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Tinjauan Buku Cerita Bergambar dan Aktivitas Anak sebagai Media Edukasi Anak Usia 3-5 Tahun Natalia Desriana; Wilsa Pratiwi
IMATYPE: Journal of Graphic Design Studies Vol 2, No 1: February 2023
Publisher : Penerbit Fakultas Desain Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/imatype.v2i1.6603

Abstract

Pertumbuhan dan perkembangan anak usia 3-5 tahun tidak hanya secara fisik saja, melainkan juga kognitif yang meliputi pergerakan motorik. Pada perkembangan motorik halus, anak mencoba melakukan koordinasi pergerakan otak dan tangannya dengan aktivitas seperti menggenggam, meraih, menulis dan sebagainya. Tahapan perkembangan anak usia dini merupakan awal periode emas pembelajaran, dimana pada masa ini anak sudah mulai memiliki rasa ingin tahu yang tinggi. Masa tumbuh kembang anak beserta tahapan perkembangannya perlu didukung dengan adanya proses pembelajaran, untuk mengarahkan, memfasilitasi, serta mengenalkan anak pada edukasi yang berguna sebagai bekal dimasa depan. Penelitian ini menggunakan metode kualitatif dengan melakukan pengumpulan data : studi pustaka, wawancara, observasi dan dokumentasi. Teknik analisis yang digunakan adalah analisa konten. Adapun teori yang digunakan alam menganalisis penelitian ini adalah teori tentang buku cerita bergambar, karakteristik buku cerita bergambar berdasarkan tahapan usia anak usia 3-5 tahun dan karakteristik aktivitas pengembangan motorik berdasarkan tahapan usia anak usia 3-5 tahun. Penelitian bertujuan untuk menemukan bagaimana strategi buku cerita bergambar dan aktivitas anak yang dapat melatih motorik halus anak usia 3-5 tahun. Hasil penelitian menunjukkan bahwa anak antusias melakukan berbagai aktivitas pada buku tinjauan, terutama pada aktivitas mewarnai gambar.
Analisa Bahasa Bentuk Pada Desain Karakter Film Animasi “Spirited Away” Pratiwi, Wilsa
Jurnal Desain Komunikasi Visual Asia Vol 8 No 01 (2024): Jeskovsia 8.1
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v8i01.997

Abstract

Creating character designs requires several stages in the process, and one of the knowledge that a designer must have is about shape language. The use of form language to make character designs easier for the audience to understand. Form language is a form of communication with certain meanings to create the desired character. Studio Ghibli is a popular animation studio known in various countries, one of the animated films made by Ghibli which has unique and iconic characters is "Spirited Away". The story, which is closely related to superstition, myth and legend, ultimately gives rise to very diverse and interesting types of characters to be discussed. The author wants to analyze the form of language that can be read from the characters in the film "Spirited Away", they are Chihiro, Haku, Kaonashi, Yubaba and Zeniba, Lin, Kamaji and Radish Spirit. The author wants to examine what basic types appear in the characters of this film, what use of shape language appears, and whether there is a match between the meaning of shape language and the traits or personality possessed by each character. It is hoped that the conclusions obtained will provide insight or additional knowledge in creating character designs through shape language theory.
Motion Graphics Video as an Effective Promotional Media through Design Method: A Case Study of FitAcademy Application Design Juanda, Edwar; Pratiwi, Wilsa; Khaqi, Rizal Bay
ENDLESS: INTERNATIONAL JOURNAL OF FUTURE STUDIES Vol. 9 No. 1 (2026): ENDLESS: International Journal of Future Studies
Publisher : Global Writing Academica Researching & Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54783/endlessjournal.v9i1.364

Abstract

The rapid development of technology today plays an important role in life, especially in the field of education. The FitAcademy Application is one of the developing digital platforms that requires promotion and visual improvement. Based on the results of the analysis carried out by the previous author, motion graphics are a promotional tool that has the potential to convey promotional messages and can bridge the density of information and audience attention. This design uses the design thinking method which goes through 5 stages of empathize, define, ideate, prototype, and test for a deeper understanding of the target audience of the design. Through Jobs to Be Done, a solution statement was obtained that this design will display the advantages of the FitAcademy Application, as well as build the perception that the FitAcademy application is here to support user needs activities. The results of the trial work show that the design created is able to meet user expectations in finding a learning application that suits their needs, both in terms of visual elements and the promotional messages conveyed.