<p class="8Abstractcontent">The ability to improve students’ 21<sup>st </sup>century skills using creative writing is truly one of the most revolutionary developments in modern creative English education. This type of education, however, is not without its challenges, the way of using creative projects as the creative media to improve writing skills experiences showed the students and the teachers as well that to improve ‘21<sup>st</sup> century skills’ through creative writing is imaginative, and creative way. This study conducted an observation of design students at the University of Indraprasta PGRI Jakarta, especially their projects and literature study. The qualitative method with an integrated creative approach of 4C’s is used to analyze the creative writing elements of students’ creative projects as a creative media. The results of this study are useful to be used as a reference in improving students’ 21st century skills and creative writing skills as well by using those Creative Writing projects as a creative media. Furthermore, the results show most of the students have improved their 4C’s skills which is called 21<sup>st</sup> century skills, grow their language skills by writing the projects creatively and innovatively.</p><p> </p><strong>Keywords:</strong> 21<sup>st</sup> century skill, creative writing, media
Currently, visual novel games can be downloaded easily via android-based smartphones or played on the computer. The ease of access is certainly needed to be supported by visual appeal, so that users are interested to play it continuously. In visual novel games, the visual elements that build the game consist of visual characters, visual narration, and visual styles. This study analyzes these three visual elements to know which elements have dominant visual strength and become the main appeal. The discussion of this study using mix method, that is qualitative and quantitative with visual perception and semiotic approach. Qualitatively, the analysis of the three elements of the game’s appeal shows the existence of visual signs that can build perception such as visual character, visual narration, and visual style. While quantitatively, the analysis shows that visual styles and visual characters have a more dominant visual strength as the main appeal. The results of this study are expected to be a reference for local game developers. The three visual elements that appeal to the visual novel games must match the needs of the market. Visual novel games that can attract attention and meet the needs of its users potentially become more competitive in the global market.Saat ini, permainan visual novel dapat diunduh dengan mudah melalui telepon pintar berbasis android atau dimainkan lewat komputer. Kemudahan akses tersebut tentunya perlu didukung oleh daya tarik visual, agar para pengguna tertarik untuk memainkannya secara terus-menerus. Dalam game visual novel, unsur-unsur visual yang membangun permainan di dalamnya terdiri dari karakter visual, narasi visual, dan gaya visual. Studi ini menganalisis ketiga unsur visual tersebut untuk mengetahui unsur-unsur yang memiliki kekuatan visual dominan dan menjadi daya tarik utama. Pembahasan studi ini menggunakan metode kombinasi, yaitu kualitatif dan kuantitatif dengan pendekatan persepsi visual dan semiotika. Secara kualitatif, analisis terhadap ketiga unsur daya tarik game tersebut menunjukkan adanya tanda-tanda visual yang dapat membangun persepsi, seperti karakter visual, narasi visual, dan gaya visual. Sedangkan secara kuantitatif, analisis menunjukkan bahwa gaya visual dan karakter visual memiliki kekuatan visual yang lebih dominan sebagai daya tarik utama. Hasil studi ini diharapkan dapat menjadi referensi bagi para pengembang game lokal, sehingga ketiga unsur visual yang menjadi kekuatan daya tarik game visual novel dapat disesuaikan dengan kebutuhan pasar. Game visual novel yang dapat menarik perhatian dan memenuhi kebutuhan para penggunanya berpotensi menjadi lebih kompetitif di pasar global.
Culture is a noble conception that is able to offer and attract interest and has been passed down from generation to generation in the community in a community or group. Cultural construction encompasses the system of ideas in the human mind as intellectual and arithmetic statements, so that it becomes a means of work, taste, and creativity, including things that are real, such as patterns of behavior, language, life tools, technology, social structures, beliefs, arts, law, morals that figure the characteristics and characteristics of society. Batik is a cultural entity because it shows the characteristics of Indonesian culture and is a typical Indonesian textile. Batik is an Indonesian textile that is in great demand and loved by the international community. This is a prospect for creative industry players, especially the batik industry, to explore and allow Indonesian batik culture in order to gain economic potential and strengthen the positioning of Indonesian batik internationally. Pekalongan City has the name branding namely World city of Batik and makes the only city chosen by UNESCO in the category of craft and folk art to make Pekalongn city focus on developing its creative economy, especially the batik industry in order to improve the competitiveness of Pekalongan city and advance the economy Pekalongan city community. This paper tries to identify the potential of creative industries based on Pekalongan batik and analyzes the development of creative industries based on Pekalongan batik in order to maintain the image of Pekalongan Batik as a result of creative work based on culture in the eyes of the world. This paper was prepared using a qualitative descriptive approach that tried to illustrate the economic potential of the creative industries based on Pekalongan batik and the efforts of its development.
Gajah Mada and Tribhuwana Tunggadewi are two historical figures of the Majapahit Kingdom. Both of them had great influence in expanding the power of Majapahit Kingdom. These two historical figures can be presented as visual novel characters that educate, especially representing it through an interactive media that appeals to teenagers. Currently, there are not many visual novels featuring Indonesian history setting. This study creates visual movel characters of Gajah Mada and Tribhuwana Tunggadewi in the context of visual communication design. The discussion about these characters of visual novel uses a qualitative approach with structural semiotics method that is designing messages through visual elements of lines, shapes, textures, and colors. This study shows that the costume design on the character represents the informational meaning about the influential figure in the kingdom. Accessory design represents the symbolic meaning of the royalty. Facial design and posture as a representation of elegance and strength figure in the meaning of images. The character design results are expected to give a picture of the historical figure in the kingdom of Majapahit for teenagers.Keyword: visual elements, character, visual novel, structural semiotic MENDESAIN ELEMEN VISUAL KARAKTER GAJAH MADA DAN TRIBHUWANA TUNGGADEWI SEBAGAI REPRESENTASI FIGUR SEJARAH DALAM VISUAL NOVELAbstrakGajah Mada dan Tribhuwana Tunggadewi adalah dua tokoh sejarah Kerajaan Majapahit. Keduanya memiliki pengaruh besar dalam memperluas kekuatan Kerajaan Majapahit. Kedua tokoh sejarah ini bisa disajikan sebagai karakter permainan dalam visual novel yang mendidik, terutama merepresentasikannya melalui media interaktif yang menarik bagi remaja. Saat ini, tidak banyak visual novel yang menampilkan latar sejarah Indonesia. Studi ini menciptakan karakter Gajah Mada dan Tribhuwana Tunggadewi dalam konteks desain komunikasi visual. Pembahasan tentang karakter visual novel ini menggunakan pendekatan kualitatif dengan metode semiotika struktural, yaitu mendesain pesan melalui elemen visual garis, bentuk, tekstur, dan warna. Studi ini menunjukkan bahwa desain kostum pada karakter sebagai representasi makna informasi tentang sosok yang berpengaruh di kerajaan. Desain aksesori merupakan representasi makna simbolik tentang dolongan kebangsawanan. Desain wajah dan postur sebagai representasi eleganitas dan kekuatan karakter dalam makna imaji. Hasil desain karakter ini diharapkan bisa memberi gambaran tentang tokoh sejarah di Kerajaan Majapahit bagi remaja.Kata kunci: elemen visual, karakter, visual novel, semiotika struktural
Joglo House is a traditional Javanese house with a pyramid-like roof which resembles the form of a mountain. The Javanese people believe that the mountain is a symbol of all sacred things. Joglo House contains a Javanese philosophy which sees house as a link between the earth and the sky because the house was located at the center between the two. The complete structure of the traditional Javanese house consists of several buildings, namely the front house consisting of pendopo and pringgitan, the side house called gandhok, the main house called dalem, and the back house which consists of gadri, pekiwan, and gedogan. The service area, which includes the pawon (kitchen) and pekiwan (well and bathroom), is located in the back and separated from the main house. This is different from house structure in general, where the kitchen and bathroom are in the main house. This paper will explore the design of Joglo House, especially related to the location of the service area, using a qualitative research method with exploration design to understand the philosophy behind this architectural structure. The result shows that the structure of Joglo House was a manifestation of the Javanese local wisdom that embrace the public courtesy in the community without sacrificing the importance of privacy.
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