abstract

This research focuses on the development of 2D Mini Zoo games specifically designed for children aged 7 years and above. By combining jigsaw puzzle game elements and square puzzles, the game aims to create a fun and rewarding learning experience. The approach used in this study is a qualitative approach. The data collected from these observations and interviews is expected to be authentically integrated in game development. Data analysis was carried out qualitatively consisting of data reduction, data presentation and conclusion drawing. The results of the study show that through this game, children can learn to recognize shapes and animals in an interactive and colorful way. The friendly and attractive visual design was deliberately chosen to make children feel comfortable and interested in continuing to play while learning. In addition, this game also helps children in developing important skills such as eye-hand coordination, memory, and problem-solving skills. We hope that Mini Zoo can be a fun learning companion for children, helping them grow and develop in a supportive and educational environment
Desain Game 2D Mini Zoo Edukasi Interaktif untuk Anak-Anak Usia 7 Tahun Keatas Siamboro, Febri; Pertiwi, Ratih
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1802

Abstract

This research focuses on the development of 2D Mini Zoo games specifically designed for children aged 7 years and above. By combining jigsaw puzzle game elements and square puzzles, the game aims to create a fun and rewarding learning experience. The approach used in this study is a qualitative approach. The data collected from these observations and interviews is expected to be authentically integrated in game development. Data analysis was carried out qualitatively consisting of data reduction, data presentation and conclusion drawing. The results of the study show that through this game, children can learn to recognize shapes and animals in an interactive and colorful way. The friendly and attractive visual design was deliberately chosen to make children feel comfortable and interested in continuing to play while learning. In addition, this game also helps children in developing important skills such as eye-hand coordination, memory, and problem-solving skills. We hope that Mini Zoo can be a fun learning companion for children, helping them grow and develop in a supportive and educational environment
Media Komunikasi Visual Penerapan Prinsip Desain Dalam Buku Cerita Bergambar Aku Ingin Hidup Untuk Anak Sekolah Minggu Umur 7-9 Tahun Matingo, Sharon De Gracia; Pertiwi, Ratih
VisArt: Jurnal Seni Rupa dan Design Vol. 2 No. 2 (2024): VisART : Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v2i2.784

Abstract

Visual Communication as a medium for applying design principles for designing the picture story book "I Want to Live" for Sunday school children aged 7-9 years. This research applies design principles in designing the picture story book "I Want to Live" for Sunday school children aged 7-9 years. This book is designed to convey a moral message in an interesting way by using colors, typography and illustrations that are appropriate to children's psychology. The research method involves analyzing children's needs, interviews with Sunday school teachers, and trials on the target audience. The results show that appropriate design can increase children's visual appeal and understanding of the message conveyed, making this book an effective and enjoyable learning medium. It is hoped that this research can be a reference for designers and educators in developing visual teaching materials for children.  
Exploring The Teacher’s Roles and Practice in Promoting Students’ Engagement: A Focus on Non-English Major Students Pertiwi, Ratih; Rahim, Titin Rahmiatin; Muflihun, Muflihun
Tamaddun Life Vol 23 No 2 (2024): December
Publisher : Fakultas Sastra - Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/tamaddun.v23i2.768

Abstract

This study explores the roles and practices of an English for Specific Purposes (ESP) teacher in fostering student engagement among non-English major students in higher education. Employing a qualitative descriptive approach, data were collected through questionnaires and semi-structured interviews with a teacher at Muhammadiyah University of Kendari. The findings reveal that the teacher’s effectiveness stems from a combination of pedagogical, social, and professional competencies. Strategies employed to enhance engagement include creating a warm and inclusive classroom environment, tailoring teaching methods to accommodate diverse student proficiency levels, and implementing effective time management practices. These approaches significantly improved students’ confidence, participation, and language acquisition outcomes. The study also identified challenges such as limited course duration, which restricts long-term assessment, and occasional student reluctance in group activities. To address these challenges, the teacher relied on adaptive strategies and emphasized the importance of professional development programs, such as the Inter-disciplinary Teacher Collaboration (ITC) program, which provided new insights into effective ESP instruction. The study sheds light on the importance of collaborative learning, scaffolding techniques, and tailored instruction in meeting the specific linguistic and professional needs of ESP students. This research contributes to the understanding of ESP pedagogy by offering practical and theoretical insights into effective teaching practices. It highlights the critical role of teacher agency in shaping engagement and learning outcomes. The findings provide a foundation for improving ESP instruction and call for future research to explore longitudinal impacts, comparative studies, and the integration of technology in ESP classrooms.
ANALISIS ORGANIZATIONAL CITIZENSHIP BEHAVIOR, BUDAYA ORGANISASI, KOMUNIKASI DAN GAYA KEPEMIMPINAN TERHADAP KINERJA SDM (GURU) GROWING HOPE Pertiwi, Ratih; Sanusi, Anuar; Fauzi, Fauzi
JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam) Vol 9, No 2 (2023): JPGMI (Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Multazam)
Publisher : STIT AL MULTAZAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54892/jpgmi.v9i2.216

Abstract

This research aims to conduct a study on improving teacher performance through Organizational Citizenship Behavior, Communication Organizational Culture and Leadership Style at PKLK Growing Hope Bandar Lampung, Lampung. The study was conducted on 4 variables, namely Organizational Citizenship Behavior, Communication Organizational Culture and Leadership Style to improve teacher performance at PKLK Growing Hope Bandar Lampung, Lampung. Model analysis uses Structural Equation Modeling. The analysis tool used is Partial Least Square (PLS) with Smart PLS 3.0 software starting from measuring the model (outer model), model structure (inner model), and hypothesis testing. The research results show that there is a significant influence of Organizational Citizenship Behavior on Teacher Performance, proving that there is a significant influence of Organizational Culture on Teacher Performance, there is a significant influence of Communication on Teacher Performance. Simultaneously testing the hypothesis also shows that there is a significant influence of Leadership Style on Teacher Performance. Positive and significant correlation between the variables Organizational Citizenship Behavior, Communication Organizational Culture and Leadership Style with increasing teacher performance at PKLK Growing Hope Bandar Lampung, Lampung. The R Square measurement results have a value of 95% while 5% is outside the variables studied. This shows that there are several other variables that can be studied to improve this research.
Warnafusi: A Colour-Based Board Game Framework for Interdisciplinary Education Ghifari, Fadhil Muhammad; Pertiwi , Ratih
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i3.3337

Abstract

Warnafusi is designed as a creative board game to encourage students to learn across subjects through the combination of colors and the selection of different scenarios. This article reviews how the game has evolved, how it works, and what it can offer to students. The game is designed for 2–4 players who can enjoy the game in 30–60 minutes. By combining gamification, cognitive learning, and social interaction, Warnafusi serves as a versatile tool that enhances interest and memory retention of facts in subjects such as science, math, and history, both in and out of school. Developing Warnafusi followed a qualitative descriptive and iterative process, focusing on the design and analysis of concepts. The prototype was reviewed by a panel of subject matter experts, including educators from diverse disciplines, game designers, and pedagogical consultants. Data were collected through classroom observation, focus group discussions with students, and teacher interviews. The analysis results show that Warnafusi introduces a style that is useful for integrating concepts from color theory, strategy, and social elements into one course. Because its challenge cards are customizable, this course is suitable for learning situations in schools and casual environments. By using color combinations as a method, this course inventively enhances gamification in education by improving a person's mental and social abilities. Warnafusi exemplifies the potential of board games to enrich the learning experience