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Perancangan Komik Edukasi Industri Kimia Sebagai Media Pengantar untuk Mahasiswa Baru Teknik Kimia Hedi Amelia Bella Cintya; Sayatman Sayatman
Jurnal Sains dan Seni ITS Vol 7, No 2 (2018)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM), ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (487.668 KB) | DOI: 10.12962/j23373520.v7i2.36140

Abstract

Industri Proses Kimia adalah ilmu industri yang mengolah bahan baku menjadi suatu hasil atau produk dengan memanfaatkan proses-proses kimia. Di ITS terdapat pula mata kuliah yang mempelajari Industri proses kimia, yaitu Pengantar Industri kimia. Kendala yang ada, buku-buku referensi untuk mata kuliah Pengantar Industri Kimia ini minim visual dan dominan dengan rumus, huruf, serta angka dalam berates-ratus halaman. Dibutuhkan sebuah media yang menyenangkan dan dapat memacu motivasi belajar. Dari wawancara yang dilakukan penulis, beberapa mahasiswa mengaku kesulitan memahami materi dengan buku-buku tersebut. Hal ini juga berpotensi menimbulkan kesan bahwa ilmu industri kimia susah dipahami, dan minat terhadap ilmu kimia bisa menurun. Dibutuhkan sebuah media pengenalan sekaligus pengantar yang dapat mematahkan persepsi negatif terhadap ilmu industti kimia. Media komik edukasi adalah media yang berpotensi untuk menjadi solusi, karena media ini memiliki sifat sederhana, jelas, mudah dipahami, dan lebih bersifat personal sehingga informatif dan edukatif. Perancangan ini menggunakan beberapa metode riset untuk mengetahui preferensi komik target audience dan materi industri kimia minyak bumi. Penulis mencari rumusan yang tepat dalam menggabungkan media komik dengan materi kimia agar dapat diterima dengan baik oleh pembaca dewasa muda usia 18-22 tahun. Salah satu caranya adalah dengan menggunakan infografis sebagai metode penyampaian materi dalam komik. Hasil konsep perancangan ini adalah komik edukasi minyak bumi sebagai media pengantar untuk mahasiswa baru teknik kimia yang edukatif, informatif, dan komunikatif. Diharapkan dengan adanya buku komik edukasi ini, mahasiswa dapat memahami ilmu industri kimia dengan lebih mudah dan calon mahasiswa dapat mengenal industri kimia dengan media yang lebih informatif, edukatif, dan menyenangkan.
Cells at Work: Media Integration Mapping Hedi Amelia Bella Cintya; Alvanov Zpalanzani Mansoor; Hafiz Aziz Ahmad
ULTIMART Jurnal Komunikasi Visual Vol 14 No 1 (2021): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v14i1.2000

Abstract

Cells at Work is a Japanese comic by Shimizu Akane that tells about body cells’ science. The comic gains popularity as edutainment and adapted into several educative media such as spin-offs comics, picture books, games, stage plays, and many more. While it can act as good alternatives to learn about the science of cells, adaptation to media that is too diverse can create ambiguity, confusing its users. The purpose of this research is to create a media integration mapping of Cells at Work. This research employs a qualitative descriptive method. The descriptive method is used to describe and determine the use of each adaptation medium. Then this research will map the media integration. The findings show that the diversity of educational media has its roles and purposes. Spin-off comics have specific topics that can broaden the user's knowledge of various cells. At the same time, picture books are aimed at readers who want to study cells in depth without any side stories. Games are aimed at people who prefer interactive learning. The findings from this study can be used as a consideration for creating and integrating educational media. Keywords: media integration; mapping; educational comic; science; cells at work.
PERSEPSI STAKEHOLDER DAN PRODUSEN UMKM TENTANG REBRANDING: STUDI KASUS PENCIPTAAN LOGO “DOLLY SAIKI POINT” Jefri Setyawan; Hedi Amelia Bella Cintya; Joshi Maharani Wibowo; Hazrul Iswadi
Jurnal Abdimas Bina Bangsa Vol. 4 No. 1 (2023): Jurnal Abdimas Bina Bangsa
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jabb.v4i1.525

Abstract

The most extensive localization in Southeast Asia, Gang Dolly, has been closed by the Surabaya city government. In 2017 the Surabaya City Government launched DS (Dolly Saiki) Point as a centre for MSME products in the Dolly area to restore the community's economic sector. It has been five years running; there are still obstacles to maximizing the existing potential. These obstacles are the difficulty for the centre to be known by the public, the low frequency of people accessing DS Point and the unfamiliarity of DS Point as a souvenir centre in the City of Surabaya. The transformation of Gang Dolly that has taken place since the closure of the localization still requires branding for MSME players who grow there. One form of branding creation that can be done at Gang Dolly is to improve the promotional elements at the DS Point centre, namely the logo. This service involves relevant policymakers at the Surabaya City level, educational institutions, and SME actors. This service method uses focus group discussions, interviews, and observations. The results of the DS Point rebranding process are explained through four themes, namely: 1) Obstacles between stakeholders in MSME branding; 2) Logo as the entrance to product introduction; 3) History of the area as a forming logo element; and 4) colour psychology as a logo appeal. The service program produces outcomes and recommendations, which are reviewed in this article's results and discussion sections.
OPTIMALISASI UMKM SEBAGAI PENDUKUNG TRANSFORMASI URBAN TATA KELOLAH PEMERINTAH: STUDI KASUS EKS LOKALISASI DOLLY Hazrul Iswadi; Jefri Setyawan; Hedi Amelia Bella Cintya; Joshi Maharani Wibowo
JURNAL PENGABDIAN KEPADA MASYARAKAT Vol 29, No 3 (2023): JULI-SEPTEMBER
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jpkm.v29i3.44975

Abstract

Peran UMKM dalam transformasi urban suatu wilayah sangat penting di Indonesia. Sayangnya UMKM di Indonesia saat ini berada pada kondisi ketidakpastian ekonomi setelah terdampak COVID-19. Kondisi tersebut menciptakan berbagai ancaman bagi UMKM seperti penurunan penjualan yang berakhir dengan penutupan usaha. Pada sisi pemerintah, berkurangnya jumlah UMKM yang aktif akan menciptakan permasalahan urban seperti pengangguran dan tindak kriminalitas. Khususnya pada area tertentu seperti kawasan eks-lokalisasi Dolly ada resiko munculnya aktivitas ekonomi ilegal (underground economy) karena hilangnya aktivitas ekonomi legal yang menopang hidup masyarakat seperti UMKM. Aktivitas pengabdian ini dilakukan untuk membantu mengatasi permasalahan UMKM yang ada di masyarakt sekaligus mencegah munculnya aktivitas ekonomi ilegal di area Dolly melalui optimalisasi aktivitas UMKM. Metode pelaksanaan yang digunakan adalah metode Participatory  Action  Research (PAR).  Berdasarkan hasil kegiatan pengabdian terdapat lebih dari 30 UMKM yang berusaha memanfaatkan fitur digital seperti Instagram story dan short video untuk memasarkan produk yang dijual. Pada aktivitas festival terdapat 35 UMKM yang bergabung untuk memasarkan produk mereka serta terdapat 50 anak-anak pada usia balita hingga SD (Sekolah Dasar) yang tergabung dalam pendidikan kewirausahaan pada Festival Dolly bangkit sebagai salah satu aktivitas pendukung untuk menciptakan keberlangsungan UMKM di masa depan.
Redesign The Traditional Folklore: Achieving A Sustainable Folklore For The Future Generation Hedi Amelia Bella Cintya
ULTIMART Jurnal Komunikasi Visual Vol 16 No 1 (2023): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v16i1.3131

Abstract

Traditional folklore has experienced a decline in interest from generation to generation, leaving a significant question as to why younger generations are losing their interest in traditional tales. Despite the positive effects of traditional folklore on readers, this phenomenon calls for investigation. This study employs a descriptive-comparative preliminary investigation to address the decrease in interest in traditional folklore. Firstly, the present study aims to investigate the underlying reasons for the observed decline in the popularity of traditional folklore. Secondly, the study endeavors to comprehend the efforts undertaken by researchers and artists to counteract this waning interest. The previously identified determining factors will serve as guiding criteria to address the second research question. The ultimate outcome of this study will provide a comprehensive summary of the factors associated with the diminished appeal of traditional folklore among the younger generation, as well as the diverse attempts made by artists and researchers to rejuvenate this cultural heritage. Keywords: traditional; folklore; storytelling; descriptive study
RANGKA KERJA PERANCANGAN MODEL MASKOT UNTUK SEKOLAH ALAM DEPOK Hedi Amelia Bella Cintya; Hairunnas Hairunnas; Tania Kurniawan; Mohamad Zaki Afandi
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): 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.v8i2.5736

Abstract

The visual identity of a school can be used as a promotional medium. With a significant number of primary schools in Indonesia, competition among schools has become intense. Educational institutions require innovative approaches to promote themselves. One popular promotional method is the use of mascot characters. Creating appealing characters is an effective way to ensure easy recall. However, the design of these characters should not only be aesthetically pleasing but also convey the visual identity and message of the institution. Several criteria need to be met, necessitating a guideline on how a mascot can comprehensively represent the identity and message of a school. The purpose of the conducted research is to address this issue. The research adopts the Design Research Methodology (DRM) model to accomplish its objectives. The study produces a framework that can be utilized to create a mascot that represents the visual aspects of an educational institution. In addition to developing the framework for mascot creation, the research also conducts an evaluation of the established framework. The evaluation consists of two important criteria tested separately, involving multiple parties. The first evaluation aims to assess the understanding of the framework and the appropriateness of the characters designed using the framework. The results of the evaluation demonstrate that the created framework successfully addresses the formulated problem. Keywords: Character Design, Framework, Mascots, School’s Identity
Study of the Application of ’90s Nostalgic Appeal in Visual Elements of Marketing Media: Nintendo Nur Syafira, Farah Adilla; Sujatmiko, Guguh; Cintya, Hedi Amelia Bella
ULTIMART Jurnal Komunikasi Visual Vol 17 No 1 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i1.3552

Abstract

During the digitalization era, business growth throughout the world is increasingly rapid, meaning that not all companies can survive due to the demands of entrepreneurs to adapt and implement marketing strategies that are much more effective and innovative. One approach to marketing strategy that is starting to emerge is to use nostalgic appeals to attract consumer attention. 'Nintendo' is one of the companies that has survived and developed creative ideas by using nostalgic elements effectively in its marketing. This research aims to examine the application of nostalgic appeal in visual elements in 'Nintendo' marketing media. This research uses research methods in the form of observation and analysis of selected Nintendo marketing media content that uses nostalgic elements, focus group discussions (FGD) with respondents to determine the effect of using nostalgic elements on attraction and buying interest and literature study. From the results of this research, it is known that 'Nintendo's' strategy of using its ’90s nostalgic elements in its marketing has succeeded in getting a positive response from consumers. The visual elements analyzed include tonal colors, design elements, images and icons, and typography. Through these nostalgic visual elements, consumer loyalty to the company increases and triggers strong purchasing interest in regular consumers and new market segments. This shows that the use of nostalgic elements in the company's visual marketing media has succeeded in having its appeal and can be used as an effort to renew marketing strategies in rapid business competition. Keywords: nostalgia; visual elements; marketing; nintendo
Peningkatan Produktivitas Produk Unggulan Kabupaten Jombang dari Anyaman Bambu melalui Community Service Zahro, Siti; Mustikasari, Hany; Hadi, Faizal Susilo; Sagirani, Tri; Cintya, Hedi Amelia Bella; Nugraha, Nugraha; Luqman, Citra Aisyah; Sinderela, Moriska; Sutanto, Dharma Adhi; Syafi, Muhammad Abiyu
GUYUB: Journal of Community Engagement Vol 5, No 4 (2024)
Publisher : Universitas Nurul Jadid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/guyub.v5i4.9617

Abstract

The cooperation between the Jombang Regency Government and the Community Service Team of the University of Surabaya identified target partners for bamboo-woven from micro, small, and medium enterprises (MSMEs) to develop their businesses at national and international levels. However, problems related to productivity and human resource capabilities are a priority to be resolved. To resolve this, the purpose is to provide assistance and renew technology to increase the productivity of Jombang Regency's superior products from bamboo through community service. The strategy carried out at the beginning was to conduct socialization. The next stage is implementing the community service program: training, assistance, and application of technology. The final stage is program evaluation. Meanwhile, the ABCD (Asset Based Community Development) method was chosen for this Community Service program. The results identified five components: Discovery, Dream, Design, Define, and Destiny. The assets and potentials owned by the target partners are infrastructure and human resources. The dream is to develop their businesses at national and international levels, to be able to meet the needs of community demand, and to innovate more modern products. The program design was grouped into four clusters: production, products, management, and marketing. Furthermore, the community service team together with one bamboo-woven partner determines the program activities: Increasing assets (bamboo cutting machines and thinning machines), increasing product diversity, increasing management capabilities, and increasing product promotion media. Finally, implementing program activities to increase machine assets and machine operation training, innovative product workshops, financial literacy training, and photographing bamboo woven products for components in the e-catalog. Finally, partners have bamboo-cutting and slicing technologies, digital administration, and innovative products. In conclusion, this Community Service program needs to be continued to achieve the Target Partners' desire to become MSMEs with national and international markets
MEMPROMOSIKAN MATA KULIAH DESAIN VISUAL KARAKTER MENGGUNAKAN MEDIA GAME UNTUK SISWA SMA Cintya, Hedi Amelia Bella; Satria, Vinza Hedi
AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL Vol 6 No 1 (2025): Amarasi: Jurnal Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59997/amarasi.v6i1.4596

Abstract

Banyak siswa SMA masih bingung menentukan masa depan akademik mereka di perguruan tinggi, terutama karena kurangnya pemahaman tentang bidang-bidang ilmu yang tersedia di perguruan tinggi. Ilmu yang ada di perguruan tinggi yang bersifat khusus sangat berbeda dengan ilmu-ilmu yang mereka terima saat SMA. Untuk mengatasi masalah ini, dilaksanakan sebuah penelitian yang bertujuan untuk mengenalkan siswa terhadap pelajaran mata kuliah berupa desain karakter pada program studi Desain Komunikasi Visual (DKV). Penelitian akan menggunakan media game sebagai media utama pengenalan mata kuliah. Penelitian sebelumnya telah menunjukkan keefektifan game sebagai sebuah media untuk menyampaikan ilmu pengetahuan. Game dinilai dapat meningkatkan atensi dan ketertarikan responden terhadap materi yang diberikan. Beberapa penelitian juga menunjukkan game mampu meningkatkan tingkat partisipasi responden terhadap materi yang diberikan. Penelitian ini menggunakan pendekatan kuantitatif dengan metode pre-test dan post-test untuk mengevaluasi dampak game terhadap minat dan pemahaman siswa. Melalui pengamatan deskriptif dan uji rank of mean ditemukan bahwa nilai mean hasil post-test lebih tinggi daripada pre-test. Selanjutnya untuk mengetahui signifikansi dari perbedaan mean dilakukan analisis lebih lanjut menggunakan uji Wilcoxon. Hasil analisis menunjukkan peningkatan signifikan pada nilai post-test dibandingkan pre-test, dengan nilai p < 0,05 yang menunjukkan perbedaan signifikan secara statistik. Temuan ini membuktikan bahwa game yang diimplementasikan tidak hanya memberikan efek positif tetapi juga berkontribusi signifikan dalam meningkatkan pemahaman siswa terhadap materi desain karakter. Dengan hasil ini, game diharapkan dapat menjadi metode kreatif yang efektif untuk membantu siswa SMA memahami berbagai bidang ilmu di perguruan tinggi, sekaligus memotivasi mereka dalam mengeksplorasi minat dan bakat mereka.
Study of the Application of '90s Nostalgic Appeal in Visual Elements of Marketing Media: Nintendo Nur Syafira, Farah Adilla; Sujatmiko, Guguh; Cintya, Hedi Amelia Bella
ULTIMART Jurnal Komunikasi Visual Vol 17 No 1 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i1.3552

Abstract

During the digitalization era, business growth throughout the world is increasingly rapid, meaning that not all companies can survive due to the demands of entrepreneurs to adapt and implement marketing strategies that are much more effective and innovative. One approach to marketing strategy that is starting to emerge is to use nostalgic appeals to attract consumer attention. 'Nintendo' is one of the companies that has survived and developed creative ideas by using nostalgic elements effectively in its marketing. This research aims to examine the application of nostalgic appeal in visual elements in 'Nintendo' marketing media. This research uses research methods in the form of observation and analysis of selected Nintendo marketing media content that uses nostalgic elements, focus group discussions (FGD) with respondents to determine the effect of using nostalgic elements on attraction and buying interest and literature study. From the results of this research, it is known that 'Nintendo's' strategy of using its '90s nostalgic elements in its marketing has succeeded in getting a positive response from consumers. The visual elements analyzed include tonal colors, design elements, images and icons, and typography. Through these nostalgic visual elements, consumer loyalty to the company increases and triggers strong purchasing interest in regular consumers and new market segments. This shows that the use of nostalgic elements in the company's visual marketing media has succeeded in having its appeal and can be used as an effort to renew marketing strategies in rapid business competition. Keywords: nostalgia; visual elements; marketing; nintendo