Covid-19 merupakan penyakit menular jenis baru yang menjadi permasalahan besar bagi setiap masyarakat diseluruh dunia saat ini, tak terkecuali di indonesia. Covid-19 sendiri merupakan keluarga besar dari penyakit yang juga sempat menjadi pandemi di dunia yaitu SARS dan MERS. Faktor penyebaran yang cepat menjadi kendala tersendiri bagi pihak-pihak yang menangani covid-19, seperti pola hidup yang tidak sehat menjadikan penyebaran covid-19 meningkat seiring berjalannya waktu. Dari permasalahan ini peneliti merancang sebuah aplikasi sederhana sebagai media pembelajaran berbasis android untuk membantu mengingatkan masyarakat dalam penanganan virus#Covid-19# melalui#pola# hidup#bersih# dan#sehat.Memakai tata cara 4D (Four D) yang dbesarkan oleh S.Thiagarajan Dorothy S.Semmel dan Melvyn I.Semmel, yang dimulai dengan pengumpulan informasi memakai tata cara Angket (Kusioner) dan Literature, dilanjutkan dengan Define (Pendefinisian), Design (Perancangan), Develop (Pengembangan), serta Disseminate (Penyebaran).Hasil perancangan kemudian di validasi kepada ahli media, rancangan dikembangkan sesuai saran dari validator. Hasil akhir perancangan berupa sebuah aplikasi edukasi/pembelajaran Covid-19 dengan 7 fitur utama. Fitur-fitur ini antara lain yaitu pengenalan covid-19, gejala covid-19, protokol kesehatan, cek resiko covid, cara mencuci tangan, olah raga rumah, dan cara menjaga daya tahan tubuh.
The purpose of this design is to make Gulo-Gulo Tareh Nina's packaging attractive and able to convey information to a new target audience and be able to compete in a wider market. This design uses visual communication design theory, packaging, layout, typography and color. Data collection starts with observation, interview and documentation. Furthermore, the data analysis method used is SWOT (Strength, Weakness, Opportunity, Threat). This design produces the main media packaging in the form of standup pouch. And also equipped by several supporting media such as posters, aprons, stickers, x-banners, t-shirts, tote bags, greeting cards.Keywords: Packaging, Attractive, Target Audience, Competing
Abstract--Hujan Bulan Juni was first published as a poem in 1994, and later in 2013 a short comic with similar title was created by a comic artist. This paper analyzes similarities between the poem, which is in lingual form and the short comic, which is in visual form. The purpose of this research is to understand whether there are similarities and differences in meanings caused by converting a literature work into visual work-called as komikalisasi. Research methodology for this study is qualitative descriptive with intertextual approach. Heuristic and hermeneutic analysis will be applied to comprehend meanings in lingual semiotic, while sequential image analysis will be used to comprehend visual meaning. Findings indicate a correlation of meanings between both poetical text and comic.
Media interaktif edukasi “Lift The Flap Book Aku Tahu Bahaya Plastik” merupakan buku berjendela yang memberikan informasi dan pengetahuan baru mengenai dampak sampah plastik bagi ekosistem dengan menampilkan gambar-gambar yang dapat dibuka tutup dan berisikan keterangan dibelakangnya. Perancangan ini bertujuan agar dapat menjadi media alternatif dalam memperkenalkan dan menjelaskan dampak buruk sampah plastik bagi ekosistem kepada anak-anak sejak usia dini dengan cara yang lebih unik dan menarik. Media interaktif ini terbukti efektif untuk mengembangkan kemampuan sosial dan kepekaan anak terhadap lingkungannya. Terbukti dari interaksi anak dengan media interaktif, melatih kemampuan motorik anak dan menanamkan nilai-nilai kebersihan. Sehingga dapat diterapkan dalam kehidupan sehari-hari dan menunjang upaya-upaya yang telah dilakukan pihak sekolah dalam kegiatan membersihkan lingkungan. Metode dalam perancangan ini menggunakan Research and Development (R&D). Metode ini bersifat bertahap dalam pengembangannya, mulai dari menemukan potensi dan masalah, pengumpulan data, desain produk, revisi produk, hingga produksi masal. Selain lift the flap book sebagai media utama, dihasilkan pula beberapa media yang dapat menjadi media pendukung, seperti poster, x-banner, sticker, tumbler, notebook, reusable bag, dan pin.
Webcomic has become subculture within comic medium. It still has the same visual elements with printed comic but has its own set of rules and presentation which contrasted from printed comic. South Korean webcomics, famously known as webtoon, are more adapt to digital and online media characteristic. It is show in the way they explore webcomic's vertical infinite canvas. However, each webcomic is unique and has its artist's idiolect. This paper breaks down visual patterns of a webcomic entitled "The Secret of Angel" (TSoA) in order to see the artist's idiolect, the way it exploits infinite canvas and how it stands out. Method use is qualitative descriptive, with 6 episodes of TSoA as samples. Findings indicate that TSoA is adapt to media convergence and the use of vertical infinite canvas and its latest episodes has shown maturity in using the verticality. However, TSoA still maintain its own artist's idiolect such as no speech balloons are inside panels, and longer and wider gutter.
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