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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.
Implementasi Kebudayaan Betawi dalam Perancangan Karakter Animasi 2D Anti-Bullying Untuk Anak Usia 6-12 Tahun Maulana, Yoga Etsa; Pertiwi, Ratih
Jurnal Global Ilmiah Vol. 3 No. 1 (2025): Jurnal Global Ilmiah
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/jgi.v3i1.295

Abstract

Akhir-akhir ini sering kita temui berbagai macam kasus kekerasan yang melibatkan oknum pelajar, salah satunya adalah perundungan. Oleh karena itu, perlu adanya edukasi kepada anak-anak usia sekolah mengenai perundungan dan dampaknya. Penelitian ini bertujuan untuk merancang animasi 2D anti-bullying dengan mengimplementasikan kebudayaan Betawi, khususnya karakter Ondel-ondel, sebagai upaya edukasi yang kreatif dan kontekstual. Peran video animasi dianggap cukup efektif dalam membangun karakter generasi muda, misalnya saja, penggunaan animasi sebagai media utama dalam Animasi Pendidikan Untuk Meningkatkan Karakter Siswa Sekolah Dasar. Dalam perancangan animasi 2D anti-bullying untuk anak usia 6-12 tahun yang penulis kerjakan, aspek kebudayaan yang diadopsi adalah Ondel-ondel dari kebudayaan Betawi. Ondel-ondel memiliki filosofi sebagai karakter yang merepresentasikan kekuatan, keadilan, dan keberanian. Proses perancangan animasi 2D ini juga berpedoman pada 12 prinsip animasi dan 7 prinsip dasar desain. Metode penelitian yang digunakan adalah kualitatif dengan pendekatan perancangan komunikasi visual, yang meliputi observasi, wawancara, dan studi literatur.  Hasil akhir berupa video animasi 2D berdurasi 10 menit sebagai media utama, serta media promosi seperti poster, banner, dan merchandise sebagai penunjang media utama. Dari hasil akhir yang berupa video animasi 2D tersebut, diharapkan dapat membentuk karakter generasi muda yang sigap, tanggap, dan memiliki budi pekerti yang baik serta mampu membangun hubungan pertemanan yang sehat di lingkungan sekolah. Target audiens pun diharapkan tahu apa yang harus dilakukan dalam menyikapi perundungan.
Strategi Public Relation Melalui Pemanfaatan Instagram Sebagai Media Promosi pada “Dakon Resto” Banyuwangi Jawa Timur Pertiwi, Ratih; Ariyani, Nafiah
International Journal of Demos (IJD) Volume 5 Issue 1 (2023)
Publisher : HK-Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37950/ijd.v5i1.386

Abstract

AbstractToday's social media seems to be an idol star in modern society. The closeness of an individual and social media are two things that cannot be separated. This provides an opportunity for the business sector, especially the culinary sector, to take advantage of social media as a means of market opportunities. there is a need for a combination of public relations in providing various indications and broad public relations effects. Public relations works most effectively when integrated into the areas of product quality, customer service, and corporate identity. Hence the element of credibility that builds a platform for publicity. Through the use of social media (Instagram) Dakon Resto hopes to achieve a goal, namely as an effective way in a public relations strategy where Instagram is used as a promotional medium to attract the performance and quality of the restaurant. This study uses a qualitative method with a phenomenological approach. So as to conclude, Dakon Resto's social media (Instagram) has an important role in planning a public relations strategy as a promotional medium, for example when online newsrooms become effective when inviting visitors to browse through social media sites (Instagram) to obtain more in-depth information.Keywords: Strategy, Public Relations, Instagram, Media Promotion, Dakon Resto AbstrakMedia sosial saat ini seolah menjadi bintang idola di tengah masyarakat modern. Kedekatan seorang individu dan media sosial merupakan dua hal yang tidak dapat dipisahkan. Hal ini, memberikan peluang bagi sektor bisnis khususnya bidang kuliner untuk memanfaatkan media sosial sebagai sarana dari peluang pasar tersebut. Sehingga diperlukan adanya perpaduan public relation dalam memberikan indikasi yang beragam dan efek public relation yang luas. Public relation bekerja secara efektif jika diintegrasikan ke dalam area kualitas produk, pelayanan pelanggan, dan identitas perusahaan. Maka elemen kredibilitas yang membangun platform untuk publisitas. Melalui penggunaan media sosial (Instagram) Dakon Resto berharap menghasilkan tujuan yakni sebagai cara yang efektif dalam strategi public relation yang mana instagram sebagai media promosi untuk menarik performa dan kualitas restoran tersebut. Penelitian ini menggunakan metode kualitatif dengan pendekatan secara fenomenologi. Sehingga menghasilkan kesimpulan, media sosial (Instagram) Dakon Resto memiliki peranan penting dalam merencanakan strategi public relation sebagai media promosi salah satu contohnya saat ruang redaksi online menjadi efektif ketika mengundang pengunjung untuk menelusuri melalui situs  media sosial (Instagram) untuk memperoleh informasi lebih mendalam.Kata Kunci: Strategi, Public Relation, Instagram, Media Promosi, Dakon Resto
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
Analisis material untuk rancangan Kartu Karuta bertema sejarah desain produk Widyastuti, Putri Anggraeni; Zahar, Iwan; Pertiwi, Ratih; Susanto, Ratnawati
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 8, No 2 (2025)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v8i2.15771

Abstract

History is not a subject that is understood by students in the field of design at the beginning of the lecture. Generally, students in the field of product design have problems in understanding the history of product design as a basis for product design. The karuta card game was chosen to overcome this problem. The next obstacle is choosing the appropriate material in the development of a product design history-themed card design. The benefits and objectives of this research are to produce data that can be used in designing similar products. The method used in solving this problem is material benchmarking analysis. This is used to generate data that can be used in the development of Karuta card designs with the theme of Product Design History.From comparing several karuta game products sold at Okunokaruta stores in Tokyo Japan and Daiso, and used by the Ogura Karuta Club community at Dharma Persada University through benchmarking analysis, it can be seen from the dimensions of the product, the type of material, the gram weight of the paper, and durability. The result is the type of material that will be used. In conclusion, from the results of the benchmarking analysis, the paper material used in the development of the karuta game design with the theme of product design history is at least 300gsm with a minimum thickness of about 0.32 mm or 0.35 mm made of plastic coated paperboard, and measuring about 5.4 cm x 7.4 cm to 7.2 cm x 5 cm.