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KAJIAN PERANCANGAN VISUAL JOURNALING SEBAGAI TERAPI STRES DAN KECEMASAN BAGI MAHASISWA TINGKAT AKHIR Sonya Tria Arini; Rosa Karnita
CITRAKARA Vol. 7 No. 1 (2025): APRIL 2025
Publisher : Universitas Dian Nuswantoro

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

Abstract

Kecemasan atau anxiety menjadi salah satu permasalahan psikologis yang sering dialami oleh mahasiswa. Hal itu dapat terjadi karena tuntutan akademis, finansial, tekanan sosial, ataupun mengenai masa depan. Jika tidak ditangani dengan baik, kecemasan dapat mempengaruhi performa akademis, kemampuan beradaptasi, stabilitas emosional, kesehatan fisik, maupun hubungan sosial atau kehidupan sehari-hari. Salah satu pendekatan yang dapat digunakan yaitu journaling atau membuat jurnal. Melalui studi literatur, survei menggunakan kuesioner, dan kajian perancangan jurnal yang menggunakan elemen visual sebagai basisnya, diperoleh hasil bahwa journaling dapat membantu individu mahasiswa dalam memahami emosi, mengekspresikan diri, dan memperbaiki pola pikir. Mengombinasikan journaling dengan elemen visual seperti penggunaan warna dan ilustrasi yang memiliki efek terapeutik yang dapat memfasilitasi pengungkapan ekspresi emosi dengan cara yang kreatif.
Perancangan Maskot LLDIKTI 4 sebagai Strategi Peningkatan Nilai-Nilai dan Citra Positif Kelembagaan Fahran Ferial Agustian; Rosa Karnita
Jurnal Riset Multidisiplin Edukasi Vol. 2 No. 8 (2025): Jurnal Riset Multidisiplin Edukasi (Edisi Agustus 2025)
Publisher : PT. Hasba Edukasi Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71282/jurmie.v2i8.871

Abstract

LLDIKTI 4, a part of the Ministry of Education, Culture, Research, and Technology, plays an important role in managing higher education in West Java and Banten. However, the institution faces challenges in increasing brand awareness due to a lack of engaging visual identity. This research developed a mascot incorporating elements of West Javanese culture and LLDIKTI 4's identity, designed in a cartoon style targeting audiences aged 18–45. The mascot has proven effective in creating emotional connections, conveying institutional values, and boosting engagement across various media platforms. As a result, the mascot helps build LLDIKTI 4's professional image, reaches a broader audience, and increases public trust through social media, brochures, and the website. The mascot is also expected to attract the interest of younger generations.
Tinjauan Metode Gamifikasi dalam Menyelesaikan Konflik Pertemanan Yang Terjadi Pada Gen Z Isnaeni Safina Nur Aulia; Rosa Karnita
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 7 No 2 (2025): Volume 07, Nomor 02, Oktober 2025
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v7i2.1431

Abstract

Communication among friends in Generation Z often leads to conflicts caused by differences of opinion, personal feelings, and a lack of understanding of interpersonal relationships. These factors can affect the quality of communication within a friendship. This study aims to understand how conflicts arise within Generation Z friendships. The conflicts identified are addressed by examining gamification methods through interactive media as a tool for self-reflection in resolving friendship issues among Generation Z. Gamification methods have the potential to serve as an engaging and relevant learning medium, thereby offering a strategic solution to enhance empathy and the quality of interpersonal communication among Generation Z. A qualitative approach was employed in this study through data collection via a literature review of previous research, a survey of 61 participants, and in-depth interviews with 2 individuals. The interviews were conducted by considering different perspectives regarding friendship conflicts among Generation Z. The results of the data analysis indicate that Generation Z frequently experiences friendship conflicts caused by jealousy, differences of opinion, and a lack of understanding regarding the Feeling of the conversation partner and interpersonal communication. Further research is recommended to test the effectiveness of gamification media through experimental methods in measuring improvements in empathy and communication by developing a more specific game design model based on interpersonal communication theory and social psychology.