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Contact Name
Condra Antoni
Contact Email
condra@polibatam.ac.id
Phone
+62778-469 856
Journal Mail Official
condra@polibatam.ac.id
Editorial Address
Politeknik Negeri Batam Jl. Ahmad Yani, Batam Center Batam 29461 Kepulauan Riau INDONESIA
Location
,
INDONESIA
Journal of Digital Education, Communication, and Arts (DECA)
ISSN : -     EISSN : 26146916     DOI : -
Journal of Digital Education, Communication, and Arts (DECA) is a venue for academics, educators, students, and practitioner- researchers in diverse fields of study, who are interested in investigating the use of digital media in education, communication, and arts. The journal is interdisciplinary and open to papers from the fields of education (engineering), linguistics, language teaching and learning, visual communication, animation, multimedia, and beyond.
Articles 60 Documents
OPTIMALISASI UNSUR LIVE SHOOT DAN MOTION GRAPHIC UNTUK PROMOSI DIGITAL LEMBAGA PAUD Yulandina, Aldilla; Antoni, Condra; Firmanda, Ardiman
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 1 No 1 (2018): Journal of Digital Education, Communication, and Arts (DECA)-March 2018
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1164.364 KB) | DOI: 10.30871/deca.v1i1.588

Abstract

Presentation of information for educational institutions is one of the most important means to introduce the institutions to the public. Raudhatul Athfal (RA) Ar-Rasyid Tanjungpinang needs media that can promote and provide information about the institution, because the number of registrants is decreasing during current years. This research was conducted with the creation of the institution’s profile video that applies elements of live shoot and motion graphics to easily convey information in short duration videos, and to make the profile video look interesting. The stage of making a profile video is starting from taking pictures directly (live shoot), editing to rendering process. Based on the process of designing, implementation, testing and discussion, it can be concluded that this research has been able to produce a profile video that can be used as a promotional mean for attracting new students in 2017/2018 at RA Ar-Rasyid Tanjungpinang. The result shows that 77% of 98 applicants have been informed through video profiles distributed with Videotron.
ANALISIS MUATAN KEKERASAN PADA FILM ANIMASI “OSCAR OASIS” BERDASARKAN PRINSIP EXAGGERATION Wiraatmaja, Angga
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 1 No 1 (2018): Journal of Digital Education, Communication, and Arts (DECA)-March 2018
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (931.355 KB) | DOI: 10.30871/deca.v1i1.594

Abstract

Many children like watching animation and gain knowledge from it. However, many animations contain violence in their scenes. Therefore, parents need to be aware that the scenes potentially give negative impact on children attitude and behaviour. This research focuses on the analysis of positive and negative side of “Oscar Oasis” animation movie based on exaggeration principle. Quantitative content analysis is employed as the method. The result shows several types of violence in the movie such as beating, persecution, raiding, slaughtering, rough / sharp throwing, kicking, and fights. The duration of the violence is also counted.
APLIKASI PENGENALAN HEWAN LINDUNG MENGGUNAKAN AUGMENTED REALITY DENGAN METODE MARKER BASED TRACKING Mufida, Mir'atul Khusna; Harun, Muhammad
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 1 No 1 (2018): Journal of Digital Education, Communication, and Arts (DECA)-March 2018
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (841.051 KB) | DOI: 10.30871/deca.v1i1.595

Abstract

The existence of animals in Indonesia is now increasingly threatened along with the destruction of forest ecosystems and animal hunting. Many animals are now nearly extinct. Meanwhile, the introduction of Indonesian protected animals is only through the text media, images or video contained in the study book and internet. With limited knowledge about extinct animal many people still do not know about the animals and cause the lack of public awareness to help conserve protected animals in Indonesia. Augmented reality technology can be one of the media technologies that can be used for the introduction of animals to the community by benefitting from marker based tracking as the pattern of target identification. This article discusses an application development on how to bring animals’ 3D objects into smartphone in order to inform those which exist in Indonesia. From the results of questionnaires 30 respondents stated, the Application of Animal Protected Introduction has been very good in terms of display and 3D objects and has been good in terms of new information obtained.
LITERASI DIGITAL DALAM PENGGUNAAN SISTEM INFORMASI PENGENDALIAN TAGIHAN Ladyta, Intan; Handayani, Yosi; Puspita, Roza
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 1 No 1 (2018): Journal of Digital Education, Communication, and Arts (DECA)-March 2018
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (322.601 KB) | DOI: 10.30871/deca.v1i1.596

Abstract

Badan Pengawasan Keuangan Kepuluan Riau Representative is one of the government institutions which get considerable attention in its financial management. All the money used should be made accountable. Responsibility of each work unit is made using SINTAG application where the result of this input will be compiled into a document of accountability. It would be an update for the treasurer to prepare financial statements. There is a problem especially in the public relation section and administration chief representative in the input process, there is an error in inputting data such as and error in typing or nominal numbers. Such errors would generate not accurate and relevant information for expenditure treasurer in which the inputting results will be material information in financial reporting. Based on the results of the study during an apprenticeship at the Supreme Audit Board of Kepuluan Riau Representative Office, it was found that, digital literacy in using system is one of the main concern, the financial sub-section controls this issue by cross-checking the invoice with the result of input to the SINTAG application in the form of a bill control and pay order.
MEDIA PEMBELAJARAN BAHASA INGGRIS UNTUK PENGENALAN ANGGOTA TUBUH BERBASIS MULTIMEDIA INTERAKTIF Eryanti, Eryanti; Siahaan, Arta Uly; Maria, Maria
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 1 No 1 (2018): Journal of Digital Education, Communication, and Arts (DECA)-March 2018
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (687.147 KB) | DOI: 10.30871/deca.v1i1.639

Abstract

The existence of the learning media nowadays is more developed in media technology as well as its delivery. Generally, learning media in elementary level is still using conventional method and focus on text only. Because of this condition, it is very important to have alternative media which is more interesting to be used, in this case, a learning media was proposed as the media for introducing parts of body for elementary students. For developing this application, parts of body could be introduced based on learning material in curriculum 2013. It was also developed by using Godfrey method. It can be significantly used for introducing parts of body in English for grade 1-2. It could be very helpful for the teachers or students where they don’t only use lecture method but it can be use as one of alternative media. This 2D learning media was designed by using adobe flash CS6, Action Script 3. Based on the learning media testing, there are 89,41% who agreed that this application for English learning as the introduction for parts of body is easy to be used.
ETIKA DALAM PROGRAM HIBURAN TELEVISI Azwar, Azwar; Pradyanti, Alifia; Hidayah, Nisfa Siti Elfianti
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 1 No 2 (2018): Journal of Digital Education, Communication, and Arts (DECA)-September 2018
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (427.183 KB) | DOI: 10.30871/deca.v1i2.792

Abstract

Entertainment programs in the television are currently being criticized by the public. Not only criticism, even some entertainment programs on television received reprimands from the Indonesian Broadcasting Commission (Komisi Penyiaran Indonesia-KPI). This is due to many entertainment programs that use jokes that exceed the limits of reasonableness. Therefore, this study aims to describe how ethics in entertainment programs on television stations, as well as the effects that can be caused to the public on quality and ethical entertainment programs. In this case, research on the NET TV station was emphasized in the Waktu Indonesia Bercanda program. This research is important, considering that many entertainment programs are consumed by the public through television media. On NET TV itself, the entertainment program presented reaches 50% of all existing program. Waktu Indonesia Bercanda is a TV program that is categorized as an entertainment program in the form of a quiz show and dexterity in thinking. Waktu Indonesia Bercanda also performed the program casually and inserted with their typical jokes, but still ethical. Ethics here is not to criticize, to hurt the hearts and physicalities of others and things that have other negative meanings.
HOW ACCURATE CAN YOU GO? AN INVESTIGATION TOWARD FACEBOOK'S MACHINE TRANSLATOR Zahro, Fatimatuz; Irham, Irham
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 1 No 2 (2018): Journal of Digital Education, Communication, and Arts (DECA)-September 2018
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (442.424 KB) | DOI: 10.30871/deca.v1i2.817

Abstract

This study attempts to carry out meticulous investigation upon the translation errors by machine translator in Facebook. Having known that machine translator in Facebook often performs inaccurate translation, we tried to classify its translation errors in the first place. We focused on Bahasa Indonesia to English translation, and then providing logical explanation of the phenomena. The data of this study were collected from several users’ posts on Facebook that are translated from Bahasa Indonesia into English. We consider the frequency and content analysis, the textual, grammatical and cohesiveness of translation. The result revealed 55 errors within 18 Facebook posts. Most errors were classified into the syntactic errors with 22 or 40.01% errors in total. Meanwhile, the mechanic errors were found 16 items or 29.09% and the semantic errors consist of 23.63%. The rest of the data were categorized as the cultural errors which consist of 4 issues or 7.27%. This study, afterwards, may help the readers understand the common translation mistakes that the robots produced. Therefore, the society will be more aware and the possibility of misunderstanding may decrease. Besides, it will also be helpful for future social media developers to consider more about the language features on their applications.
VISUALISASI PESAN GIZI SEIMBANG MENGGUNAKAN ASPEK SPATIAL, TEMPORAL, LIVE ACTION, DAN TYPOGRAPHY Qudratina, Qudratina; Antoni, Condra
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 1 No 2 (2018): Journal of Digital Education, Communication, and Arts (DECA)-September 2018
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (623.906 KB) | DOI: 10.30871/deca.v1i2.828

Abstract

Public Service Advertisement have an important role in disseminating information to public. Along with the development of information and communication technology, the delivery of information such as Public Service Advertisement is also more interactive and modern. This is seen by the number of Public Service Advertisement using motion graphic techniques. Motion graphics are graphics that use video or animation to create the illusion of motion or transformation. Motion graphic based of Public Service Advertisement is simple in messaging, easy to absorb information and more appealing to the public. One of the information presented using motion graphic of Public Service Advertisement is about “Pedoman Gizi Seimbang”. Motion graphics of Public Service Advertisement raises the topic of “Pedoman Gizi Seimbang” which is aimed at the community, especially housewife who acts as the observer of foof consumed by all family. Desaigned of “Pedoman Gizi Seimbang” applied some aspects in motion graphics. These aspects are spatial, temporal, live action, and typography. The research will use Villamil-Molina (1997) development method which each stage is interconnected and has an important role. Stages of the method are development, pre-preduction, production, post-production, and delivery. The software used in this research is Adobe Illustrator CS6, Adobe After Effects CC 2018, and Adobe Premiere CS6. The results of this research indicate that motion graphic Pedoman Gizi Seimbang that apply spatial, temporal, live action, and typography aspects get response “Sangat Setuju” from respondents which is proved by the final value of interpretation of 83.62%.
MULTIMEDIA INTERAKTIF PENGENALAN HEWAN DAN TUMBUHAN LANGKA MENGGUNAKAN MODEL TUTORIAL Sembiring, Evaliata Br; Wahyuni, Dwi; Anurogo, Wenang
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 1 No 2 (2018): Journal of Digital Education, Communication, and Arts (DECA)-September 2018
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1020.025 KB) | DOI: 10.30871/deca.v1i2.839

Abstract

Knowledge of endangered animals and plants is very important for children. Material about those two begins to be studied in class III at the elementary school. A book is used as a medium to deliver the materials. This resulted in a lack of understanding of students toward knowledge about endangered animals and plants. One of the solutions being made is to use the interactive learning media. This paper elaborates on the creation of interactive multimedia learning containing text, images, sound, and animation of 2D. The research shows that: (1) Interactive multimedia is created in the form of tutorials and practice questions in the .exe format so that their use does not depend on a specific software; (2) the aspect of interest-ness of the multimedia is 82.4%; (3) pretest and post-tests show that the interactive multimedia experience increased the student understanding, namely achieving 50% with the average value of the students' score reaches 83.3%.
IMPLEMENTASI MOTION GRAFIS VIDEO ANIMASI 2D UNTUK PENGENALAN NIRMANA Reno, Terrence; Siahaan, Arta Uly; Alfian, Alfian
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 1 No 2 (2018): Journal of Digital Education, Communication, and Arts (DECA)-September 2018
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (548.189 KB) | DOI: 10.30871/deca.v1i2.859

Abstract

One of the purpose information technology nowadays is to deliver the information in an interesting way. For example, the using of animation tend to be more interesting to present the information. This project created a 2D animation for introducing Nirmana. Some steps were conducted to finish this product starting with creating the storyboard namely finding the idea and arranging the synopsis, continuing with creating the character sketch and storyboard. After completing this step, the next step is making animation by using Adobe After Effect Software. It is started with editing and composing based on the scene by using Adobe Premiere Pro. Project software. For the final step, the researcher intends to test the using this 2D animation by applying motion graphics as the media for teaching Nirmana to the children. This 2D animation is presented with a colorful layout and completed by voice effect for getting the children’s attention.