Publication Search

67,356 articles from 564 journals · 1,699 citations tracked

Showing 801-820 of 1,024

Analytics

Sri Rahayu Ningsi; Yahfizham

Geogebra is a computer software that is useful for visualizing objects in mathematics effectively and efficiently. This research aims to look at Geogebra as a learning medium to determine students' computing abilities. This research takes the type of literature study research by identifying and evaluating the results of previous research. In this research, 3 previous journals were identified. From the results of this research, it can be seen that Geogebra can improve students' computational thinking abilities  

Luci Banjarnahor; Hotmauli Pandiangan; Novita Hutabalian; Oktavia Simanjuntak; Mustika Wati Siregar

Jurnal Ilmuan Bahasa dan Sastra Inggris 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research aims to increase students' interest in learning in class VII-2 National Hero Middle School in Indonesian language subjects through the use of audio-visual learning media. This research is Classroom Action Research (PTK) which was carried out in two cycles. Data collection was carried out by observation, questionnaires, interviews and documentation. The research results show an increase in students' interest in learning based on the results of observations and questionnaires. At the pre-research stage, observation results showed that students' interest in learning was still low. After implementing audio-visual learning media, students' interest in learning increased. It can be concluded that the use of audio-visual learning media can increase interest in learning Indonesian for class VII-2 students at National Hero Middle School for the 2023/2024 academic year.

Sri W R Situmorang; Elly Prihasti Wuriyani; Malan Lubis

SIMPATI: Jurnal Penelitian Pendidikan dan Bahasa 2024 CV. Alim's Publishing

Technological advancements and globalization have influenced social structures, including perceptions of beauty standards shaped by the media. This study aims to examine how media shapes beauty standards and its impact on individual perceptions and behavior. The research focuses on the analysis of language and imagery in Pantene shampoo advertisements to understand the underlying ideology and its social impact. A qualitative descriptive method with critical discourse analysis by Norman Fairclough is employed. Data analysis is conducted in detail to uncover the meanings and purposes of the advertisements. The results show that Pantene ads successfully address common hair care issues and present their product as the best solution. The ads build a brand identity that emphasizes strength, beauty, and hair care. Brand ambassadors in the ads are depicted as strong individuals who believe in Pantene’s efficacy, influencing consumer perceptions. Discourse practice analysis reveals that the ads use storytelling, visuals, humor, and everyday language to attract young viewers’ attention. These elements make the ads relevant and appealing, shaping consumer perceptions and behavior. Social practice analysis indicates that the ads reflect societal changes influenced by social media and increased attention to self-care. The ads highlight hair problems due to pollution and offer Pantene as the solution, reflecting the role of advertising in shaping consumer perceptions and actions. The study concludes that Pantene ads successfully build a strong narrative to address hair care issues and establish a brand identity that emphasizes strength, beauty, and hair care. Future research is recommended to examine the long-term impact of these ads on consumer behavior and perceptions.

Hesty Widiastuty; Alvin Maulana; Ahmad Julianto; Shifa Soraya Lestari; Muhammad Rafi Zidan +2 more

Jurnal Kemitraan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

This research aims to improve the English language skills of class 2 students at MIS Fathul Jannah using flipchart media, carrying out interactive learning methods, and evaluating the impact of using flipcharts on student understanding. The results show that using flipcharts effectively improves students' understanding, although it requires time preparation and reliance on teacher explanations. The advantages are material visualization, interaction, and flexibility. Disadvantages include time-consuming preparation, reliance on explanations, and space limitations. In conclusion, using flipcharts can improve students' English skills, but requires careful preparation and training for teachers. Integration with digital learning tools is also needed to increase its effectiveness. Although recommended as an effective learning method for elementary schools, further research is needed to improve the quality of its use.

John John; Surya Darma; Emely Sari Marina Napitupulu

Jurnal Kemitraan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

According to the definition of American Heritage (2007), design is: "Composing or noting; create," and "formulate a plan." Creative mug design is an activity in making one of the merchendise in terms of supporting a branding activity. SMK Pangeran Antasari is the first school to have a Visual Communication Design (DKV) department in Deli Serdang. Therefore, we took the initiative to provide training that can add insight into the design of students at SMK Pangeran Antasari, especially in the DKV department. Through this training, it can also increase students' creativity and foster an interest in entrepreneurial spirit in them. This training is theoretical and practical directly by involving students to design with the size of the mug given and also do their respective mug press with good guidance. The results of this training were able to design and then apply the design to the coated ceramic mug media that had been provided.

Faisal Zachrie; Maisa Maisa; Haris Budiana; Siti Fatimah Nurjanah; Ariq Nurfauzan

International Journal of Multilingual Education and Applied Linguistics 2024 Asosiasi Periset Bahasa Sastra Indonesia

Film is one of the media to communicate to the audience. The film "Turning Red" shows a picture of how parenting can affect the growth and development of children, this film also features elements of Chinese culture. The film "Turning Red" is interesting to study because it has moral values that can be a reflection for parents in educating children. Researchers want to see the relationship between signs and objects to explain the representation of Chinese culture and the influence of parenting on child development through gestures, expressions, and colors, on the characters Mei and Ming in the film "Turning Red". The qualitative research method to analyze multimodality in the film "Turning Red" with a semiotic approach is done by understanding the signs contained in various modes of expression such as visual, language, music, and sound. Multimodal analysis with this semiotic approach can involve understanding how color, music, and language are used to convey cultural and emotional messages in the film, and how all these elements interact to create a deep and meaningful audience experience.  

Nidia Enjelita Saragih; Fitriana Harahap; Robiatul Adawiyah; Fildza Hafazana; Husin Sariangsah

Ekspresi : Publikasi Kegiatan Pengabdian Indonesia 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This training aims to improve Mardhiyah Middle School students' skills in using Canva as a tool to create interesting and informative presentation material. Canva was chosen because of its easy-to-use interface and various graphic design features that can be accessed online. The Service Team carries out training methods including an introduction to basic Canva features, such as using templates, manipulating text, setting layouts, and integrating graphic elements. In addition, this training will focus on developing students' creativity in designing presentations that are aesthetic and easy to understand, taking into account the principles of effective design. The training material also covers color management strategies, information hierarchy, and techniques for arranging content that suits the target audience. It is hoped that after attending this training, students will be more confident in creating quality presentations, using modern technology to express their ideas and information in a visual and professional way. It is hoped that this can also prepare them to face the demands of competence in the current digital era.

Muhammad Khalif; Dini Faisal

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The objective of designing an animated music video for Wakas Kota Padang's "Bad Habit from Habit" song is to provide a medium of communication for the song's story, meaning, and message to its audience. The design process employs the 4-D Model, which consists of four stages: define, design, develop, and disseminate. Data analysis uses the SWOT method to gather necessary data according to the design requirements. The main medium for the video is animation, supported by additional media such as posters, Instagram reels, Instagram feed, zines, t-shirts, and stickers. The results of the video's usability test on "Bad Habit from Habit" by Wakas Kota Padang, conducted among 10 participants consisting of 2 animators, 3 students of visual communication, and 5 target audience members aged 17-30, received overwhelmingly positive responses, appreciation, and audience interest. Therefore, it can be concluded that the usability of the animated music video for "Bad Habit from Habit" by Wakas Kota Padang is suitable and worthy of publication.

Arfian Suryasuciramdhan; Della Meira; Elok Kemala Motik; Deswita Fitrianti

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Film is a part of mass media communication is audio-visual and aims to convey a certain social or moral message to the audience. The method used in this study is a descriptive qualitative method using literature. The Film” KIBLAT " released its poster on March 21, 2024. The Poster became controversial because it was considered to contain content that was not in accordance with Islamic law. MUI considered that the film was not in accordance with Islamic law and had the potential to mislead the people. The Indonesian Ulema Council issued a letter of Appeal Number 01/MUI/II/2024 dated March 23, 2023 prohibiting the screening of the film “KIBLAT” is also not allowed.

Sulikah Sulikah; Heri Pratikto; Wening Patmi Rahayu

This research aims to develop a product in the form of a digital module with the Canva platform and flipbook maker to improve student learning outcomes in cost accounting courses on the topic of cost of orders. Digital modules make it easy for students to access and increase students' interest in learning. This development research uses the ADDIE research design and development model. The research results found that the feasibility level in terms of media was very good with a score of 94%, while in terms of feasibility the digital module material developed received a score of 95% with very feasible criteria. The effectiveness results show that the digital module is able to improve student learning outcomes on the topic of cost of goods ordered. Educators are required to be creative in developing teaching materials, so digital modules are a form of creativity in teaching materials by presenting audio, visuals, animation and flexibility in use.      

Dila Rizki Amanda

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

The focus of this research is to investigate the influence of visual learning media on students' Indonesian language learning outcomes. The aim is to reveal the use of YouTube as an Indonesian language learning tool, explore students' perceptions of using Kahoot (a game-based learning application), describe the impact of using Quizizz on student motivation and learning outcomes, and analyze the e-learning learning process via the Edmodo platform in subjects Indonesian. It is also believed that the use of this media can increase students' interest in reading and stimulate the development of their ideas. With stimulated ideas, students' thinking abilities, especially higher level thinking, can be improved directly. In this rapidly developing era, the role of teachers is increasingly vital in the world of education. They are expected to actively develop insight and skills, including in the use of learning media. Visual media is an effective tool in learning, helping students understand the material better. Therefore, it is important for teachers to continue to innovate in creating learning media that suits the needs of the subjects being taught, in order to increase learning effectiveness and student engagement.

Abdul Syahid; Florence Angelaila Fauzi; Sumarni Sumarni; Rahmania Ananda; Amanda Salsabila +3 more

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2024 FKIP, Universitas Palangka Raya

The rapid development of educational technology presents new opportunities for enhancing the teaching and learning process through electronic media, which can make learning more interesting and interactive, thus increasing student motivation and engagement. This study aimed to evaluate the effectiveness of different teaching methods direct teaching and the use of audio-visual media in enhancing English language comprehension among fifth grade students at SD Muhammadiyah Pahandut, Palangka Raya. The research involved a service activity conducted with lecturers and students from the Tadris English Education Study Program (TBI) IAIN Palangka Raya. The methodology included both pre-service preparations and the implementation of two distinct teaching approaches. Class 5A received direct teaching with active interaction, while Class 5B utilized interactive videos. The study revealed that conventional teaching in Class 5A faced challenges such as reduced student engagement and passive participation. However, strategic improvements in teaching techniques and classroom management were recommended to enhance effectiveness. In contrast, the use of technological media in Class 5B resulted in higher student engagement and better comprehension of the material, as evidenced by their active participation and correct responses during activities. Overall, the study highlights the advantages and disadvantages of both teaching methods, emphasizing that the choice of method should be context-specific and aligned with learning objectives and student characteristics. The findings suggest that integrating technological media can significantly enhance the learning experience and outcomes, particularly for elementary school students.

M. Dimas Syahputra; Heldi Heldi

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Stress can be defined as a physiological and psychological response that occurs when individuals experience pressure or burdens that exceed their ability to cope. Stress in adolescents can be caused by various influencing factors such as academic demands, family problems, conflicts with peers, teenage romance and identity problems. However, teenagers still have a low understanding of the dangers of stress, in addition to the lack of optimal information through public service advertisements, especially for teenagers. The aim of the design is to build an "Electronic Poster for Public Service Advertisements about the Dangers of Stress that is informative, communicative, educative, effective and easy to understand for teenagers aged 10-18 years in Padang City." This design method uses the glass box method, namely a design method that is carried out rationally and logically on the work based on the information obtained, based on: analytical, synthetic and evaluative to get the best solution. The approach uses 5W+1H analysis (what, when, where, who, why, how). Results of designing the main media for Electronic Posters for Public Service Advertisements about the Dangers of Stress in Adolescents and supporting media: leaflets, flayers, social media, x-banners, tote bags, t-shirts and stickers. This design can provide creative thinking visually, informatively, communicatively, educatively and effectively for teenagers aged 10-18 years.

Lilis Suryani Nasution; Yahfizham Yahfizham

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

During the period of compulsory education in Indonesia, which is 12 years, the government requires mathematics as the main learning subject for extracts which will continue to have an impact on people’s lives. The level of ability in a field of science must be measured to obtain valid data for the development of education in Indonesia. The use of Geogebra Mathematics Software in schools in Indonesia is not surprising at this time, technological developments have made the use of Geogebra mathematics software commonplace. This research is a Systematic Literature Review, in this research the author analyzes and compares several articles obtained from the internet or digital databases, for example Semantic Scholar or Sprinter Link. The articles that have been found are then selected according to the title researched, so that several reference articles are obtained. The research results show that the use of Geogebra mathematics software in learning has a great influence on students’ computing abilities. Geogebra is a media with a visual, analytical and numerical approach that can be solved using algorithms that require computational capabilities to operate. There is empathy in computational thinking, namely algorithmic thinking problem solving, pattern recognition, and abstraction and generalization.

Dicki Akdhan Chrisnawan

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Flowdys Thrift is a clothing shop owned by Bunga Rahmadillah which was founded in mid-2021. It operates in the field of fashion or used clothing that is suitable for use. Located on Jalan Pasir Parupuk Tabing Simp. Gia no 17 Kec. Koto Tangah, Padang City, West Sumatra. However, the basic problem with Flowdys Thrift is that it is faced with many competitors who are old and new who will be involved in the same business field. The aim of designing a visual identity is to design a logo by applying good design principles, so that it will produce a logo that is unique, simple and easy to remember in order to form a consistent identity, increase business aspiration, as well as differentiate it from other competitors so that it is more easily recognized and remembered by the public. consumer The visual identity design method used is the Glass box method, starting from data collection, interviews and observations so that problems that occur can be identified, which will later be analyzed using SWOT theory, resulting in a Manual Book as the main media containing concepts, gird systems, colors, typography, and supporting media such as posters, stickers, T-shirts, tumblers/thermos, lanyards, stamps.    

Rahman Syarif; Dwi Mutia Sari

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Rangawak Atelier is a furniture brand founded by Mr. Widi, combining handcrafted quality with the aesthetics and cultural identity of Minangkabau. The brand produces furniture such as chairs and tables that highlight beauty and sustainability, reflecting a spirit of adventure and social contribution. This final project aims to create promotional media in the form of Augmented Reality (AR) filters to ensure the Rangawak brand remains well-known and relevant. The 4-D Model (Define, Design, Develop, Disseminate) is employed, involving stages of definition, design, development, and dissemination. Augmented Reality allows consumers to view products in unique 3D designs through Instagram filters, thereby expanding the promotional reach without requiring additional applications. Supporting promotional media include posters, foam boards, motion graphics, postcards, Instagram reels, and catalogs, all aimed at enhancing consumer interaction with the Rangawak Atelier brand. By using these innovative AR filters, Rangawak Atelier provides a distinctive and engaging promotional tool, helping consumers visualize the products in their own spaces and thereby making informed purchasing decisions. This approach not only maintains the brand’s presence in the market but also aligns with modern marketing trends, leveraging digital technology to create a memorable and interactive consumer experience.

Petriana Dae Lelangwayan; Emmeria Tarihoran

Jurnal Teologi Injili dan Pendidikan Agama 2024 Sekolah Tinggi Pastoral Kateketik Santo Fransiskus Assisi

The use of visual media in berkatekese can increase the effectiveness of learning in the digital era. In this day and age, digital technology has changed the way we learn and teach. This article discusses how visual media such as pictures, videos, animations can increase the absorption of information and the involvement of students in the learning process. Visual media not only enriches the learning experience but also helps teachers to convey material more easily and can be understood by students. In addition, the use of visual media in catechesis can help learning to be more effective in understanding the material and remembering students. The research method used in this article is a qualitative method with the main approach, namely direct observation at school and literature study. The results show that the use of visual media in learning can increase learner engagement and help in understanding learning materials well. Although it has shortcomings, it has benefits in supporting the learning process of Catholic religion in the digital era.

Mau’iza Azhari; Mutia Andriani; Muhammad Syamsi Dhuha; Muhammad Yusuf Ardiyanto; Wildatul Khairia +1 more

Jurnal Inovasi Pendidikan 2024 Lembaga Pengembangan Kinerja Dosen

Learning media is one of the key components of education which plays an important role in the teaching and learning process. The use of learning media is an important part that requires special attention from teachers in learning activities. There is a need to create learning media that aims to create an orderly, conducive classroom atmosphere and enable effective learning. The aim of the research is to identify teachers' abilities in creating teaching media materials. It is hoped that if teachers have the ability to create teaching material media, the teaching and learning process can run according to plan. This research uses a qualitative method based on library research, the main data sources come from books, magazines and the latest journal articles related to the theme of this research. The results of this research show that the majority of teachers are still not creative in creating learning media, this is indicated by the large number of teachers who still use the lecture method in the learning and teaching process, so that the teaching and learning process seems monotonous in only one direction. So it is hoped that the publication of this article will help encourage teachers to be creative in making interesting learning media even though they are made with simple media.

Meivira Ashifa Nanda Herdian; Sarmita Anatasya; Wahyu Wahyu; Shifa Amelia Nur; Siti Hamidah

Jurnal Pendidikan, Bahasa dan Budaya 2024 Pusat Riset dan Inovasi Nasional

Penelitian ini bertujuan untuk menganalisis efektivitas penggunaan media-media pembelajaran anak tunarungu. Penelitian ini menggunakan pendekatan kualitatif dengan metode Systematic Literature Review  dengan diperkuat dengan model PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses). Setelah melalui beberapa langkah proses penelitian, akhirnya dipilih 19 referensi literatur yang relevan. Studi sebelumnya menunjukkan bahwa video BISINDO efektif dalam memberikan representasi visual yang jelas tentang bahasa isyarat, memfasilitasi pemahaman kosakata dan struktur kalimat, serta memberikan fleksibilitas dalam pembelajaran. Dengan demikian, media pembelajaran video efektif dalam meningkatkan pengetahuan anak tunarungu mengenai Bahasa Indonesia.

Hardina Risma Zakiya; Fitro Nur Hakim; Setiyo Prihatmoko

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The Allisa Cake business was founded by Mrs. Nora in 2016, a housewife located in Krapyak, West Semarang, Semarang City, Central Java. The products produced are cakes or bread which are marketed offline and online. However, online marketing has not met the expected targets, so appropriate promotional media is needed, in order to introduce the product to the public and to optimize promotional media. This research designs Instagram content that makes it easier to understand products and designs Instagram content that follows trends.The method used in this research is ADDIE developed by Dick and Carry, the development design with the ADDIE design aims to develop and validate the product. Meanwhile, the software used includes Corel Draw and Adobe Photoshop.Data collection was carried out by interviewing business owners, making observations and studying literature. After getting the data, create a product design and then apply it to the Instagram Feed design concept. The design stages are in the form of Thumbnail visualization, Tightissue and Final Design. The research produces Instagram content that contains information to make it easier to understand the product and the content design follows trends as the main promotional media.