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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
MEDIA VISUALISASI PENDIDIKAN SEKS PRANIKAH UNTUK PENYULUHAN SEBAYA Yulia Fajrin; Ellysa Tjandra; Tyrza Adelia
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Abstract

Sex education or information provision about sexual problems to adolescents is an important thing, where the goal is to maintain and respect their bodies. Sex education itself is widely provided by institutions that provide health services for adolescents, one of them is Sebaya PKBI Jawa Timur who do counseling to adolescents in Surabaya. They give informations to the audience using slide power point and metaplan as their media, but the delivery of the information is less interactive and informative. This shortcomings makes it difficult for an audience in the 10-19 years age group to understand the information presented. After knowing the problem, collecting theoretical basis about Infographic, Sexual Reproduction, Sexually Transmitted Infections and HIV / AIDS, doing analysis on similar media and system requirement analysis, then Media Visualization of Sex Education for SeBAYA’s Counseling will be created. Character design stage until page design will be implemented in this Final Project. Media Visualization of Sex Education for SeBAYA’s Counseling has some menu such as Home, Select Materials, About SeBAYA, Credit. Select Materials Menu containing infographic videos about Puberty, Gender, Sexually Transmitted Diseases and Teen Rights. About SeBAYA menu contains information about SeBAYA Organization. Credit menu contains information about the author, lecturers, and audio sources used in the program. This application is implemented using Adobe Illustrator CS6, Adobe Animate CC, Adobe After Effect CS6, and Garage Band. After the implementation phase, the trial and evaluation stage are performed. The results of the trial states are Media Visualization of Sex Education for SeBAYA’s Counseling is an interesting media and can help in counseling about Sex Education.
PEMBUATAN VIDEO MAKANAN KHAS JAWA TIMUR Rapha Natanael; Melissa Angga; Ongko Citrowinoto
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Regional cuisines are commonly consumed food in an area and match the tongue of the local community. The sustainability of regional cuisines is very important for a region to boost its tourism sector. The onslaught of modernization and globalization threatens the preservation of regional cuisines, especially in East Java. Over time, these cuisines is increasingly potentially neglected by the next generation. If they are not used to eat these foods, consequently these cuisines will be reduced and even lost its existence. East Java cuisines need to be reintroduced to the young generation. With the problem mentioned, come an idea to make a video about East Java cuisines to re-appeal to the younger generation. Through various analyzes conducted, found some regional foods of East Java which began to be forgotten by the younger generation. In addition, some there are some requirements of the video to be made. Video is designed and conceptualized with the theme of traveling. The title used for this video series is "East Java Food Travel Journal". Video is created using Adobe Premiere Pro CC 2017 software. After this video is completed, it is tested and evaluated by showing the video to the community at a young age. Many positive responses have been obtainedbecause through this video, the younger generation became aware and tempted to eat regional foods of East Java.
PEMBUATAN APLIKASI TRUE PARENTING PERSONALITY TEST UNTUK VISUALISASI TES KEPRIBADIAN Evan Tanazal; Endah Asmawati; Melissa Angga
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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TPPT personality test participants often have trouble interpreting their test questions and results. That’s why its requires explanation for participants to make it easier to understand their questions and results of their personality test. To overcome these problems, an android-based TPPT application was created, it has an explanation and understanding of test and test results in the form of video. After implementation and verification, the application is in accordance with the design and error free. Based on the validation data it is known that the application has been able to help explain to TPPT participants to understand and know their personality.
PEMBUATAN BOARD GAME UNITE AND FIGHT Agung Wijoyo; Andre Andre; Richard Pramono
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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cooperation is an important aspect that need to be taught as soon as possible, especially to teenager which is an important phase of individuality shaping. One of the example of such activity is outbound, but outbound is difficulties to be prepared, thus a convenient media to introduce the importance of cooperation is made in the form of board game with unique point in how to win the game. After that, board game with similar mechanic and companion app analyzed. The result then used to design the board game and companion app. The design of board game and companion app then made using adobe photoshop CS6 and unity. The board game made with cooperative play, action point allowance, variable phase order, programmed movement, dice rolling and grid movement mechanic. After made then the board game tested by doing blind test play with 10 people, after that each participant will be asked to fill the validation questionnaires, from their answers in the questionnaire inferred that the board game has positive result, which is to tell the participant that cooperation, communication and coordination is important, also the board game could attract their attention.
PEMBUATAN MOTION COMIC DANIEL DI KANDANG SINGA UNTUK ANAK SEKOLAH MINGGU Olivia Puspitasari; Budi Hartanto; Maya Hilda Lestari L.
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Minat anak-anak untuk membaca Alkitab mulai menurun dikarenakan bahasa yang terdapat pada Alkitab susah dipahami oleh anak-anak. Anak-anak lebih tertarik untuk melihat gambar-gambar dibandingkan membaca tulisan. Selain itu pengajaran Alkitab yang dilakukan di sekolah minggu hanya dilakukan 1 kali dalam seminggu, hal ini membuat anak-anak kurang bisa mengingat pengajaran Alkitab dengan baik. Salah satu pengajaran yang ada di Alkitab dapat dilihat pada kitab Daniel yaitu cerita Daniel di kandang singa. Media yang telah menyajikan cerita Daniel seperti buku cerita bergambar, website, blog, video live action dan animasi. Selain media tersebut, media uniklainnya untuk menyampaikan cerita Daniel di kandang singa adalah motion comic.Untuk mengetahui kebutuhan sistem apa saja yang diperlukan, dilakukan analisa dengan cara wawancara terhadap anak-anak sekolah minggu usia 5-12 tahun dan kakak sekolah minggu. Dari hasil wawancara yang dilakukan, didapatkan hasil bahwa media yang disenangi anak-anak untuk menceritakan kembali cerita Alkitab adalah media komputer dan anak-anak lebih suka dengan banyaknya gambar dibanding dengan banyaknya tulisan. Dalam pembuatan motion comic terdapat elemen-elemen penting yaitu cerita, storyboard, layout, dialog, animasi, audio, dan rendering. Aset yang dibuat yaitu aset gambar, efek suara, dan pengisi suara. Untuk pembuatan aplikasi menggunakan flash.Di dalam aplikasi ini terdapat kuis dan fakta unik. Validasi dilakukan dengan cara pretest dan posttest. Dari hasil validasi yang dilakukan terdapat peningkatan sebelum dan sesudah menonton motion comic Daniel di kandang singa. Sehingga dapat ditarik kesimpulan bahwa motion comic ini memiliki gambar yang bagus dan cerita yang dapat dimengerti.
PERANCANGAN BRAND IDENTITY LA LUNA DI KOTA MATARAM Nawwaf Munif Atsiqah; 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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La Luna adalah usaha baru yang berada di kota Mataram, produk yang dijual oleh La Luna adalah macam-macam jenis cake. Target market dari La Luna adalah kalangan anak-anak hingga dewasa khususnya pencinta cake ataupun orang yang membutuhkan cake untuk mengadakan suatu kegiatan. Saat ini La Luna belum memiliki toko. La Luna mempunyai permasalahan yaitu belum memiliki identitas dan belum dikenal oleh masyarakat. Dengan adanya permasalahan tersebut La Luna membutuhkan brand identity dan media promosi yang dapat mendukung La Luna agar menjadi dikenal dan kuat di mata target marketnya. Dalam proses perancangan ini teori-teori didapatkan dari website dan buku yang berisi tentang definisi dan penjelasan dari para ahli yang akan digunakan sebagai dasar perancangan brand identity contohnya seperti logo, warna, tipografi. Pembuatan brand identity ini melalui proses analisis data La Luna dan kompetitor. Hasil dari analisis tersebut akan diolah menjadi sebuah konsep yang berbeda dari kompetitor. Kemudian menghasilkan brand identity berupa nama, logo, bentuk, warna, tipografi dan tagline. Kemudian diimplementasikan ke beberapa komponen yaiu Brand Manual Book, signage, label harga, shopping bag, dus cake dan Website. Kemudian dilakukan uji coba dan evaluasi ke beberapa target market untuk mengetahui apakah proses pembuatan brand idenity ini telah sesuai dengan analisis. Dari data uji coba dan evaluasi dapat disimpilkan bahwa brand identity sudah sesuai dengan kebutuhan karena telah diterapkan secara konsisten dan jelas sehingga memudahkan target market untuk mengenali dan mengingat La Luna, informasi pada brand manual book dapat dipahami dengan jelas dan informasi pada media promosi juga tersampaikan.
PEMBUATAN GAME STRATEGI THRONES AND CASTLES DENGAN FITUR VOICE COMMAND Nikolas Arif; 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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Abstract - A game needs an input from the p ayer to respond. Most used input types are mouse and keyboard. G mes also have other inputs such as touch screen, and voice input. According to data from Steam, several games using voice input feature have a lot of positive review from players. However the number of games using voice input feature remain quite low. The creation of strategy game Thrones and Castle is intended to give a special attractiveness in strategy game using voice input feature. This game is created using Unity Game Engine, with the addition of voice input feature in game. Analysis and design process was done by comparing two existing games with similar feature. Design result was implemented using Unity Game Engine. Implementation result was tested to ensure the game have reached its goal. Testing was done by asking eighteen respondents to try the game and answer a questionnaire. Questionnaire result as a whole shows that voice input feature can give attractiveness to the game, moderately easy to use and quite accurate. Furthermore, writer also tested every available feature in game. After tests were completed, writer concludes that the game has reached its goal.
PEMBUATAN PANDUAN RANCANGAN PROGRAM PELATIHAN UNTUK MENUNJANG DIMENSI COMPETENCY DEVELOPMENT PADA QUALITY OF WORK LIFE (QWL) DI PT.X Anindita Chattrawening; Laurentia Verina Halim S.; Eko Nugroho
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Nowadays, especially on bussiness world, training program is an important tools and considered as an investment on organization to support organization objectives. This research is conducted in PT.X, PT. X is one of Indonesia company that run in cement and concrete. Based on pre-assessment and deep interview, PT.X did not know anything about designing a systematic training program. Therefore, this research is to aim designing a training program to guiding and helping PT.X. Researcher, use ADDIE metodology to design a training program in PT.X, because its fit with vision-mision company. The intervention is expected to support competency development dimention on Quality of Work life.
PERAN BRIEF COGNITIVE BEHAVIOR THERAPY UNTUK PENINGKATAN HARGA DIRI PADA PEREMPUAN LAJANG Sabatini Anggawijaya; Hartanti Hartanti
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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Single status for women is sometimes regarded as a worrying phenomenon especially for women. This single status can lead to negative stigma of society especially for women aged 35 years and over. This negative stigma often raises negative judgments for single women. Negative judgments in women can lead to the emergence of irrational thoughts or so-called cognitive distortions. In addition, the existence of less adaptive behaviors such as lack of social ability also contribute in shaping one's self esteem. This distortion and less adaptive behavior can create low self-esteem for women and make them less likely to feel less valuable when dealing with the social environment. The purpose of this study is to examine the role of brief cognitive behavior therapy (CBT) to increase self-esteem in single women. There were two participants in the study. Both are single women aged 35-45 years, still want to get married, and have low self esteem. This research was conducted with one group pretest-posttest design. Assessment techniques used consisted of observation, interviews, cognitive distortion questionnaires, self-esteem questionnaires, and personality assessments of BAUM, DAP, HTP, DCT, and TAT. The results showed a significant value of 0.180 (sig> 0.05). In addition, there is an increase in value and self-esteem category and effect size test results of 0.9489 (z> 0.5). This suggests that the effect of CBT briefing on self-esteem increases. The change in cognitive distortion of the two participants was more positive than before the CBT brief was given. Changes in both participants were limited to cognitive levels only and no behavioral changes had occurred. This is because both participants are now more focused on their work.
STUDI KASUS: PENGARUH GRATITUDE THERAPY TERHADAP PENURUNAN SIMTOM DEPRESI PADA PEREMPUAN YANG HAMIL DI LUAR NIKAH Novensia Wongpy; Hartanti Hartanti; Ktut Dianovinina
CALYPTRA Vol. 7 No. 2 (2019): Calyptra : Jurnal Ilmiah Mahasiswa Universitas Surabaya (Maret)
Publisher : Perpustakaan Universitas Surabaya

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The purpose of this study is to find out the effect of Gratitude Therapy in reducing symptoms of depression in pregnant women out of wedlock. This research used the method called “mixed method” with combining quantitative method which was single case experiment and quantitative method which was case study. This study used a single subject woman suffering from depression due to pregnancy out of wedlock, then married but split up and currently the sole mother of two children. Depression is measured by using Beck Depression Inventory (BDI) and the results shows that the subject is experiencing mild depression. Gratitude Therapy is given to the subject with 8 sessions and approximately 5 weeks. The result of the intervention shows the depression is decreasing from mild depression to does not show any depression symptom. The decrease happens in emotional symptom, cognitive symptom and physical symptom. Grati tude can change the subject’s point of view from negative thoughts and emotions that cause more depression to positive thoughtsin life so that the subject's thoughts and emotions are more positive and the symptoms of dep ression are felt to be decreasing. Qualitative results also show the subject does not feel the symptoms of depression and has been able to take the positives of the problems that occur in life.

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