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Pengimplementasian Video Edukasi Tentang Bullying Melalui Animasi 2d Di Perusahaan Games Hupriety Muhammad Jufri; Nasar Buntu Laulita; Kelvin Supriyadi; Hendra Winata; Thomas Priaji Kerschbaumer; Mulyanto Mulyanto; Wilson Wilson; Carlos Justin Khomali
National Conference for Community Service Project (NaCosPro) Vol 4 No 1 (2022): The 4th National Conference of Community Service Project 2022
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v4i1.6916

Abstract

Bullying merupakan salah satu tindak kekerasan yang dilakukan baik secara fisik, psikis, mental maupun spiritual. Perilaku bullying bisa terjadi di mana saja baik itu di lingkungan rumah, tempat bermain, lingkungan Pendidikan maupun tempat kerja. bullying menjadi masalah yang perlu di sosialisasikan kepada masyarakat Karena jika dibiarkan akan berdampak buruk bagi orang tersebut. oleh karena itu perlunnya wawasan untuk mengantisipasi dan mencegah terjadinya bullying. sebagai target kegiatan ini ialah karyawan perusahan games hupriety yang berlokasi di Kota Surabaya, metode yang kami gunakan untuk memberikan pemahaman dan cara mengantisipasi bullying ialah dengan membuat video edukasi tentang bullying melalui animasi 2D. pembuatan video tersebut dibuat dengan premiere, Animation, Photoshop, dan Audition. Hasil video edukasi tersebut memilliki durasi 10 menit dan diiplementasikan pada social media youtube. sekarang, video tersebut sudah mengumpulkan daya tarik 73 view dan 20 like. Berdasarkan hasil dari implementasi luaran kegiatan, diketahui bahwa video tersebut berhasil menyadarkan masyarakat akan bahayanya bullying.
Application Of Rubbish Picker Application with Design Thinking Method Eric Lau; Aisyah Fitri Deswalita; Felix Favian; Kelvin Supriyadi; Hendra Winata
Bit (Fakultas Teknologi Informasi Universitas Budi Luhur) Vol 20, No 2 (2023): SEPTEMBER 2023
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/bit.v20i2.2353

Abstract

Rubbish is a residual material from human daily needs. Rubbish has become a terrible problem throughout Indonesia. Poor waste management can lead to the destruction of waste which has great potential to cause health, environmental and social problems. Rubbish that accumulates and is not managed properly becomes a source of disease transmission and gives off a stinking and pungent odor. This study aims to design a ‘Rubbish Picker App’ aimed at housewives, food distributor companies so that they can help manage accumulated waste in a clean and timely manner. The method used for this research is the Design Thinking Method. From the results of the prototype testing that has been given, there were responses in the form of 75% of respondents agreeing that this designed application can assist in waste management. And 25% of other respondents responded neutrally. Therefore, it is hoped that this application can be further developed to become an even more perfect application.