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CALYPTRA : Jurnal Ilmiah Mahasiswa Universitas Surabaya
Published by Universitas Surabaya
ISSN : 23038203     EISSN : -     DOI : -
Core Subject : Education,
CALYPTRA : Jurnal Ilmiah Mahasiswa Universitas Surabaya merupakan kumpulan artikel yang ditulis oleh mahasiswa Universitas Surabaya. ISSN 2302-8203
Arjuna Subject : -
Articles 359 Documents
Search results for , issue "Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)" : 359 Documents clear
PEMBUATAN VIDEO DOKUMENTER DAMPAK PENGGUNAAN BILINGUAL PADA ANAK USIA DINI Daniel Nugroho Josoputro; Monica Widiasri; Fransisca Liliana
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Abstract - A lot of parents prepare their children in fulfilling their need of the era of globalization by learning foreign languages at an early age. There are many differences of opinion whether bilingual is best applied in early childhood. From the analysis, it was found that the information on the effect of bilingual at an early age that exist on the media website is difficult to understand and its content unreliable by parents of young children. Therefore, they invented a video documentary on the effect of the use of bilingual early childhood that is easily understood and trusted by parents of young children.
PEMBUATAN VIDEO DOKUMENTER FENOMENA ROKOK Tommy Karyadi; Fitri Dwi Kartikasari; Hendra Dinata
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Electric cigarettes are now growing in the community. This stuff is considered an alternative for people who want to stop using regular cigarettes. Though the users of electric cigarette not yet know about information of electric cigarette. With the problem, there was a documentary video about the phenomenon of electric cigarettes for people to know information about everything of electric cigarette. This documentary video was created using Adobe Premiere CC5 and the results can be accessed through a link from the promotional media in the form of games. For some parts of the video edited using software Adobe After Effect CC5. This documentary video has passed the trial and evaluation process by showing the video and giving questionnaires to 20 people who are aged above 16 years. Responses obtained quite well because the information provided can be understood so that it can deliver the video messages informatively.
PEMBUATAN APLIKASI ALAT MUSIK TRADISIONAL GAMBANG Florencia Gleda; Fitri Dwi Kartikasari; Andre Andre
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
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Indonesia is a country with a rich culture, one of them is the traditional musical instrument gambang. Gambang is a traditional musical instrument from Central Java. From the results of questionnaire, there are many respondents who didn’t know the shape, how to play and where gambang came from. Respondents also said that they rather play modern musical instruments than the traditional one. Those are the backgrounds which are made for the making of traditional musical instrument gambang application. The name of this application is Dolanan Gambang, where this application is intended for Indonesian citizens to understand about gambang and play it virtually with leap motion as an input. Users can play gambang with traditional/modern songs. This application are made with Adobe Flash Professional CS 6, Adobe Photoshop CS 6, Adobe audition CS 6, Autodesk 3DS Max 2015, C# dan Unity 5.5. Results of verification and validation shows that this application is working well. From questionnaire results, many respondents said they agree that this application can increase their knowledge about gambang. This application can also provide an experience of playing gambang virtually. Respondents also said that this application have an easy to understand interface and it is visually appealing. Although at first respondents seems to have a hard time playing because they are not used to using leap motion. Furthermore, respondent tells that this application made them interested on playing gambang.
PEMBUATAN VIDEO TUTORIAL STRATEGI BERTAHAN DAN MENYERANG DALAM PERMAINAN BOLA BASKET Gledis Emanuela; Fitri Dwi Kartikasari; Hendra Dinata
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Basketball is a team of five people. In basketball matches required compactness between players. If when surviving and attacking from five people only one person who mastered the technique, then not necessarily the team will win. Therefore, one team must master both defense and attack techniques in playing basketball. This is the background of making this video tutorial application. This app is called “Tutorial Menyerang dan Bertahan Permainan Bola Basket”, where this app aims to help understand the techniques of survival and attack basketball. This application was created using Adobe Illustrator CS6 software, Adobe After Effects CC and Adobe Flash Professional CS6. This app contains about defense and assault. Defense is an effort run by a defensive team in order to dispel an opponent's attack. In addition to defensive techniques, players must also master the attacking techniques in basketball games. Assault is an effort run by an attacking team in order to score numbers into a basketball ring. Verification and validation resultsnote that this application has been running smoothly. Based on the results of 20 people, 10% of respondents said agree and 90% said strongly agree that this application can provide knowledge to understand the techniques of survival and attack basketball. In addition, respondents considered this app already has an attractive visual appearance and an easy to understand interface.
PEMBUATAN APLIKASI MULTIMEDIA INTERAKTIF PEMBELAJARAN BAHASA JEPANG LEVEL DASAR Jessyca Wulandari; Budi Hartanto; Marcellinus Ferdinand Suciadi
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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In this increasingly advanced era, mastering a foreign language can provide many advantages, one of them is Japanese language. By looking at these advantages, such as expanding opportunities in the working world, getting scholarships and knowing the culture of the country concerned, then the Japanese language course appears. However Japanese characters which consists of three characters make students difficult to memorize because these characters are too many. In addition, a boring learning method that used by teacher can make students lazy to learn. Therefore, an application that can help the community to understand the Japanese language with role playing learning method is created. In this application, the lesson divided into six stages and delivered briefly. Overall, the user will interact a lot with a female character. This character will guide the user from beginning to the end to tell the user some basic sentence patterns and Japanese characters of hiragana and katakana. Evaluation in this application is given by answering some questions and accompanied by match and pair letter and picture cards mini games. From the test results, it can be concluded that this multimedia application can help beginners to learn Japanese with an interesting appearance and help users in memorizing Japanese characters and without spending any cost.
PERANCANGAN MEDIA PROMOSI AMITIE SWEETS BOUTIQUE SEBAGAI UPAYA PENINGKATAN BRAND AWARENESS Then Michael; Lisana Lisana; Tyrza Adelia
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Brand awareness is about how far someone can remember a brand in its category. Amitie Sweets Boutique is a chocolate and cake company established in 2013. Products offered include chocolates, cookies, cakes, tarts, and hampers, which are homemade and custom order. Based on Amitie customer data from 2014 to 2017, on average there are approximately 10 customers per month. According to a survey conducted, only 35% of people who know the brand that called Amitie, and 60% of them know Amitie through friend referral. The owner of Amitie has plans to further develop their business, so that the brand becomes widely known and always be consumer͛Ɛdestination, and can reach other areas. Currently, Amitie actively promotes their products through social media (Instagram), so thus there are more room to maximize their brand-building efforts. According to Aaker, D (2014) the company in its brand building efforts should be able to use digital promotion media such as website, video, and social media. The solutions for the problems faced by Amitie is to improve the way of promotion Amitie with the design of promotional media both digital and print. Stages of designing Amitie promotional media begins with an analysis of promotional media, analysis of Amitie, and SWOT comparison with similar competitors. Promotion media implemented include company profile website, product video, and brochure. The overall design of the promotional media was created by using readily available software such as Adobe Photoshop, Adobe Premiere, Adobe Illustrator, and Visual Studio Code. The result of the promotional media created has passed the design and testing stages. Based on the results of the trial, it was found that the design of Amitie promotional media has increased the brand awareness of Amitie to the wider target market.
PEMBUATAN MOTION COMIC PERJALANAN HIDUP IR.SUKARNO Nur Maziyah Fuaidah; Bambang Prijambodo; Marcellinus Ferdinand Suciadi
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Ir.Sukarno was an important figure in Indonesia. He was not only the first president in Indonesia, but he also the founder of Pancasila. Unfortunately, the fifth graders interest in learning his biography is so weak. It is because the media used in teaching-learning process is full of texts and visualization in the explanation is not provided. To enhance student interests in learning Ir.Sukarno’s biography, it is necessary to apply an alternative media which is fascinating for students. Getting to know the problem, the researcher did analysis toward a certain media and particular needs of system, so the researcher designed Motion Comic Application dealing with the biography of Ir. Sukarno for fifth graders of Elementary school. The phases from designing characters to designing pages were implemented through this final project. The Motion Comic application regarding to Ir.Sukarno’s biography has several optional menu such as chosen stories, synopsis, figures, and credits. The menu of chosen storiesconsists of four motion comic videos while the menu of synopsis composes four summaries of each video. Further, the menu of figures talks about characters involved in the stories. The menu of credits consists of creator’s information two advisors, and the sources of audios applied in the Motion Comic of Ir.Sukarno’s biography. This application was implemented by using Adobe Illustrators CS6, Adobe Flash Professional CS6, Adobe Effect CS6, and Garage Band. After conducting the implementation of the application, the researcher employed an experiment and evaluation. The result shows that Motion Comic application of Ir.Sukarno’s biography is appealing and can trigger young learners to recognize the life stories of Ir. Sukarno.
PERANCANGAN MEDIA PROMOSI DAN REDESAIN IDENTITAS VISUAL PT. TEJA SEKAWAN COCOA INDUSTRIES SHARLEEN ZIRVANA; Melissa Angga; Tyrza Adelia
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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PT. Teja Sekawan Cocoa Industries merupakan sebuah perusahaan pengolah dan ekspor biji kakao yang berdiri pada tahun 1987, dan memiliki identitas visual yang mencerminkan cita-cita pemilik perusahaan. Namun, muncul perusahaan dengan identitas visual yang serupa. Identitas visual tersebut tidak lagi menjadi karakteristik bagi perusahaan. Selain itu, identitas visual tersebut tidak mencerminkan gambaran usaha dan citra dari PT. Teja Sekawan Cocoa Industries. Hal tersebut membuat target market memberikan persepsi yang salah. Untuk mengatasi masalah tersebut, maka dilakukan proses redesain, dan penerapannya secara konsisten dalam media promosi untuk membantu perusahaan dalam berkomunikasi dengan target market. Diawali dengan penelitian dan pencarian teori yang relevan dan mampu mendukung analisa yang akan dilakukan. Juga dilakukan analisis mengenai permasalahan yang ada dan juga analisis terhadap kebutuhan target market, analisis competitor, dan juga analisis tren logo. Hasil analisis tersebut berupa kesimpulan akan permasalahan yang dihadapi oleh perusahaan. Setelah ditemukan strategi untuk mengatasi permasalahan yang ada, maka dibuatlah konsep desain. Konsep desain tersebut kemudian diterapkan dalam identitas visual perusahaan yang kemudian diaplikasikan dalam beberapa media promosi sebagai media komunikasi seperti stationary, media cetak, dan website. Setelah itu, maka dilakukan uji coba terhadap identitas visual dan terhadap media yang telah dibuat. Hasil dari uji coba tersebut menunjukkan bahwa identitas visual yang dibuat berdasarkan citra dari suatu perusahaan membantu brand tersebut lebih dikenali oleh target market dan menanamkan dalam benak market.
REBRANDING UNIVERSITAS KATOLIK DARMA CENDIKA Marchelina Alensia; Melissa Angga; Tyrza Adelia
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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The rebranding of Universitas Katolik Darma Cendika is done to build UKDC's brand accurately, based on its target market which belongs to generation Z. A literature study about supporting theories is done before the rebranding process. After that comes the analysis process, and it is known that the current UKDC brand is not relevant enough to the target market, and UKDC hasn't accentuate its uniqueness enough. Through requirement analysis, it is concluded that UKDC's brand needs to form the right positioning corresponding to its uniqueness, and build a relevant brand to the tarhet market. After that, analysis to form the new positioning is done. The design process is divided into two, the design concept and design process. The design concept is assigned to ensure unity in all the design. Based on the positioning and design concept, the design process is started. The design process consists of logo, tagline, graphic pattern, website, stationery, and brand identity guidelines design. The designs are implemented in the form of website, stationery, and brand identity guidelines. The next step is experiment and evaluation, which consist of verification and validation. The validation process is done into two types of respondents, the target market and designer. Based on the experiment and evaluation process it is concluded that the rebranding of UKDC has succeed in increasing the target market's interest, and becoming a more relevant brand to the generation.
PERANCANGAN BRAND IDENTITY COTTON CO MALANG Alfandra Qashmal Aufar; Fitri Dwi Kartikasari; Tyrza Adelia
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
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Dengan melihat peluang yang ada, bisnis cafe masih merupakan bisnis yang menjanjikan. Karena semakin menjamurnya cafe yang ada di Malang, sehingga sebuah cafe membutuhkan brand identity. Tidak terkecuali Cotton Co sebagai cafe yang akan turut serta meramaikan bisnis cafe yang ada di Malang. Dengan adanya brand identity sehingga target market dapat lebih muda untuk mengenali cafe tersebut. Target market dari Cotton Co Cafe adalah masyarakat mulai dari kalangan menengah terutama kalangan muda seperti anak SMA, mahasiswa, bahkan pekerja dan tidak terbatasi oleh usia dan jenis kelamin. Untuk tahap pembuatan brand identity ini melalui beberapa tahap yaitu menganalisis data cafe dan menganalisis kompetitor. Kemudian hasil dari analisis inilah yang menjadi bahan pertimbangan dan acuan yang kemudian diolah menjadi strategi desain yang konsisten serta menjadi sebuah konsep yang berbeda dari kompetitor.Setelah didapatkan data hasil dan analisis dari uji coba, lalu ditarik kesimpulan bahwa brand identity mudah diingat dan melekat kuat di ingatan para target market, menu dapat menarik minat konsumen, panduan brand manual book dapat dipahami dengan jelas dan informasi yang tertera pada website pun dapat tersalurkan dengan baik.

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