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Peminoverman Tafonao; Dara Wisdianti

Jurnal Teknik dan Teknologi Indonesia (JTTI) 2024 PT. Arsil Reka Engineering

This research analyzes the use of Buckingham Palace as a filming location for The Young Victoria using Greimas' semiotic narrative approach and Freud's psychoanalysis. The film represents Queen Victoria's life journey from childhood to her coronation as Queen of England, with a strong narrative point of view. Through semiotic methods, this study explores the relationships between characters in the film and how the role of palace architecture supports the visual narrative and symbolism of monarchical power. In addition, this study explores the historical and architectural value of Buckingham Palace, including design changes over time and their relevance in supporting the atmosphere of a movie set in history. The method used is descriptive qualitative with data sources coming from literature, documentation, and online media interviews. The results show that the presence of historical architecture not only enriches the aesthetics of the movie, but also strengthens the narrative meaning.

Azalia Zalfa Azura; Edria Al Shahada; Salamah Hujaimah; Silfi Mauludini

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2024 Pusat riset dan Inovasi Nasional

Fractions have many rules that often cause misunderstanding of the concept. Thus, media is needed to make it easier for students to understand the concept of fractions. The purpose of this study was to analyse the implementation of fraction learning methods using visualisation media in class IV of State Elementary School 243 Cicabe. This research method is quantitative. The sample used in this study was 24 fourth grade students with the object of research, namely the process of learning fractions using visualisation media and students' competence in solving fraction problems that were changed in the form of visualisation. The research method used was field research with data analysed using descriptive analysis. The results showed that the fraction material explained using visualisation media could be understood by the students although when the material level was raised, some students experienced slight difficulties.

Erna Afrianty Tinendung

Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

Improving fable writing for class VII students through various visual media at Simpangkiri State Middle School. Researchers used descriptive methods with Classroom Action Procedures (PTK). The survey also revealed that there were 17 grade 7 students at SMP N 3 Simpang Kiri and there were several interesting stories created by the students. The cycle results also showed that there were 17 grade 7 students at SMP N 3 Simpang Kiri whose students created several interesting fairy tales. Nine students came up with very interesting tales. Based on the assessment of the ability to write fables using visual media in Cycle II, the results showed that 12 out of 17 students wrote very interesting fables. This is proven by the assessment of teachers and researchers that these 12 students wrote fairy tales using various visual media which were very interesting and imaginative.

Dini Rohmayani; Castaka Agus Sugianto

Journal of New Trends in Sciences 2024 CV. Aksara Global Akademia

The learning of physics, particularly mechanics, poses significant challenges for high school students. Concepts such as Newton’s laws, energy, and three-dimensional vectors are often difficult to grasp using traditional teaching methods. Virtual Reality (VR) has emerged as a promising solution by providing an immersive and interactive learning environment. This study aims to evaluate the effectiveness of VR-based learning media in enhancing students’ understanding of physics concepts, with a specific focus on mechanics. An experimental design was employed, consisting of two groups: an experimental group using VR for learning and a control group receiving traditional instruction. Pre-test and post-test assessments were used to measure the improvement in students' conceptual understanding of physics. The findings indicate that students in the experimental group demonstrated a significant improvement in their understanding of complex physics concepts, such as projectile motion, force, and Newton’s laws, compared to the control group. Students in the experimental group also exhibited higher levels of engagement and motivation, with VR's immersive nature encouraging active participation in learning. The study concludes that VR is an effective tool for enhancing students’ comprehension of abstract and complex physics concepts, improving their visualization and problem-solving skills. Furthermore, VR-based learning provides students with opportunities to conduct virtual experiments and simulations that may not be possible in traditional classroom settings. The implications of this study suggest that VR should be integrated into the physics curriculum to improve learning outcomes, especially in schools with access to the necessary technology. Educators and curriculum developers are encouraged to explore VR’s potential in fostering a more engaging and effective physics education.

Shaila Annisa Yahya; Tria Patrianti

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2024 STIKes Ibnu Sina Ajibarang

Government content is not trusted by the public and is boring. Policies on government social media are not well socialized. This phenomenon makes the Directorate General of Sea Transportation's public relations adapt the trend for publishing policy message information. The aim of this research is to determine the pattern of preparing government policy messages in building the image of the Directorate General of Sea Transportation. The theory used in this research is message structuring theory. The theory consists of attention, need, satisfaction, visualization, action. This research use desciptive qualitative approach. Data collection techniques were carried out using in-depth interviews and documentation methods. In testing the validity of the data, a source triangulation test was carried out using in-depth interview techniques. The results of this research are that the pattern of preparing government policy messages on Instagram @djplkemenhub151 is quite good. This can be seen from the message preparation process carried out by the public relations team. The attention stage is found by determining the agenda setting, determining the type of Indonesian and English, the language is semi-formal, the factor that influences the message to attract attention is the trend. The need stage is carried out with research. determine the actual topic that is used as a message, and look for references in online media. The satisfaction stage is obtained by selecting the right visuals. The visualization stage was obtained through determining the visual characteristics of the bombang icon and determining the turquoise green display color. The action stage is that the public relations team carries out preparations and team discussions to compose the message. The interaction that is built is carried out by responding quickly and responsively to the hotline service or replying to comments. The conclusion from this research is that a good message structuring pattern can build a positive image of the Directorate General of Sea Transportation.

Dzaky Assrof; San Ahdi

Jurnal Riset Rumpun Seni, Desain dan Media 2024 Pusat Riset dan Inovasi Nasional

WB Kitchen is a culinary business located in Batusangkar, West Sumatra. WB Kitchen has 3 subsidiaries, namely WB Cake, WB Rendang, and WB Catering.WB itself is taken from the initials of Mrs. Rahmiwati Bur's nickname, namely "Wati Bur" as the owner. WB kitchen and other subsidiaries still do not have an optimal logo or visual identity, making it difficult to be remembered and recognized by the target audience.  This design uses the Design Thinking method with an approach through empathy as the first step, then supported by the SWOT analysis method, namely, Strenght, Weakness, Opportunity and threath. The design of visual brand architecture is done to optimize and give characteristics to WB Kitchen. Therefore, a visual identity guid line book was made as the main media and supported by other supporting media such as Greeting Cards, Aprons, Posters, Chef Shirts, Polo Shirts, Cake Packaging and so on.    

Satini, Ria; Asri Wahyuni Sari

Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

 This research aims to determine the benefits of audio-visual media in improving students' writing skills. This research uses an experimental design approach. The types of experimental research that refer to this research are Quasi Experimental Design involving 60 students of the Indonesian Language and Literature Education study program class of 2021. One class is for the control class and the other class is for the experimental class. The instruments used in this research were performance test questions for the pretest and performance test questions for the students' posttest. Apart from these research instruments, there are manual notes from lecturers and students, and photos of activities during the learning process. The methods used to analyze the data obtained are quantitative and qualitative. The results of the research show that the application of audio-visual learning media has an effect on the language drama script writing skills of PGRI University West Sumatra students. From the results of data analysis, it can be seen that the effectiveness of the treatment is in the high category.   Keywords: Writing Skills, Drama Scripts, Audio Visual   Abstrak. Penelitian ini bertujuan untuk mengetahui manfaat media audio visual dalam meningkatkan keterampilan menulis mahasiswa. Penelitian ini menggunakan pendekatan experimental design. Jenis-jenis penelitian eksperimen yang merujuk kepada penelitian ini adalah Quasi Experimental Design dengan melibatkan sebanyak 60 orang mahasiswa program studi Pendidikan Bahasa dan Sastra Indonesia angkatan 2021. Satu kelas untuk kelas kontrol dan satu kelas lainnya untuk kelas eksperimen. Instrumen yang digunakan dalam penelitian ini adalah soal tes unjuk kerja untuk pretest dan soal tes unjuk kerja untuk posttest siswa. Selain instrumen penelitian tersebut dengan catatan manual dosen dan mahasiswa, dan foto kegiatan selama proses kegiatan pembelajaran berlangsung. Metode yang digunakan untuk menganalisis data yang diperoleh, yaitu kuantitatif dan kualitatif. Hasil penelitian menunjukan bahwa melalui penerapan media pembelajaran audio visual berpengaruh terhadap keterampilan menulis naskah drama berbahasa mahasiswa Universitas PGRI Sumatera Barat. Dari hasil analisis data terlihat bahwa besaranya efektivitas treatment berada pada kategori tinggi.     Kata kunci: Keterampilan Menulis, Naskah Drama, Audio Visual

Wahyu Putra Alja; Angga Elpatsa

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

This work aims to visualize the author's childhood in the past that will never be repeated in contemporary painting. At that time every day the author enjoyed various games and activities that provided fun such as: playing ball, kites, playing old tires, jumping rope, playing bicycles, exploring.  The author recalls childhood in the past which was a period of transition from traditional games to modern games with gadgets and online games. Technology has changed and replaced traditional games to games that exist on technological media such as games in mobile phones (cellphones). The method of creating this work follows five stages, namely preparation, looking for ideas and ideas. Then, at the elaboration stage, recall and talk with the author's childhood friends by looking back at the excitement and joy of childhood. In the third stage, the synthesis stage, choosing ideas that will be applied in a work of art. Next, the stages of concept realization, sketching and asking for the approval of the supervisor. Finally, the completion stage, presenting the painting work in the form of a final exhibition. The work featuring visualizations of the author's childhood consists of 10 works with the title, "Shepherd Boy", "Jumping Rope", "Playing Marbles", "After School", "Cycling", "Going Home Quran", "Brother", "Monitoring","Old Tires", "Kite Playing".

Ilham Pratama

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

The aim of making this final work is to convey life lessons, as well as introduce new techniques in the world of crafts, which are then expressed through the work in the form of visuals of fishermen's activities. The method of creation in this final work is carried out in stages, namely: the preparation stage is observations related to ideas and concepts of the author's interest, elaboration is the stage of exploring and displaying the diversity of fishing activities in terms of field surveys and electronic media, synthesis is the creation of an idea for a work , the realization of the concept is a stage of the work process and the completion or finishing of the work. Based on the method used, a work was created in the form of a wall decoration with fishermen's activities as the main object, which was made using the 3D Wood Shadow Box technique. The author created seven works with the titles: "Hope", "Reap", "Adrift", "Congratulations", "Shoulder to shoulder", "Rich", and "Alhamdulillah".    

Angela Kirana Hartanto; Aulia Khoiriya; Bijak Anugrah; Salsabila Khoirunnisa

Jurnal Hukum dan Sosial Politik 2024 International Forum of Researchers and Lecturers

In Indonesia, the Job Creation Law has had a major impact on workers, especially in terms of policies that tend to favor companies. The emphasis on labor flexibility and the ease with which companies can restructure can reduce job security, wages, and workers' rights. Inequalities in labor contract negotiations arise as the power differential between companies and workers widens. Thus, modern slavery practices often emerge to make workers feel marginalized. This is due to the lack of legal protection, which is detrimental to their health. Therefore, this study aims to provide an explanation of the effect of government regulation in the form of omnibus law and investment policies on the welfare of workers in terms of wages and working time. To achieve this goal, this research uses a political economy perspective with two derivative theories, namely the theory of oligarchy and neoliberalism. Then, in collecting data, this research will use the big data analytics method that will collect data containing tweets from Indonesians on social media X that contain certain keywords. This method consists of several stages consisting of data cleaning processing, data transformation into tabular form, and data visualization. Besides big data, this research also uses literature review methods to collect data from books, journals, and articles related to this research topic.

Firmansyah, Andre; Tumimomor, Anthony Y.M.

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2024 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Keris merupakan salah satu warisan budaya Indonesia yang perlu dilestarikan, dan dikenalkan untuk generasi sekarang. Berdasarkan hasil penelusuran yang dilakukan, ditemukan data bahwa masih adanya masyarakat Surakarta yang beranggapan bahwa keris hanya digunakan sebagai pajangan atau jimat yang masih disangkut-pautkan dengan hal-hal yang berkaitan mistis.  Selain itu kurangnya kesadaran masyarakat akan pengetahuan tentang keris dan adanya perbedaan antara keris dalam keraton dan luar keraton Surakarta masih sangat minim di masyarakat. Sehingga perlu adanya media informasi yang mampu memperkenalkan dan memberikan informasi mengenai keris Keraton dan perbedaan keris ini dengan keris luar Keraton melalui media audio visual, salah satunya adalah film dokumenter. Penelitian ini menerapkan metode kualitatif dan strategi linier dalam proses perancangan film dokumenter, sehingga diharapkan mampu menghasilkan media informasi audio visual yang dapat memberikan pengenalan secara detail dan aktual mengenai detail keris dalam keraton dan perbedaanya dengan keris luar keraton kepada masyarakat Surakarta secara khusus dan masyarakat Indonesia secara umum.

Diana Langgeng Mustikawati; Fahmy Zuhda Bahtiar

Intellektika : Jurnal Ilmiah Mahasiswa 2024 STIKes Ibnu Sina Ajibarang

At this time technology can no longer be avoided, various sectors can take advantage of it, including the education sector. The way that can be utilized is by using learning media during the learning process because it will create a comfortable, enjoyable and interesting atmosphere to obtain maximum results. The aim of this research is to explain and identify the influence of using audio-visual learning media on vocational school student learning outcomes. This research aims to determine the effect of audio-visual learning media on vocational school student learning outcomes. To get what is desired, a quantitative research approach is used with experimental types and a Quasi Experimental research design. Data is calculated using statistical calculations (SPSS). In this research, simple linear regression analysis and t test were used. Testing the hypothesis with the t test obtained a t count value of 10.733 it means t hitung > t table (10.733 > 1.699) and significance (0.000 < 0.05) so it can be concluded that there is an influence of Audio Visual Learning Media on Vocational School Student Learning Outcomes.

Wibi Ardi Alvianto; Juni Amanullah; Lukman Santoso

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The social media platform TikTok has grown rapidly as one of the main platforms for creative expression and information exchange. This article discusses the use of video editing tools provided by TikTok in creating interesting learning materials for students. We analyze TikTok's creative features including visual effects, music, and quick edits, and illustrate how to apply them to learning. This research involves a qualitative approach through case studies, focusing on the teacher's experience in creating learning materials with the TikTok video editing tool. The findings show that this approach can motivate students by providing visual content that matches the preferences of the younger generation. Students' positive response to this approach indicates increased engagement and interest in learning. However, challenges in utilizing TikTok's video editing tools are also acknowledged. Integrating creativity with substantial content and ensuring the integrity of education is maintained are some of the aspects that must be considered. Ethical and privacy implications are also discussed in the context of the use of social media platforms in education. In conclusion, TikTok's video editing tools offer exciting potential for creating impactful learning materials. With a thoughtful approach, educators can design content that fits current visual trends and communication styles, while maintaining the required educational quality.

M. Ridwan Hanafi; Lise Asnur

Jurnal Manajemen Pariwisata dan Perhotelan 2024 International Forum of Researchers and Lecturers

This research was conducted because researchers observed that food vlogger content on Instagram social media at the Marriott Cafe Hotel JW Marriott Medan was not effective. The main problem is that the uploaded content still has little insight or interaction such as the number of viewers, likes, and those who share the content, as well as a lack of detail and enthusiasm in explaining the content reviewed by food vloggers. The aim of this research is to analyze the content carried out by 5 food vlogger on social media Instagram Marriott Cafe Hotel JW Marriott Medan. The type of research used was descriptive with a qualitative approach, by interviewing three (3) informants using a purposive sampling technique. Data collection techniques through interviews, observation and documentation., observation, documentation. The data is analyzed by reduction, namely summarizing, selecting and focusing on important things and analyzing the data obtained with the problem being studied. The results of this research show that the content uploaded by food vloggers at the Marriott Cafe is visually and audio and editing is good, but the content, namely the way the food vlogger conveys the message, is less interesting, namely the food vlogger does not use an original voice such as a good, unique, distinctive narrative. in conducting reviews, this is what causes Instagram users to be less interested in watching food vlogger content which causes little engagement on Instagram social media when food vloggers at the Marriott Cafe Hotel JW Marriott Medan.

Zia Ulhaq; Erna Indriastiningsih; Yunita Primasanti

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

XYZ is a multi-disciplinary company operating in the fields of mining contracts, engineering, procurement and construction as well as oil and gas services. This business entity, which has been established since 1972, has a strong commitment to Occupational Safety and Health (K3) which has become a culture in every element of the company. Basically, K3 is an effort to prevent/avoid/reduce accidents by stopping/removing/eliminating risks (risks). K3 is one of the requirements for increasing employee work productivity, this is closely related to achieving work or production targets. This research was conducted at the company PT. XYZ in the Balikpapan area. The aim of this research is to measure the level of employee concern for K3, with the efforts that the company has made through the rewards system, digitalization and audio-visual campaign methods. The research population is employees of PT. XYZ in the Balikpapan area. Sampling was carried out using a two-stage multi-stage cluster random sampling technique. The first stage is separated based on department cluster; Asset Management, SHE, SCM, HCBS, and Finance. The second stage is PT employees. XYZ is separated based on work environment stratification; office and field. Respondent data was analyzed with SEM-PLS using Smart PLS 3.0 software. The model developed illustrates that the rewards system, digitalization and audio-visual campaigns have a positive influence on worker safety motivation and indirectly influence worker safety behavior through worker safety motivation which acts as a mediating variable. Meanwhile, work safety motivation has a positive effect on work safety behavior.    

Yani Trullya; Aditya Hanum Widarsa

Jurnal Riset Rumpun Seni, Desain dan Media 2024 Pusat Riset dan Inovasi Nasional

Ethereal is a band that plays post black metal music in the city of Padang. However, the lack of introduction in the form of visual media to the Ethereal band causes few underground music lovers to know the identity of the Ethereal band. This design is carried out in order to increase the existence of the post black metal genre in Padang city and optimize and provide consistency to the introduction of the Ethereal band's identity so that it can be better known and remembered by the target audience. This design uses the Design Thingking method, so it can be concluded that in this design a problem is sourced to an empathy, the need for solutions to existing problems, then keep testing for improvement. Therefore, a manual book was made as the main media to introduce the Ethereal band to the target audience. By using data analysis called SWOT (strenghts, weaknesses, opportunities, threats). and supported by various supporting media on the visual branding of the Ethereal band in the form of: Digital Catalog, Poster, Ticket, T-shirt, Tumblr, Emblem, and Sticker Pack.

Heru Saputra; Ilfa Stephane; Monanda Rio Meta; M. Dahniel

Indonesia Bergerak : Jurnal Hasil Kegiatan Pengabdian Masyarakat 2024 Asosiasi Riset Ilmu Teknik Indonesia

This research aims to address the challenges faced by SMEs in adapting to the changing business environment, particularly with the influence of digital technology on consumer behavior. Through the utilization of product photography in visual marketing, the Padang traditional cake business, Kresh Cookies, successfully creates high product appeal and reaches a wider market. The research methodology includes market analysis, target audience identification, photography training and editing, social media management, and market research. The findings reveal an increase in brand awareness, consumer interest, and engagement on social media. This research provides guidance for other SMEs in developing their businesses through the utilization of product photography in visual marketing.

Muhammad Akhdan Sytra; Defrizal Saputra

Jurnal Riset Rumpun Seni, Desain dan Media 2024 Pusat Riset dan Inovasi Nasional

Dieonic is an Alternative Rock music group with the Shoegaze subgenre hailing from Padang, Indonesia. Formed in 2022, Dieonic presents a fusion of key shoegaze elements within a series of alternative rock tracks, refining the essence of emo music. In the midst of Padang's vibrant underground music scene, Dieonic emerges with a distinctive sound, deviating from the conventional trends. This latest project aims to develop a visual communication concept that mirrors the artistic visualization of Dieonic's musical creations and their unique identity. Beyond offering educational insights into the significance of album design in the music industry, this endeavor concentrates on fortifying Dieonic's visual branding as a pivotal aspect of the band's identity, employing a semiotic approach. The cover design for Dieonic's 'Collide' album underwent a meticulous process, utilizing the 5W+1H analysis and the 4D method design for data analysis. The subsequent creative design seeks to encapsulate the band's essence. The resulting design serves as the primary medium in the form of the album itself, accompanied by supplementary materials such as album CDs, booklets, Spotify previews, posters, t-shirts, and flags. These diverse media will undergo thorough testing for their efficacy with a verified target audience to gauge their overall success.

Amanda Cindy Aisyah; Fauzan Aulia

Jurnal Riset Rumpun Seni, Desain dan Media 2024 Pusat Riset dan Inovasi Nasional

Alingbao is a food and beverage business in the city of Padang. The concept of cultural acculturation combines the traditional food of a race, namely Minangkabau and Chinese. This design aims to optimize the function and structure of Alingbao packaging, maximize the shape and visuals of the packaging so that information and brand awareness of the product is conveyed to consumers and potential consumers. This design uses the 4D method which consists of Define, Design, Develop and Disseminate with the development results in the form of pop-ups. The analysis method used is SWOT analysis (strengths, weaknesses, opportunities, threats). The main media in this design are three packages consisting of primary and secondary packaging. The supporting media for this design are social media, menu price lists, cups, hanging banners, aprons and tape. The main and supporting media in the design have also gone through a feasibility test in the form of a prototype. Meanwhile, the feasibility test indicators themselves consist of packaging layout, packaging visual elements, structure, function and packaging materials. This aims to ensure that the packaging is suitable and suitable for use.

Nurul Nurul; Suardi Suardi; Fadilah Herawati

This research is classroom action research which aims to determine the improvement in student learning outcomes in the Indonesian language subject for class X SMA Negeri 5 Maros. The subjects of this research were class X of SMA Negeri 5 Maros for the 2023/2024 academic year with a total of 36 people. This research was carried out in two cycles and each cycle consisted of 6 meetings. The results of this research show that the application of audio-visual based learning media can improve the effectiveness and learning outcomes of students in Indonesian language subjects. Quantitative analysis shows that learning outcomes in the initial test were 38.88%, in cycle I there was an increase of 52.77% and then in cycle II it was 100%. This means that there is a significant increase in student learning outcomes.