MAVIS (Mata Visual) adalah jurnal yang diterbitkan dua kali setahun (pada bulan Maret dan September) oleh Lembaga Penelitian & Pengabdian kepada Masyarakat (LPPM) Sekolah Tinggi Informatika & Komputer Indonesia (STIKI) Malang. Terbit pertama kali pada Maret 2019. MAVIS (Mata Visual) ini sebagai media publikasi ilmiah berupa karya penelitian maupun rancangan dalam bidang seni, desain, budaya dan terapannya. Jurnal MAVIS telah berDOI https://doi.org/10.32664/mavis
The Evolution of Apple's First and Latest Logos: From Traditional Illustration to Dynamic Identity
A logo is a crucial element in building a brand identity. More than just a visual symbol, a logo serves as a communication medium that reflects a company's values, vision, and personality to the public. As time goes by, logo design undergoes significant evolution, influenced by graphic design trends, technological developments, and changing consumer expectations. This study explores the impact of Apple's logo transformation on brand image, focusing on the phenomenon of logo changes to become simpler and more dynamic. The methods used include observation and analysis of the Apple logo, which has evolved following minimalist trends in design. The results of this study indicate strategic reasons for reversing logo evolution, such as the need to remain relevant in the digital era, strengthen visual appeal, and increase brand recognition. These findings are expected to provide insight for graphic designers and business people in understanding the importance of logo design adaptation to maintain brand competitiveness in an ever-evolving market.
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Strategi Visual Sebagai Penguatan Branding Kabupaten Tulungagung Melalui Seni Hias Cethe dan Kopi Ijo
This study aims to examine visual strategies as an effort to strengthen the branding of Tulungagung City through cethe art and the kopi ijo tradition, which serve as distinctive cultural characteristics of the region. As an intangible cultural heritage, cethe the art of painting on the surface of coffee using coffee grounds embodies strong aesthetic, symbolic, and identity values, while kopi ijo has become a unique culinary icon among both local communities and tourists. This research employs a qualitative descriptive approach with a case study method, involving field observations, in-depth interviews with artists, coffee entrepreneurs, and local government officials. The analysis is carried out using visual semiotics theory and the concept of place branding to identify effective visual elements in shaping the city’s image. The findings indicate that visually packaging cethe art and kopi ijo through documentary film can reinforce Tulungagung’s narrative identity as a city rich in culinary traditions and creative arts. Consistent and integrated visual strategies have the potential to enhance tourism attractiveness, expand promotional reach, and foster community pride in local culture.
The Design of an Architectural E-Photobook on Malang’s Temples as a Medium of Tourism Information
Malang is an area in East Java that is rich in tourist destinations and historical heritages, including temples (candi) with Hindu and Buddhist characteristics. However, public awareness of the existence of these temples is decreasing, especially among teenagers. Based on a survey, many teenagers aged 19–25 years do not know the number or location of the temples in Malang. Therefore, this research aims to design an e-photobook of temple architecture in Malang as a tourism information medium that can provide a deeper understanding of this cultural heritage. Temples possess distinct historical and architectural values, functioning as places of worship and religious rituals. This e-photobook uses an architectural photography approach to document the beauty and structural details of the temples. The design method uses Design Thinking with data collection techniques involving observation, interviews, and literature study. The design process includes digital layout and photography techniques, using Adobe Photoshop and Adobe InDesign. Five main temples are the objects of this research: Candi Singosari, Jago, Kidal, Badut, and Sumberawan. Some of the architecture of these temples has not been well visualized digitally. With a temple book in a more accessible digital format, this e-photobook is expected to become a reference for tourists as well as increase public awareness of the importance of preserving temples as part of Indonesia's cultural heritage.
Ecobatik: Textile Innovation Through Collaboration of Teak Leaf Ecoprint Techniques and Hand-Painted Batik
The globaliation of textile products has brought ecoprint techniques from Autralia to Indonesia. Ecoprint techniques have quickly gained popularity because the material used are considered environmentally friendly. Meanwhile, hand-drawn batik, one of the tevtile crafts that has become a symbol of Indonesian culture continues to be eroded by globalization, both in terms of motifs and usage. Through thus method of creating artwork, innovation in combining ecoprint and hand-drawin batik is expected to provide a compromise in preserving cilture. Teak leaves were chosen as the main material for ecoprinting because they are abudant and spread throught Indonesia. Therefore the Ecobatik technique discovered in this stydy can provide a new source of inspiration for the development of the batik industry. Three Ecobatik works were produced in this study and can be further developed using other plant species.
Construction of Visual Meaning in Fashion Advertising: A Comparison between AI Generative Photography and Conventional Photography
Advances in generative artificial intelligence (AI) technology have transformed the landscape of visual production in the fashion industry, particularly in the context of advertising photography. This study aims to analyse the construction of visual meaning and audience perception of fashion advertising images generated by generative AI compared to conventional photography. This research uses a mixed-methods approach, combining visual semiotic analysis with a Likert scale-based survey experiment. The results show that AI-based images display high visual aesthetics but face challenges in terms of authenticity and brand credibility. This study contributes to the understanding of visual culture in the post-photography era and offers a critical discourse on the field of fashion visual communication.
Ergonomics in Visual Narrative: An Analysis of Workstations through the Semiotics of Space and Time in the Film Dimsum Martabak
This study aims to analyze the use of ergonomics in the visual narrative of the film Dimsum Martabak through a spatial and temporal semiotics approach. Ergonomics, which focuses on the design and organization of optimal workspaces, has a significant impact on individual comfort and productivity within the work environment. The film, as a work of art, presents workspaces that function not only as places of physical interaction but also as mediums for communicating character dynamics and social relationships. The spatial and temporal semiotics approach is employed to explore how spatial elements in the film—such as layout and workstations—as well as the use of time in scenes, convey messages about ergonomics in everyday life. This analysis reveals how the film shapes viewers’ understanding of the importance of ergonomics within a broader visual context, and how workspace design can influence the physical and psychological well-being of the characters. The findings of this research are expected to contribute to a deeper understanding of how visual elements in film can reflect ergonomic conditions in real life.
Packaging Design Development for Tea Beverages to Enhance Brand Awareness
Packaging has various functions such as protecting products from various causes of damage, as a medium for product communication and branding to consumers, maintaining products so that they last longer, and triggering consumer buying interest. The appearance of the packaging is one of the elements that can build brand identity and attract consumer attention. MSMEs "Waktunya Ngeteh" began to change its brand name and design new packaging to introduce its products to consumers and differentiate its brand image from competitors. There are two stages of the method used, namely the preparation stage and the creation stage. The preparation stage refers to the modern design method which includes three stages, namely identification, analysis, and synthesis. While the creation stage includes the pre-production, production and post-production stages. By implementing these stages, the resulting design can be in accordance with the design objectives. Packaging designed by implementing a design strategy that focuses on illustration can increase product brand awareness. The results of this study are a packaging design that is in accordance with the brand image, target audience and competitor factors of similar products.
Designing Information Media About Attention Deficit Hyperactivity Disorder (ADHD) in Adolescents
This information media design aims to enhance teenagers' understanding of Attention Deficit Hyperactivity Disorder (ADHD) and reduce the negative stigma often associated with it. The media is presented as an educational animation tailored to the characteristics of young audiences aged 12–17, making it visually engaging, easy to understand, and communicative. The design process follows the 5W+1H method and consists of three main stages: briefing, design, and animation. The final output includes three informative videos titled “What is ADHD?”, “ADHD & Teenagers” and “Solutions for Late Diagnosis.” In addition to delivering essential information, this project encourages empathy among teens and provides guidance for recognizing early signs of ADHD. It is expected to raise awareness among teenagers, parents, and the broader community about the importance of timely diagnosis and proper treatment.
Re-Imagining Badang: Desain Karakter Berbasis Additive Manufacturing untuk Pelestarian Budaya Melayu pada Gen Z
Legenda Badang dari Kepulauan Riau memuat nilai keberanian, kesederhanaan, dan koneksi manusia‑laut yang semakin tergerus arus konten global. Studi konsumsi media terbaru menyatakan 71–88 % Gen Z Indonesia menghabiskan >5 jam setiap hari pada platform visual‑pertama seperti TikTok dan Instagram, sehingga dibutuhkan strategi pelestarian budaya yang relevan dengan ekologi digital tersebut. Penelitian ini merancang karakter Badang sebagai duta visual budaya lokal dengan menggabungkan kerangka penciptaan karakter Bryan Tillman, teori visual distinction Scott McCloud, dan harmoni warna Johannes Itten. Metode penelitian menerapkan pendekatan R&D (research and development) yang mencakup (1) studi literatur dan eksplorasi visual, (2) iterasi desain karakter berbasis focus‑group, (3) prototyping figur 3D via additive manufacturing, dan (4) uji preferensi Gen Z (n = 45) terhadap aspek estetika dan representasi budaya. Hasil menunjukkan varian kostum hijau‑merah‑emas dengan ornamen flora‐laut memperoleh skor daya tarik 4,6/5 dan skor relevansi budaya 4,7/5, jauh melebihi opsi monokrom (p < 0,01). Konfigurasi pencetakan PLA 0,1 mm | infill 50 % menghasilkan detail optimal dengan biaya ±Rp 42 000 per unit. Temuan ini menegaskan bahwa desain karakter—didukung teknologi 3D printing—dapat menjadi strategi efektif pelestarian budaya lokal di era digital serta membuka peluang komersialisasi IP melalui figur kolektibel, motion‑comic, dan metaverse.
Desain Tempat Tidur Anak dengan Kombinasi Hiburan dan Keamanan
The diversity in the manifestation of gate architecture across the island of Java remains observable to this day. The Javanese people are widely recognized as a culturally rich society that continues to preserve and uphold its traditional values. The varied forms of gate structures are reflected in the differing characteristics of their constituent elements. This diversity is also evident upon entering the Ponorogo region of East Java, where one encounters entrance gates adorned with decorative motifs inspired by Reog, a traditional performing art that serves as a cultural emblem of Ponorogo. This study employs a qualitative approach with a descriptive research design to elaborate on the architectural characteristics of the Ponorogo Regency border gate, and is supported by Roland Barthes’ semiotic theory. Denotatively, the Ponorogo border gate functions as a physical boundary marker between administrative regions and serves as an entry point into the regency. On a connotative level, however, the gate carries symbolic meaning, acting as an architectural representation of regional identity. It also functions as a communicative medium, conveying specific cultural themes such as local philosophies, myths, and belief systems embedded within the community. The ornamental patterns and decorative elements serve as a visual reflection of Ponorogo’s cultural heritage. Therefore, the gate’s design embodies symbolic meanings that transcend its physical and functional form.
Characteristics of the Ponorogo Regency Border Gate (A Study of Visual Semiotics)
Beauty in the Simplicity of Wiloso's Wayang Krucil: A Study of Wabi Sabi Aesthetics
Wayang Krucil Wiloso Wiloso is one of the traditional Javanese art forms that developed in Wagir, Malang. This puppet, which originates from the story of the spread of Islam and also tells the story of Panji Asmorobangun and also the story of the menak in the spread of Islam. This puppet not only functions as entertainment but also as a means of education and the spread of moral values and local culture. This research examines the aesthetics of Wabi Sabi in Wayang design. Wayang Krucil Wiloso is different from other puppets, such as the use of contrasting colors, expressive body proportions, and simple ornaments, Wayang Krucil Wiloso still maintains traditional Javanese values and symbolism. When studied from the perspective of Wabi Sabi's eastern aesthetics, the traditional elements in Wayang Krucil Wiloso become an aesthetic study of beauty in simplicity to analyze the simple yet attractive visual appearance without losing its identity and characteristics. This research uses a descriptive qualitative method through observation, interviews, and literature study to understand the aesthetics of Wabi Sabi in Wayang Krucil Wiloso. The result is that Wayang Krucil Wiloso Wiloso, although appearing in simplicity and far from the splendor of puppets in general, can still perform its main functions, namely as entertainment, as a medium of education, moral messengers and also as a means of preaching and spreading Islam in East Java.
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Semiotic Analysis of Text on the Bada Valley Loga Statues
Bada Valley in Central Sulawesi is a megalithic site rich in cultural heritage, one of which is the Loga Statue. This statue holds a historical and symbolic value that is intriguing to analyze through the semiotics of texts to understand its embedded meanings. This study aims to analyze the visual and symbolic signs of the Loga Statue using the semiotic approaches of Peirce and Barthes. The analysis seeks to identify how icons, indices, and symbols on the statue represent the cultural and spiritual aspects of the society that created it. The research employs a qualitative approach with descriptive analysis. Data collection is conducted through direct observation, documentation, and relevant literature studies. The data is then analyzed using semiotic methods to reveal the denotative, connotative, and mythological meanings embedded in the statue. The findings indicate that the Loga Statue possesses symbolic representations related to the animistic-dynamistic beliefs of prehistoric communities. The form and carvings on the statue contain spiritual meanings that reflect the close relationship between humans and the supernatural world. Additionally, the visual patterns on the statue suggest a visual communication system used by past societies to express their cultural values.
Development of Anti-Bullying Motion Videos and Songs for Elementary School Students
Bullying in schools is currently a serious concern for the education and health services because bullying cases are increasingly widespread, especially in the school environment. Without bullying incidents, learning activities at school become enjoyable, so alternative solutions are needed to minimize bullying cases that occur in elementary schools. This research aims to describe the process, feasibility and practicality of developing anti-bullying movement videos and songs. This research uses a development research method with a 4D model consisting of Define, Design, Develop, Dessiminat. The data used in this research are qualitative data and quantitative data. The results of the feasibility test for the Anti-Bullying Movement Video and Song met the "Very Eligible" criteria with percentage results of 93% material experts, 96% language experts and 97.5% media experts. The practicality test received the "Very Practical" category with a percentage result of 96% by teachers, and 93% in the students' practicality test. Thus, anti-bullying motion video and song products are suitable for use in elementary schools and are practical and can be used to reduce bullying incidents in elementary schools. At the testing stage, the effectiveness of anti-bullying movement videos and songs was declared to be very effective.
Infographic Design and Campaign Design About the Dangers of Cigarettes for Secondary School Students in Indonesia
The prevalence of smoking among Indonesian teenagers continues to rise, posing a serious public health issue. Data from the Indonesian Health Survey and the Global Youth Tobacco Survey indicate that 7.4% of adolescents aged 10-18 are active smokers, with an increasing trend in electronic cigarette use. Social influences, advertising exposure, and a lack of engaging educational content contribute to this behavior, highlighting the need for a more effective communication strategy. This study aims to design effective infographics and a digital campaign to raise awareness of the dangers of smoking among secondary school students. The infographics serve as engaging and easily understood visual communication tools, intended to enhance awareness and shift students' perceptions of smoking. A qualitative research approach was used, employing literature studies and framing analysis to identify impactful visual communication strategies for students. The design results show that infographics featuring simple illustrations, and contrasting colors enhance students' understanding and engagement in the anti-smoking campaign. This campaign is expected to encourage positive behavioral changes, reduce smoking prevalence among students, and support efforts to create a smoke-free environment.
Visual and Acoustic Analysis of Betung Bamboo Panels in Creative Workspaces
Bamboo has long been used in various aspects of design and architecture due to its flexibility, strength, and eco-friendly nature. As a readily available natural material with high aesthetic value, bamboo has great potential for various applications, including as an acoustic material. One type of bamboo that possesses ideal characteristics for this purpose is betung bamboo, which has a large-diameter stem and fibers capable of effectively absorbing sound. This study aims to explore the utilization of betung bamboo as an acoustic material in creative workspaces, particularly for professionals in visual communication design and multimedia. The method used is a mixed-method approach, incorporating qualitative analysis of the aesthetics and texture of bamboo along with quantitative testing of the effectiveness of bamboo panels in reducing noise. The results indicate that betung bamboo panels can absorb up to 97% of sound at specific frequencies, making them an ideal solution for multimedia production studios and graphic design spaces. Additionally, the visual elements of these panels enhance the interior aesthetics of workspaces, support visual identity, and improve user comfort. With these advantages, betung bamboo not only provides functional benefits as an acoustic material but also serves as a design element that seamlessly integrates with the modern workspace concept, combining aesthetics with efficiency.
Cultural Semiotics Study: Community Education Through Mural Media at SDN Ketintang I Surabaya
Visual signs containing messages are often found in mural works in Surabaya, such as on the walls of residents' houses, offices and protocol street walls as a means of communication and expression of the artist. The purpose of this article is to display visualization in the form of murals in Elementary Schools, precisely SD Negeri Ketintang 1 Surabaya in order to see the impact of community education around it. The structure of signs in mural media is studied using semiotics and the function of murals in community education. Data collection methods used include observation, documentation and field studies, the approach used through semiotic studies. The object is the mural on the wall of SD Negeri Ketintang 1 Surabaya. Spectators consist of people who live near the location of the mural. The results of the study obtained are that the form of murals in SD Negeri Ketintang 1 Surabaya tends to display a narrative image style with a hero theme that is adjusted to the identity of the hero city, the nickname of Surabaya. The structure of the mural has a fairly high readability both in terms of visuals and text. The use of various colors ranging from basic colors, to secondary colors and shadows on the visuals, while the text only uses black. The existence of murals is felt by spectators to reach individuals, but the understanding of each individual is the result of the relationship between visual perception and the concept adopted. The process of community education can only reach individuals but has not been able to become a collective awareness that can move society to change its behavior.
Innovation in Designing Coffee Flower Batik Motifs Using Digital Technology
Innovation in Batik motif design using digital technology is driven by the rapid advancement of technology that must be adjusted to simplify the process of making Batik designs. The use of digital techniques in motif design not only facilitates motif duplication but also helps in determining the color palette for Batik patterns. In addition, Batik designs can be implemented into clothing mock-ups or other products. This study uses a creative creation method, where the process begins with an observational study of objects as a source of inspiration for Batik motifs. Furthermore, design development is carried out using CorelDraw software, followed by color simulation, and the final stage is the creation of a mock-up of the Batik motif design on the finished product. The results of the development show that the use of digital techniques significantly streamlines and accelerates the process of developing Batik motifs, offering greater efficiency and flexibility in design implementation.
Phenomenology of Cosplayer Personal Branding: A Study of Visual Communication Design and Social Media
Cosplay has evolved as both a form of identity expression and a personal branding strategy in the digital era. This study examines the phenomenology of cosplayer personal branding through a Visual Communication Design approach, highlighting the role of social media in identity formation and maintenance. This research is part of Edy Chandra's study entitled "Analysis of the Visualization of Indonesian Cosplayer Existence as a Potential for Branding Community Development, Entrepreneurship, and Creativity of Generation Z in Indonesia." Using a qualitative method comprising in-depth interviews, participatory observation, and content analysis, this research explores how Indonesian cosplayers construct their visual identity. Findings indicate that social media serves as a primary tool for shaping cosplayers' visual image, enhancing audience engagement, and fostering collaborations with communities and brands. Additionally, Visual Communication Design elements such as visual aesthetics, image composition, and digital storytelling contribute to effective personal branding. This study provides insights into how cosplayers strategically manage their identity through visual and digital approaches, offering valuable references for the creative industry and academia in understanding branding within the cosplay community.
Visual Design of Promotional Media for Nano Hexagonal Alkakua Drinking Water
Bottled drinking water (AMDK) is an essential commodity widely consumed by modern society. Alkakua is an AMDK product utilizing nano-hexagonal technology aimed at enhancing body health. However, the brand faces challenges in communicating its benefits and raising public awareness. This study aims to design a visual promotional media strategy for Alkakua to increase awareness among young adults aged 20-26. This research employs a qualitative descriptive approach, utilizing data collection techniques such as interviews, observations, and literature studies. The findings indicate that an effective promotional strategy for Alkakua involves printed media designs such as posters, banners, display racks, and merchandise, employing visually engaging and communicative approaches. A well-crafted visual design that aligns with brand identity and color psychology plays a crucial role in attracting the target audience's attention.
Visual Identity Analysis of Kupat Tahu Magelang: Communication, Aesthetics, and Information Content in Building a Regional Culinary Image
Visual identity plays a crucial role in shaping the image of a product, including in the local culinary industry. However, studies on how visual elements reinforce cultural identity in culinary branding remain limited. This study aims to analyze the visual identity of Kupat Tahu Magelang from the perspectives of communication, aesthetics, and information content in establishing a distinctive regional culinary identity. A descriptive qualitative approach was employed, utilizing data collection techniques such as direct observation, semi-structured interviews with business owners, and a literature review on branding and visual aesthetics. The findings indicate that the visual identity of Kupat Tahu Magelang, dominated by bold typography and striking colors, effectively captures audience attention. However, the design lacks representation of Magelang’s local cultural elements. Therefore, integrating culturally inspired visual elements, such as traditional batik motifs or culinary icons, is necessary to enhance emotional appeal and product uniqueness. This study recommends a more culture-based design strategy to strengthen the competitive advantage of Kupat Tahu Magelang in both local and national markets.
Designing of an Illustrated Book on the History of Candi Badut to Provide Historical Information to the People of Malang City
Indonesia has a rich and diverse historical heritage, but some aspects remain unclear in terms of their origins, such as Candi Badut in Malang Regency. The lack of information about the history of this temple makes it an interesting topic to explore, encouraging the people of Malang to learn more about it. Therefore, an illustrated book is designed as an engaging way to present the history of Candi Badut to the target audience aged 18 and above. This design uses a qualitative method through observation and literature study for data collection, and it applies the ADDIE design model with a cyclic strategy. The outcome of this design is an A5-sized illustrated book featuring oil painting-style illustrations and chiaroscuro lighting techniques. Supporting merchandise includes hats, tote bags, mugs, tumblers, and t-shirts, while promotional media consist of banners, posters, and acrylic displays. Evaluation results show that the book is easy to understand and appealing to read.
Development of Tote Bag Design through Design Thinking Approach as an Effort to Preserve Buton Woven
Buton woven is one of the many Buton cultures that contain various symbolic meanings. Buton woven is a reflection of the identity of the Buton people who have developed from time to time. The current condition of the development of Buton woven has been made in the form of products, both fashion and functional. However, there is no product that explains in detail the meaning of the Buton woven used in the product. The purpose of this study is to make processed products from Buton woven that are not only aesthetic elements but can be used as souvenir as an effort to preserve Buton woven cloth. The method applied in this study is qualitative, namely descriptive analysis to rotate the potential contained in Buton woven. Using the Design Thinking design method to obtain innovations in Buton woven products that are suitable for souvenir products. In collecting data using literature studies, field observations, product making, documentation and in-depth interviews with Culturalist and business actors. The theory used in this study is related to Buton woven, souvenir and current conditions. Based on the results of the study, it can be identified that Buton woven can be developed through souvenir products in the form of Tote Bags without damaging the rules and values contained therein by including the meaning contained in the Buton woven motifs listed on the product.
Cinematographic Elements in the Toyota Gazoo Racing Advertisement Wild Moment Version
Toyota Gazoo Racing is one of Toyota’s racing divisions that has made a significant contribution to the development of automotive technology. This initiative originated from the vision of Toyota’s founder, Kiichiro Toyoda, who believed that car racing is not merely a form of entertainment but an essential means to test vehicle performance under extreme conditions while simultaneously discovering new innovations to deliver the best products for consumers. Based on this perspective, the present study aims to analyze the application of cinematographic elements in Toyota Gazoo Racing advertisements and their impact on brand visual communication strategies. This research employs a descriptive qualitative method with a case study approach. Data were collected through observations of cinematographic elements in Toyota Gazoo Racing advertisements, which were then mapped and validated with relevant literature on cinematography in advertising. The findings indicate that cinematography plays a crucial role in constructing visual narratives that strengthen Toyota’s brand image in terms of performance, endurance, and innovation. These results are expected to serve as a reference for designing cinematographic strategies in future automotive advertising campaigns.
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Designing an Ergonomic Poster for Early Childhood at POS PAUD Melati Putih, Bandung
Early childhood is susceptible to physical disorders due to incorrect sitting posture and lack of understanding of safety during earthquakes, especially in the city of Bandung which is located near the Lembang Fault. The study aimed to design a poster that was ergonomic and easy for early children to understand, focusing on correct sitting posture and safety measures during an earthquake. This research uses a mixed-methods approach with a descriptive analysis framework. The poster design process involves the needs analysis stage, design concept making, and trials in early childhood at the POS PAUD Melati Putih, Bandung City. Data was collected through direct observation, interviews with teachers and parents, and poster trials to children to evaluate their understanding and response to poster design. The results of the study resulted in two posters: one about ergonomic sitting posture and one about safety measures during an earthquake. The posters are designed using attractive illustrations and bright colors to make it easier for children to understand. Based on the results of observations and interviews with teachers, it can be identified that children are easier to understand and remember the information conveyed through the poster. Ergonomic posters help prevent physical complaints due to incorrect sitting posture, while safety posters increase children's awareness and preparedness for earthquakes.
Designing the Knowledge Dash Board Game as a Supporting Media for Elementary School Literacy and Numeracy Programs
Numeracy literacy is a skill related to basic mathematics to solve practical problems in various contexts of daily life. Numeracy literacy skills for primary school students can make a real contribution to social, economic and welfare growth for individuals or communities. The results of the PISA (Progamme for International Student Assessment) Assessment that Indonesia participated in showed that the numeracy and science literacy scores of Indonesian students had not reached the average score set by PISA. students' numeracy and science literacy skills are still below the minimum competencies set. This is caused by several factors, including the lack of interest of students to participate in literacy activities. Therefore, this design aims to produce learning media that can increase interest and support students' literacy and numeracy programs in the form of educational games in Board game format. The results of this design can be a solution to increase student motivation in implementing literacy and numeracy activities, and also support literacy and numeracy programs. This research uses a qualitative method with an R&D design method. Through this design, it is expected to provide an effective solution in increasing elementary school students' interest in literacy and numeracy.
Representasi Toxic Relationship Tokoh Aurora Pada Film Jalan Yang Jauh Jangan Lupa Pulang
This research aims to describe the representation of the toxic relationship of the character Aurora in the film Jalan Yang Jauh Jangan Lupa Pulang using John Fiske's semiotic analysis method, The Codes of Television theory. This theory has three level classifications, including the reality level, representation level and ideology level. This research uses a qualitative descriptive approach method using observation, documentation and literature study as data collection techniques. The formulation of this research problem is as follows; What is the reality level of Aurora's character's toxic relationship in the film Jalan Yang Jauh Jangan Lupa Pulang? What is the level of representation of Aurora's toxic relationship in the film Jalan Yang Jauh Jangan Lupa Pulang? What is the ideological level of Aurora's toxic relationship in the film Jalan Yang Jauh Jangan Lupa Pulang?. The results of this research describe that the level of reality, level of representation, and level of ideology in the character Aurora have similarities with the current social reality. Where the gestures and expressions of each film actor highlight this side, such as the characteristic of not caring or being indifferent to the existence of people in the surrounding environment, in other words, the egoism side is more prominent in the character of Aurora as a character who experiences a toxic relationship.
Masculinity Ideology in the 2022 Film "Ngeri-Ngeri Sedap"
Media such as films are used to depict the reality of events in real life, such as conveying messages through characters. “Ngeri-Ngeri Sedapâ€ is a film that tells the story of Pak Domu and his family from a Batak tribe background where they go through several conflicts. This research uses a descriptive-qualitative research method using purposive sampling of 8 scene samples from a total population of 129 scenes representing the storyline. Data collection methods include document studies as primary data and secondary data, namely direct observation studies, in-depth interview studies, and literature studies. Triangulation of source data from three expert sources was carried out to obtain validation. John Fiske's semiotic analysis (reality level, representative level, and ideology level) is used to obtain the form of masculinity in Pak Domu. The results of this research show that at the reality level, especially Pak Domu's codes of behavior, gesture, expression and way of speaking, with the representation level of camera, light, editing, music and sound codes, reconstruct the gender binary opposition ideology code of femininity which describe with dependency, weakness, subjectiveness, easily influenced, emotional, irrational, illogical, and indoor or domestic activities. The research result is found that masculinity ideology more prominent in the main character with indicators of relational power, being respected, control of emotionality, primacy of avoiding femininity, physical toughness/violence, self-reliance, and risk-taking.
Design of Public Service Announcements About the Dangers of Smoking for Children Aged 10-14 Years in Indonesia
Adolescence is a period marked by high curiosity and emotional instability, making young minds vulnerable to negative influences. The lack of supervision, especially from the family, can lead to a sense of freedom without understanding the boundaries that should be observed, giving rise to social phenomena related to juvenile delinquency. This research aims to design an effective public service advertisement about the dangers of smoking for children aged 10-14 years in Indonesia through digital posters. The objectives are to raise awareness, change attitudes and perceptions towards smoking, and enhance supervision in families and schools to support positive behavioral changes for the future of the nation's youth. The research method used is a qualitative method, then for data collection using documentation methods and, literature. For data analysis methods using framing analysis. The resulting public service advertisement employs a simple illustration style, which is expected to resonate well with the target audience of children and adolescents aged 10-14 years. By doing so, the audience can become more aware of the negative impacts of smoking on their growth, long-term health, and understand that it can serve as a gateway to other harmful substances abuse (NAPZA)