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Perancangan Logo Kampanye Sosial “FLOW” Sebagai Media Edukasi PTSD pada Generasi Z
Fairuza, Rahma Elmira
; Elmira Fairuza, Rahma
; Costa Rica El Chidtian, Aileena Solicitor
; Febi Arifianto, Pungky
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 2
(2025)
This study aimed to design the visual identity of the social campaign FLOW (Find Lights Over Wounds) to promote early awareness of Post Traumatic Stress Disorder among Generation Z. A mixed method approach was applied to explore perceptions, knowledge, and the need for empathetic and communicative educational media. Data were collected through online questionnaires from 108 respondents and in-depth interviews with psychologists, psychiatrists, and PTSD survivors. The findings indicated that Gene...
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Utility accrual object distribution in MPSoC real-time embedded systems
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 1
(2025)
Madura Island has many uniqueness, not only in terms of its famous beach tourism but also in terms of its culture. One of them is the muang sangkal dance which is the culture of Sumenep Regency. However, the muang sangkal dance is less popular among 9-12 year olds than other traditional dances. To solve this problem, an interactive illustration book "Dancing with Muang Sangkal" was designed which contains several main characters in it to introduce muang sangkal dance to children 9-12 years old....
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Perancangan Karakter Boardgame “Jejak Karapas: Pahlawan Laut Kecil” Dengan Pemanfaatan Enam Jenis Penyu Laut di Indonesia
JURNAL ILMIAH KOMPUTER GRAFIS
Vol 18
, No 1
(2025)
Sea turtles play an essential role in marine ecosystems but are increasingly threatened by human activities. Promoting conservation awareness from an early age through engaging educational tools is crucial. This study presents the development of an educational board game titled “Jejak Karapas: Little Ocean Heroes”, designed to teach children aged 10–13 about sea turtle conservation in Indonesia. The game’s character designs were informed by scientific research and adapted to suit children's aest...
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The Implementation of Story Completion Technique to Improve Speaking Skill of Vocational High School Students
English Research Journal : Journal of Education, Language, Literature, Arts and Culture
Vol 4
, No 2
(2020)
The aims of this research are to find out whether Story Completion technique can improve speaking skill and to find out how Story Completion technique can improve speaking skill of the tenth grade students of SMK WIJAYA KUSUMA Surakarta in the academic year of 2017/ 2018. This research was conducted at the tenth grade students of SMK WIJAYA KUSUMA Surakarta in the Academic Year of 2017/2018. The researcher used Classroom Action Research which was conducted from January until February 2018 at the...
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EFEKTIVITAS TEKNOLOGI APLIKASI PT. GO-JEK INDONESIA DI SOLORAYA
Solidaritas
Vol 2
, No 1
(2018)
ABSTRACTPT. GO-JEK INDONESIA is one of business entity that concentrate in business field in transportation service industry sector which focuses on Ojek online (GO-JEK) . The company was founded by Nadiem Makarim in 2011 and Go-Jek is present at Solo city on May 26th, 2016. Go-Jek presents a communications technology based on mobile internet applications, where this application is effectively used in everyday activities. This study aims to describe the effectiveness of PT application tech...
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