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Contact Name
Paska Marto Hasugian
Contact Email
siskahhasugian@gmail.com
Phone
+6281264451404
Journal Mail Official
editorjournal@seaninstitute.or.id
Editorial Address
Komplek New Pratama ASri Blok C, No.2, Deliserdang, Sumatera Utara, Indonesia
Location
Unknown,
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INDONESIA
Jurnal Info Sains : Informatika dan Sains
Published by SEAN INSTITUTE
ISSN : 20893329     EISSN : 27977889     DOI : -
Core Subject : Science,
urnal Info Sains : Informatika dan Sains (JIS) discusses science in the field of Informatics and Science, as a forum for expressing results both conceptually and technically related to informatics science. The main topics developed include: Cryptography Steganography Artificial Intelligence Artificial Neural Networks Decision Support System Fuzzy Logic Data Mining Data Science
Articles 474 Documents
Design of a 2D Animated Short Film About the Dangers of Online Gambling Moses Raissa Graceivan; Lukas Sugiyanto; Muhamad Haikal Muwahid
Jurnal Info Sains : Informatika dan Sains Vol. 16 No. 02 (2026): Info sains, 2026
Publisher : SEAN Institute

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Abstract

This study discusses the design of a two-dimensional (2D) short animated film intended as an educational medium to raise awareness among young people about the dangers of online gambling. The increasing involvement of youth in online gambling activities serves as the primary background for this creative project. The research employed a Research and Development (R&D) method with a descriptive qualitative approach, consisting of pre-production, production, and post-production stages. In the pre-production stage, data were collected through observation and interviews with individuals who had prior experience in online gambling. The collected information was developed into a storyline, character designs, and storyboards representing the everyday lives of modern youth. The production process utilized Toonboom Harmony 17 software with a combination of puppet animation and traditional frame-by-frame animation techniques to produce dynamic and expressive character movements. The post-production stage involved visual and audio editing to strengthen the delivery of the film’s moral message. The final outcome of this study is a short 2D animated film that presents an educational narrative about the negative impacts of online gambling, including financial loss, social disruption, and psychological pressure. The results demonstrate that animated media can serve as an effective communication tool to convey moral and social messages creatively and engagingly to a young audience.
Design of a 2D Animation as an Educational Medium Regarding the Impact of Social Media Content Consumption Addiction on Adolescents Dhani Agustinus; Antonius Edi Widiargo; Adrian Lucky Yohannes
Jurnal Info Sains : Informatika dan Sains Vol. 16 No. 02 (2026): Info sains, 2026
Publisher : SEAN Institute

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Abstract

The high use of short video-based social media has led to an addiction phenomenon among adolescents, which has a negative impact on mental health and social interactions. Conventional education is often considered rigid and unable to attract the attention of this generation. This study aims to design a 2D animation entitled "Terputus" as an effective alternative educational media to increase adolescent awareness of the dangers of addiction to content consumption through an emotional and relatable storytelling approach. The design method used is descriptive qualitative by adapting the animation industry workflow (pipeline). Data collection was carried out through literature studies, observations, expert interviews, and testing the effectiveness of the work to the target audience (among adolescents 10-18 years) with pre-test and post-test methods. The results of the design of a 2D animation work that is proven effective in conveying messages because respondents feel connected to the story and successfully raises adolescent awareness about the negative impacts of content addiction. Originality, 2D animation with a storytelling approach is a relevant and memorable educational media to convey digital literacy messages to among adolescents effectively.
Design of a 3D Playground Layout Animation as a Reference for Children's Play Areas Edvin Fairliantina; Ida Ayu Rostini; Faris Iqbal Haidar
Jurnal Info Sains : Informatika dan Sains Vol. 16 No. 02 (2026): Info sains, 2026
Publisher : SEAN Institute

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Abstract

Children's holistic development requires outdoor play activities. This design aims to design a 3D playground layout animation as an interactive visualization media that can create an adaptive play space that supports children's cognitive, physical, and social development, while reducing the negative impacts of digital device use. Methodology This research uses a research and development (R&D) method with a qualitative descriptive approach through needs analysis, conceptual design, development of 3D layout animation prototypes (SketchUp, Enscape, DaVinci Resolve), and evaluation. The result is a 3D layout animation prototype with a nature adventure theme with real-time ray-tracing simulation for natural lighting and child-friendly materials. This design fulfills three pillars: physical safety, multidimensional stimulation, and interactive appeal, as well as modular zoning (play zone 217.53 m²) that is adaptive to children's age and interests. The first-person perspective visualization and customization of game elements (such as obstacle complexity) increase user engagement.
Design of the Pizza Boxx Product Ordering Application Yogie Putranto; Jauhar Luthfi Setyo
Jurnal Info Sains : Informatika dan Sains Vol. 16 No. 02 (2026): Info sains, 2026
Publisher : SEAN Institute

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Abstract

The rapid growth of the online culinary industry in Indonesia is driving businesses to innovate to improve service quality and strengthen customer relationships. Pizza Boxx, as a delivery-only culinary business, has been dependent on third-party platforms such as GrabFood, GoFood, and ShopeeFood. This dependence limits control over the user experience, complicates consistent information delivery, and increases operational costs. This study aims to design a Pizza Boxx ordering application interface that is standalone, consistent with brand identity, and capable of providing a convenient and efficient transaction experience. The study used a qualitative descriptive, research and development approach through observation and literature review, with design stages including creating a sitemap, user flow, wireframe, mock-up, and prototyping using Figma. The design results show that the implementation of appropriate UI/UX design can improve operational efficiency, strengthen brand image, and provide full control to Pizza Boxx in managing services and interactions with customers. This application is expected to be an effective digital strategy to increase Pizza Boxx's competitiveness in the online culinary industry.