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Desain Motion Comic Tentang Bahaya Kecanduan Game Online Bagi Siswa Sekolah Dasar Sugiyanto, Farhan Hanif Ramadhan; Wibowo, Yudi; Khoirul Anwar , Ahmad
JURNAL KEMADHA Vol. 16 No. 1 (2026)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v16i1.2194

Abstract

The development of digital technology has made elementary school students increasingly familiar with online games, which are now part of their daily activities. Excessive online gaming has the potential to lead to addiction and negatively impact concentration, time management, and academic performance. Elementary school students' understanding of the dangers of online game addiction remains low, and educational media that are not yet appropriate to their characteristics and interests are lacking. This project aims to create a visual communication medium in the form of a motion comic about the dangers of online game addiction for elementary school students. The design method used is design thinking, which includes the stages of empathize, define, ideate, prototype, and test. Data collection techniques used literature studies and questionnaires. The resulting design is a motion comic titled "Game Over," which presents a simple visual story, illustrations, text, and movement elements relevant to the lives of elementary school students. Thus, it can increase students' understanding and awareness of the dangers of online game addiction.
Perancangan Video Edukasi Waspada Child Grooming Bagi Para Remaja Salsabilla, Sagita; Khoirul Anwar , Ahmad; Yulianto, Arif
JURNAL KEMADHA Vol. 16 No. 1 (2026)
Publisher : Universitas Sahid Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47942/ke.v16i1.2196

Abstract

Abstract The increasing development of technology and the internet provides many benefits and conveniences for society, especially for teenagers. However, increased access to technology and the internet is a second factor in vulnerability to electronic-based sexual violence, such as child grooming. The results of the ECPAT report in 2023 showed that there were 16 cases from the previous 29 cases in 2022. The number of cases experienced a decrease but in terms of electronic-based sexual violence cases were relatively high, one of which was grooming for sexual purposes. The increase in child grooming cases is based on adolescents' lack of understanding and low reporting, making them vulnerable to child grooming. Victims of child grooming should have the courage to speak up. However, in reality, many victims dare not speak up due to negative stigma from society. Based on these problems, the design of an educational video for teenagers to be aware of child grooming is expected to be appropriate, engaging, and easy to understand, so that teenagers can avoid it. The goal of this design is to create an educational video discussing the signs of child grooming so that teenagers can avoid child grooming and prevent the creation of negative stigma in their surroundings, so that victims have the courage to speak up. This design uses video to deliver education and information in an easy-to-understand way for teenagers. Video is chosen because it conveys messages visually, making it easy for teenagers to understand and accessible via mobile devices. This design method uses the design thinking method, which consists of five stages: empathize, define, ideate, prototype, and test. The resulting design presents an effective educational video titled "Learn the Signs of Waspada Grooming Online." This design not only benefits teenagers but also the community to support the understanding that child grooming is a form of exploitation that occurs without the victim's full awareness. This ensures that victims are not stigmatized and a supportive environment is created.