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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF TATA NAMA IUPAC SENYAWA ANORGANIK BERBASIS ANDROID Kartini, Ketut Sepdyana; Setiawan, I Ketut
Jurnal Imiah Pendidikan dan Pembelajaran Vol 3, No 2 (2019): juli 2019
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (443.535 KB) | DOI: 10.23887/jipp.v3i2.21167

Abstract

Penelitian ini bertujuan untuk menghasilkan media pembelajaran berbasis android pada materi tata nama IUPAC senyawa anorganik. Penelitian ini termasuk dalam jenis penelitian dan pengembangan (Research and Development). Pelaksanaan pengembangan menggunakan model Research and Development yang terdiri dari : (1) tahap perencanaan (planning),(2) perancangan (design), dan (3) pengembangan (development). Objek pada penelitian ini adalah media pembelajaran berbasis android pada materi tata nama IUPAC senyawa anorganik. Sedangkan subjek penelitian adalah 2 orang ahli materi dan 1 orang ahli media yang memvalidasi instrumen alpha test. Instrumen alpha test merupakan instrumen yang digunakan untuk mendapatkan data mengenai penilaian prodak yang telah dikembangkan. Analisis data instrumen alpha test menggunakan skala guttman. Model instrumen alpha test mengikuti lembar evaluasi dari Alessi & Trollip. Hasil penelitian  di peroleh dari pengujian media alpha test I mendapatkan persentase rata-rata sebesar 75,53 %, pada alpha test II mendapatkan persentase rata-rata sebesar 95,23 % dan pada alpha test III mendapatkan persentase rata-rata sebesar 100 %. Hasil tersebut menunjukkan bahwa media pembelajaran sangat baik dan dapat di gunakan. Kata kunci: Media pembelajaran, Android, Tata Nama Senyawa, Pengembangan media
PENGEMBANGAN MEDIA PEMBELAJARAN 16 TENSES BAHASA INGGRIS BERBASIS ANDROID Nelly Rosaline; I ketut Setiawan
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 6 No 2 (2021): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v6i2.4174

Abstract

Indonesia is ranked 74 out of 100 countries and is in the low category in the EF EPI 2020 (Education First English Proficiency Index). Grammar and tenses are the basic components in English. This study aims to design, create, and implement learning 16 English tenses for college students. The learning media will provide tables and explanations of 16 tenses in English, sentence examples and exercises in the form of quizzes equipped with pronunciation sentences to practice listening skills. The data collection methods used were interviews, questionnaires, documentation and literature. The application is made based on Android that can be downloaded on Google Play. Based on the results of 50 college students’ evaluation, it stated that in terms of material, 91,9% was easy to understand, while in terms of UI, 97.6% was interesting to use, and in terms of UX, 90,8% was easy to use. Based on the interview results of 3 English lecturers in this study, it can be concluded that 83,7% of the material is suitable for the college student level, while in terms of UI, 86.7% is Demandia, Vol. 06 No. 02 (September 2021) 278 interesting to use, and in terms of UX. 91.7% is easy and recommended to be used as a supporting media for learning English at STMIK STIKOM Indonesia. Keywords: Learning media, English Tenses, Android application
CERITA BERGAMBAR ‘MEN TIWAS TEKEN MEN SUGIH’ BERBASIS ANDROID I Gusti Ngurah Putu Reksa Antare; I Ketut Setiawan
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 6 No 1 (2021): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v6i1.3399

Abstract

The development of technology nowadays has gradually scraped the local wisdom which is one of them is folktales. Whereas in folktales contains many positive values about moral, positive character, and ethics in attitude which can be used as learning media especially for children.The lost of folktales can be influenced by the lost of story telling tradition by parents to their children. Moreover, the stories being told orally or contained in the books seem borinh for children because they have been already closed with smartphone which provides many types of entertainments with easier access. Gradually, the folktales which is the inheritance by our ancestors from a long time will be lost. This research aims to create a development of folktales in form of comics based on mobile android by taking a balines story entitled Men Sugih Teken Men Tiwas.Data collection method consists of 3 methods namely interview, observation, and questionnaire with data analysis done in detailed with Human Centered Design method. The comic story entitled Men Sugih Teken Men Tiwas based on mobile android shows a positive result, as alternative media to attract the children’s interest to know about folktales with more modern packaging.
ANIMASI 2D TENTANG PELECEHAN SEKSUAL VERBAL (CATCALLING) TERHADAP REMAJA DI BALI Dewa Ayu Ketut Sri Murtini; I Ketut Setiawan; Ketut Laksmi Maswari
Jurnal Teknologi Informasi dan Komputer Vol 8, No 2 (2022): Jurnal Teknologi Informasi dan Komputer
Publisher : LPPM Universitas Dhyana Pura

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

Abstract

ABSTRACTCatcalling might be experienced by anyone, anytime and anywhere. Who would have thought that this thing that usually considered normal is one of the actions that the categorized as verbal sexual harassment. Although classified as minor harassment, catcalling could be one of the triggers for more dangerous sexual harassment. Therefore, raising the awareness of this issue to the public is such a necessary which can be done through an animation media as the effective form of visualization. The realization of this animation has a modern concept and is poured into an animated infographic with a brief catcalling scene. The process of realizing this animation goes through 3 stages; pre-production, production and post-production. Moreover, a questionnaire was distributed in order to measure the effectivity of this project. The respondents were teenagers with an age range of 15-21 years with a total of 155 respondents. The result shows that the success of this project in delivering information was 89%, as well as the success of this project in raising the understanding of catcalling as a harassment was 90.5%. The results of this study indicate that the results of the design are well received among the respondents. To sum up, this design is expected to increase public sensitivity regarding the issue of catcalling in the future, so that women can feel more secure and avoid acts of verbal sexual harassment (catcalling) in public places.Keywords: catcalling, 2D animation, verbal sexual harassmentABSTRAKCatcalling dapat dialami oleh siapapun, kapanpun dan dimanapun, siapa sangka hal yang dianggap biasa ini merupakan salah satu tindakan yang masuk ke dalam kategori suatu pelecehan seksual secara verbal. Walaupun tergolong ke dalam pelecehan yang ringan, bisa saja hal ini menjadi salah satu pemicu terjadinya pelecehan seksual yang lebih berbahaya. Untuk itu perlu adanya sikap penyadaran isu ini kepada masyarakat, melalui sebuah media animasi sebagai bentuk visualisasi yang efektif. Perwujudan animasi ini memiliki konsep modern yang dituangkan ke dalam bentuk animasi infografis dengan sekilas adegan singkat catcalling. Proses perwujudan animasi ini melalui 3 tahap yaitu pra produksi, produksi dan pasca produksi. Pengujian animasi ini dilakukan kepada remaja dengan rentang umur 15 – 21 tahun dengan jumlah responden sebanyak 155 orang. Hasil pengujian animasi ini dari sudut penyampaian informasi memperoleh hasil sebanyak 89%, dan dari sudut pemahaman responden bahwa tindakan catcalling termasuk ke dalam sebuah pelecehan memperoleh hasil sebanyak 90,5%. Hasil dari penelitian ini menunjukan bahwa hasil perancangan diterima baik di kalangan remaja. Untuk itu perancangan ini diharapkan dapat meningkatkan kepekaan masyarakat terkait isu catcalling untuk kedepannya, sehingga perempuan dapat merasa lebih aman dan terhindar dari tindakan pelecehan seksual verbal (catcalling) di tempat-tempat umum.Kata Kunci: catcalling, animasi 2D, pelecehan seksual verbal
ADAPTASI CERITA RAKYAT JAYAPRANA DAN LAYONSARI DALAM BENTUK ANIMASI 2D Putu Ayu Riyanta Lestari; I Ketut Setiawan
Jurnal Nawala Visual Vol 1 No 2 (2019): Jurnal Nawala Visual Oktober 2019
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM) Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/nawalavisual.v1i2.30

Abstract

Character education is given by the parents to their children through folktales. However, day by day folktales become more and more disappear among the influence of the even greater globalization. Thus, a synergy between folktales and technology is needed then both can be run hand in hand. The Jayaprana and Layonsari folktale’s adaptation into 2D animation movie is one kind of synergy between folktales and technology, where both can work together and support each other. In this 2D animation movie form, the story of Jayaprana and Layonsari are popularly known because it has larger publication space such as youtube, social media and smartphone. This has effect where the folktales will always be remembered even though the globalization and technology have bigger influence.
PENGEMBANGAN MEDIA PEMBELAJARAN BAHASA INGGRIS DASAR BERBASIS ANDROID UNTUK KELAS V SEKOLAH DASAR Sang Ayu Made Krisna Dewi Natalia; I Ketut Setiawan
Jurnal Nawala Visual Vol 2 No 1 (2020): Jurnal Nawala Visual Mei 2020
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM) Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/nawalavisual.v2i1.56

Abstract

This research aimed to produce an English learning media based on Android for grade V of elementary school students. This research belongs to Research and Development. In its implementation, this research has two steps such as pre-production and production. In the pre-production consists of planning, idea concept, research/visual analysis, designing menu plot, and asset making. In the next step that is production consists of arranging asset, adding action script for navigation of the media, and rendering the media. The result of this research is a learning media based on Android that later can be used in the English learning process in the classroom. The materials chosen in this media are in the form of basic materials for English, those are the introduction of Noun, Verb, and Adjective. In the Menu plot, first started with Intro, then enter the Menu Page, where in Menu Page there are three choices, those are Verb, Noun, and Adjective materials. From each material, there are nine examples of pictures for each category based on topic. This learning media based on Android will become an effective media that can be used in the learning process that later make the learning process become interactive, interesting, and a lot of fun. The next development is by doing affectivity test for the existing media. This affectivity test is done for the next media development.
PENGENALAN CERITA RAKYAT I GEDE BASUR MELALUI CERITA BERGAMBAR BERBASIS ANDROID Ni Putu Setia Dewi; I Ketut Setiawan
Jurnal Nawala Visual Vol 2 No 2 (2020): Jurnal Nawala Visual Oktober 2020
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM) Institut Desain dan Bisnis Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35886/nawalavisual.v2i2.132

Abstract

The loss of storytelling tradition makes children forget about folktales, whereas folktales contain many positive values about norm, ethics, and moral character. In the middle of technology development nowadays, it needs synergy between local wisdom with technology so that both can walk hand in hand and support each other. Considering that children become “close” with their smartphone, thus to introduce folktales to the children with modern medium, comic strip (cergam) based on digital android is designed. The folktales being used is taken from the story by I Gede Basur, where in the story contains a moral message about cause and effect law, the bad will always be defeated by the good, we should not be arrogant, filial to parents and work hard.Data collection method used in this research is observation related to the development of smartphone usage by children. Questionnaire to know the types of characters, and whatever the children do with their smartphone.Literature method is used to obtain information about narration and plot of the story from I Gede Basur’s folktales.The research resulted in a digital comic strip based on android which consists of 3 parts, namely introduction, content, and closure. The comic strip is made with the concept of happiness, with cartoonal visualization style and light color, combined with animation, and sound effect to make the comic strip become interesting to be read by children.
Sosialisasi dan Pelatihan Branding Produk untuk Menunjang Strategi Pemasaran Bagi IKM Bersama Dinas Perindustrian dan Perdagangan Provinsi Bali Aniek Suryanti Kusuma; I Dewa Made Krishna Muku; I Nyoman Jayanegara; I Ketut Setiawan; Gede Surya Mahendra; Ni Made Mila Rosa Desmayani*
JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Vol 3 No 2 (2022)
Publisher : Politeknik Piksi Ganesha Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/jurpikat.v3i2.896

Abstract

Industri Kecil dan Industri Menengah (IKM) memiliki peran yang strategis dalam perekonomian nasional, dimana hal tersebut dapat dilihat dari jumlah unit usaha yang berjumlah 3,4 juta unit dan merupakan lebih dari 90 persen dari unit usaha industri nasional. Berdasarkan kesalahan yang sering terjadi pada pelaku IKM terhadap branding seperti pemilihan merek secara sembarangan, penggunaan visual yang terlalu biasa, tidak mengetahui perihal calon konsumen hingga penggunaan media sosial secara tidak tepat. Para pelaku IKM di Provinsi Bali mendapatkan fasilitas pendampingan dalam hal branding produk, dalam rangka kegiatan bimbingan teknis pengajaran animasi pada Disperindag Provinsi Bali, bersama dengan INSTIKI. Pelatihan ini telah dilakukan selama empat hari oleh para Dosen INSTIKI, yang mana pesertanya adalah 30 pelaku IKM di Provinsi Bali. Kegiatan dilaksanakan pada tanggal 20 April 2022 hingga 23 April 2022. Hasil dari kegiatan ini dapat dilaksanakan dengan baik dan sesuai dengan harapan tim pelaksana, ditunjukkan dengan peningkatan kemampuan peserta pelatihan dari 64,44% meningkat menjadi 82,94% berdasarkan hasil pretest dan postest selama kegiatan sosialisasi serta adanya respon yang antusias dan positif dari mitra dalam kegiatan.
SAPATHA DALAM RELASI KUASA DAN PENDISIPLINAN PADA MASYARAKAT BALI KUNO ABAD IX-XIV MASEHI I Wayan Ardika; I Ketut Setiawan; IGN Tara Wiguna; I Wayan Srijaya
Berkala Arkeologi Vol. 38 No. 1 (2018)
Publisher : BRIN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30883/jba.v38i1.231

Abstract

Abstract Inscription is a written record which contains regulation or law and should be obeyed by officers or functionaries and community in general. Sapatha or curse was normally written at the end of the inscription which states the punishment for those who objected the regulations or laws. People punished morally if they objected the regulations or law include seven times to be reincarnated and surfering in all their lives. Sapatha or curse was seen as a discourse in relation of power and knowledge of the kings who reigned in the Old Balinese period. This article explores the sapatha or curse in Old Balinese inscriptions dated from the IX up to XIV century. The aim of this article is to describe the relationship of power and knowledge, as well as discipline and punishment in ancient Bali. Data was gained through documentary studies and interpreted hermeneutically. Theories of ideology, knowledge and power, as well as discipline and punishment will be applied in this article.
FACTORS AND IMPLICATIONS OF REMOVING OF COLONIAL BUILDINGS IN SINGARAJA CITY I Wayan Sumerata; A.A. Ngurah Anom Kumbara; I Ketut Setiawan
E-Journal of Cultural Studies Volume 13, Number 2, May 2020
Publisher : Cultural Studies Doctorate Program, Postgraduate Program of Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/cs.2020.v13.i02.p05

Abstract

The swift flow of development and the demands of globalization seemed to be the destroyer of colonial buildings in Singaraja City, so that its existence was increasingly marginalized. This phenomenon is a serious problem because it can have implications for the existence of colonial buildings which are a reflection of historical events. The purpose of this study was to determine the forms and backgrounds of marginalization, as well as the implications of the alienation of colonial buildings in Singaraja City. The method of data collection is done by observation, interviews, and literature study. The theories used in this research are the theory of power relations, hegemony theory, and deconstruction theory. The results showed that the form of marginalization of colonial buildings, namely unfair treatment by the government and the community in the form of monasticism of the condition of buildings that were damaged, both minor, moderate or severe damage, even many of which were demolished were replaced by new buildings with other uses. Although, there are things that are tried to be repaired, but they are patchy so that it looks shabby and removes its authenticity. Factors leading to marginalization include the development of urban communities, the indifference of local governments, and the insistence of global capitalist interests. This condition is related to the practice of power and hegemony which is very strong in the people's mindset, that it seems as if there are no victims. This then has implications, namely the loss of historical evidence, urban identity, and the diminishing love of the younger generation for the importance of cultural heritage. Keywords: colonial buildings, marginalized, power, hegemony, capitalists, city identity