{"title":"Kajian Elemen Desain Video Ruangguru Berat Boneka Matematika SD Sebagai Visualisasi Pembelajaran","authors":"Alisha Nurdianawati, Winny Gunarti Widya Wardani, Nurulfatmi Amzy","doi":"10.30998/vh.v5i3.8428","DOIUrl":"https://doi.org/10.30998/vh.v5i3.8428","url":null,"abstract":"","PeriodicalId":32578,"journal":{"name":"Gondang Jurnal Seni dan Budaya","volume":"114 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78074089","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The purpose of the creation of this picture story book was to use it as a learning medium for overcoming anxiety, especially among younger children. Anxiety is often felt by children and if the problem is not addressed, it’s feared that it will interfere their emotional development. The data collection method used in the design of this book is to observe other children's picture story books that have been published both in physical form and ebooks.One of the most effective learning media for delivering information or stories is picture story books. The visuals in the book will assist children in better understanding the storyteller's message.
{"title":"Perancangan Buku Cerita Bergambar Dalam Mengatasi Anxiety Untuk Anak Usia 5 Tahun Ke Atas","authors":"Yasmine Azzahra, Warli Haryana","doi":"10.30998/vh.v5i3.6710","DOIUrl":"https://doi.org/10.30998/vh.v5i3.6710","url":null,"abstract":"The purpose of the creation of this picture story book was to use it as a learning medium for overcoming anxiety, especially among younger children. Anxiety is often felt by children and if the problem is not addressed, it’s feared that it will interfere their emotional development. The data collection method used in the design of this book is to observe other children's picture story books that have been published both in physical form and ebooks.One of the most effective learning media for delivering information or stories is picture story books. The visuals in the book will assist children in better understanding the storyteller's message.","PeriodicalId":32578,"journal":{"name":"Gondang Jurnal Seni dan Budaya","volume":"192 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72818067","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Pemanfaatan Limbah Batok Kelapa Kombinasi Rajut Sebagai Toples Dalam Usaha Pelestarian Lingkungan","authors":"Restu Hendriyani Magh’firoh","doi":"10.30998/vh.v5i3.8514","DOIUrl":"https://doi.org/10.30998/vh.v5i3.8514","url":null,"abstract":"","PeriodicalId":32578,"journal":{"name":"Gondang Jurnal Seni dan Budaya","volume":"44 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90961190","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Setyawan, Martha Tisna Ginanjar Putri, Santi Sidhartani
Tujuan penelitian untuk merancang buku cerita bergambar unggah-ungguh Jawa berjudul Anak Tanah Djawi untuk anak usia 6-9 tahun, yang menceritakan perilaku etika Jawa dalam kehidupan sehari-hari. Metode Penelitian yang digunakan dalam perancangan ini yaitu menggunakan metode kualitatif. Kualitatif adalah suatu metode yang dilakukan menyusuri pendekatan historis, pandangan dokumen makna peristiwa, kajian informasi, pendataan suatu kejadian, pemotretan sampai deskripsi suatu fenomena sosial melalui berbagai pendataan lapangan yang kelak dipaparkan bagian dalam struktur terolah (Sachari, 2005:135). Teknik pengumpulan data yang digunakan yaitu dengan studi literatur dari buku-buku teoritis, jurnal dan, hasil penelitian yang lalu yang beredar di berbagai media yang berkaitan dengan objek penelitian. Pengumpulan data juga melalui observasi dengan melakukan pengamatan keseharian anak-anak di desa Sawit, Gunung Kidul pada 15 Januari 2022. Hasil yang dicapai yaitu berupa media buku cerita bergambar yang berjudul Anak Tanah Djawi yang berisikan cerita keseharian anak – anak pedesaan jawa dengan menerapkan unggah-ungguh Jawa yang berlaku. Dapat membantu dalam menambah minat anak dalam membaca buku cerita bergambar dan memberikan edukasi tentang budaya unggah-ungguh Jawa untuk menjadikan anak mempunyai etika yang baik sesuai ajaran budaya Jawa kepada anak-anak dengan cara yang menyenangkan dan mudah dipahami.
这项研究的目的是设计一本名为《6到9岁的贾维斯土男孩》的爪哇平装故事书,讲述爪哇人日常生活中的道德行为。在设计中使用的研究方法是定性方法。定性是一种研究历史方法,研究事件意义文献的观点,研究信息的研究,记录事件的记录,通过未来的实地记录(Sachari, 200: 35)对社会现象的描述进行对比的方法。采用的数据收集技术包括理论书籍、期刊和过去与研究对象相关的媒体传播的研究成果。2022年1月15日,萨希尔山山萨伊特村儿童的日常观察也通过观察数据收集。这一成就是一本有插图的故事书,名为《Djawi land儿童》(child of Djawi land),书中包含了一个孩子的日常生活——爪哇的农村儿童,他们运用了强大的java。它可以帮助增加孩子们对阅读图文故事书的兴趣,并教他们如何以一种愉快和容易理解的方式向孩子们灌输爪哇文化的良好道德规范。
{"title":"Perancangan Buku Cerita Bergambar Unggah-Ungguh Berjudul Anak Tanah Djawi","authors":"A. Setyawan, Martha Tisna Ginanjar Putri, Santi Sidhartani","doi":"10.30998/vh.v5i3.7860","DOIUrl":"https://doi.org/10.30998/vh.v5i3.7860","url":null,"abstract":"Tujuan penelitian untuk merancang buku cerita bergambar unggah-ungguh Jawa berjudul Anak Tanah Djawi untuk anak usia 6-9 tahun, yang menceritakan perilaku etika Jawa dalam kehidupan sehari-hari. Metode Penelitian yang digunakan dalam perancangan ini yaitu menggunakan metode kualitatif. Kualitatif adalah suatu metode yang dilakukan menyusuri pendekatan historis, pandangan dokumen makna peristiwa, kajian informasi, pendataan suatu kejadian, pemotretan sampai deskripsi suatu fenomena sosial melalui berbagai pendataan lapangan yang kelak dipaparkan bagian dalam struktur terolah (Sachari, 2005:135). Teknik pengumpulan data yang digunakan yaitu dengan studi literatur dari buku-buku teoritis, jurnal dan, hasil penelitian yang lalu yang beredar di berbagai media yang berkaitan dengan objek penelitian. Pengumpulan data juga melalui observasi dengan melakukan pengamatan keseharian anak-anak di desa Sawit, Gunung Kidul pada 15 Januari 2022. Hasil yang dicapai yaitu berupa media buku cerita bergambar yang berjudul Anak Tanah Djawi yang berisikan cerita keseharian anak – anak pedesaan jawa dengan menerapkan unggah-ungguh Jawa yang berlaku. Dapat membantu dalam menambah minat anak dalam membaca buku cerita bergambar dan memberikan edukasi tentang budaya unggah-ungguh Jawa untuk menjadikan anak mempunyai etika yang baik sesuai ajaran budaya Jawa kepada anak-anak dengan cara yang menyenangkan dan mudah dipahami.","PeriodicalId":32578,"journal":{"name":"Gondang Jurnal Seni dan Budaya","volume":"3 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79984418","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This study aims to analyze the structure and function of the Pamujan Palace building, Keraton Gunung Kawi, Malang Regency. The object of this research is the form and function of the Sanggar Pamujan building, the tallest building in the Gunung Kawi Palace. The theory used to analyze is the theory of structuralism. Structuralism theory is a theory that studies and understands the subconscious mind of humans living their lives with myths to find out the relationship and function with cultural structures. This research method uses descriptive qualitative which describes and interprets the meaning of the data that has been collected and then studied and understood so as to obtain general and comprehensive conclusions. The data are in the form of interview words from the caretaker and supporting documentation data. The collected data is then analyzed, interpreted. The result is a triangular mountain which means a place that is considered sacred from the realm of life to death. The two statues in the form of a sembrani horse mean a vehicle to heaven. The three square shapes of the building mean that the five pancer sedulur papat are the four corners of the winds with the elements of water, fire, wind, and earth to protect from negative things. Its functions are, Chess boarding four levels of human life in the phase of leaving the world, Tri Hita Karana the concept of connecting with God for happiness and peace, and Astanga Yoga a way of connecting with God through meditation on physical and spiritual control with God.
{"title":"Bentuk Dan Fungsi Sanggar Pamujan Bangunan Pertapaan Raja Keraton Gungung Kawi Kabupaten Malang","authors":"Jodi Setiawan","doi":"10.30998/vh.v5i3.6584","DOIUrl":"https://doi.org/10.30998/vh.v5i3.6584","url":null,"abstract":"This study aims to analyze the structure and function of the Pamujan Palace building, Keraton Gunung Kawi, Malang Regency. The object of this research is the form and function of the Sanggar Pamujan building, the tallest building in the Gunung Kawi Palace. The theory used to analyze is the theory of structuralism. Structuralism theory is a theory that studies and understands the subconscious mind of humans living their lives with myths to find out the relationship and function with cultural structures. This research method uses descriptive qualitative which describes and interprets the meaning of the data that has been collected and then studied and understood so as to obtain general and comprehensive conclusions. The data are in the form of interview words from the caretaker and supporting documentation data. The collected data is then analyzed, interpreted. The result is a triangular mountain which means a place that is considered sacred from the realm of life to death. The two statues in the form of a sembrani horse mean a vehicle to heaven. The three square shapes of the building mean that the five pancer sedulur papat are the four corners of the winds with the elements of water, fire, wind, and earth to protect from negative things. Its functions are, Chess boarding four levels of human life in the phase of leaving the world, Tri Hita Karana the concept of connecting with God for happiness and peace, and Astanga Yoga a way of connecting with God through meditation on physical and spiritual control with God.","PeriodicalId":32578,"journal":{"name":"Gondang Jurnal Seni dan Budaya","volume":"25 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74757231","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Dalam rangka “International Museum Day”, Museum Basoeki Abdullah menyelenggarakan kegiatan melukis bersama “Gerebek Museum” yang bertujuan untuk meningkatkan kesadaran masyarakat terhadap pentingnya keberadaan dan peranan museum di era masa kini terutaman bagi kalangan muda dan masyarakat luas. Dalam kegiatan tahun ini museum Basoeki Abdullah sebagai mitra mengundang sejumlah komunitas seni dan himpunan mahasiswa di wilayah Jakarta. Kegitan ini menjadi ajang pengabdian kepada masyarakat bagi tim Prodi DKV Univesitas Paramadina bersama Himpunan Mahasiswa Rupakapala dimana karya yang dihasilkan akan dijadikan sebagai penghias di area sekitar museum, untuk diapresiasi secara langsung oleh masyarakat luas. Metoda dan pelaksanaan pada kegiatan pengabdian ini diawali dengan pemecahan masalah terhadap tema yang usulkan mitra, yakni The Power of Museum, diskusi dan proses pematangan visual, survey lokasi, persiapan alat dan bahan dilakukan secara integrasi, agar didapat karya yang pas dengan tema, waktu dan situasi. Hasil pada kegiatana ini diharapkan menjadi momen pembelajaran terjadap sikap, komitmen, pemecahan masalah, ilustrasi dan proses kreatif dalam berkesenian baik secara teoritis maupun praktika serta berdampak pada meningkatkan kesadaran masyarakat akan pentingnya keberadaan dan peranan museum.
{"title":"Aktifitas Melukis Bersama “Gerebek Museum” dalam Internasional Museum Day-The Power Of Museum ”","authors":"A. Rizka, Rian Dwi Antoro, Ayoeningsih Dyah Wulandhary, Sabrina Firdianingrum Firdianingrum","doi":"10.30998/vh.v5i3.8124","DOIUrl":"https://doi.org/10.30998/vh.v5i3.8124","url":null,"abstract":"Dalam rangka “International Museum Day”, Museum Basoeki Abdullah menyelenggarakan kegiatan melukis bersama “Gerebek Museum” yang bertujuan untuk meningkatkan kesadaran masyarakat terhadap pentingnya keberadaan dan peranan museum di era masa kini terutaman bagi kalangan muda dan masyarakat luas. Dalam kegiatan tahun ini museum Basoeki Abdullah sebagai mitra mengundang sejumlah komunitas seni dan himpunan mahasiswa di wilayah Jakarta. Kegitan ini menjadi ajang pengabdian kepada masyarakat bagi tim Prodi DKV Univesitas Paramadina bersama Himpunan Mahasiswa Rupakapala dimana karya yang dihasilkan akan dijadikan sebagai penghias di area sekitar museum, untuk diapresiasi secara langsung oleh masyarakat luas. Metoda dan pelaksanaan pada kegiatan pengabdian ini diawali dengan pemecahan masalah terhadap tema yang usulkan mitra, yakni The Power of Museum, diskusi dan proses pematangan visual, survey lokasi, persiapan alat dan bahan dilakukan secara integrasi, agar didapat karya yang pas dengan tema, waktu dan situasi. Hasil pada kegiatana ini diharapkan menjadi momen pembelajaran terjadap sikap, komitmen, pemecahan masalah, ilustrasi dan proses kreatif dalam berkesenian baik secara teoritis maupun praktika serta berdampak pada meningkatkan kesadaran masyarakat akan pentingnya keberadaan dan peranan museum. ","PeriodicalId":32578,"journal":{"name":"Gondang Jurnal Seni dan Budaya","volume":"45 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81332010","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Kepulauan Nusantara adalah suatu bangsa yang saling berbagi dan saling bertukaruntuk kehidupan yang toleran, harmonis dan sejahtera. Budaya tersebut kemudian digunakandan berkembang pada zaman KerajaanMajapahit.NilaidankeadaanyangdimilikiIndonesiasekarangmerupakankeuntunganbaginegarasebagai identitas bangsa, masyarakat tertanam ideologi multikulturalisme dan menghargaisesama. Namun jika nilai-nilai yang ada belum diketahui secara mendalam oleh masyarakat,sebaliknya dapat menumbuhkan tidak hanya konflik kepada diri sendiri, namun juga konflik sosial.Seiring berjalannya waktu, nilai yang sudah ditanam dari zaman-zaman sebelumnya dapatterhapuskan dan berakibat menghilangnya pedomannegara. Olehkarenaitu,penulisbertujuanuntukmembawapesandarizamankerajaanMajapahitdengan menggunakan media film animasi pendek sebagai pembawaan pesan, yang diharapkannyatidak hanya memberikan wawasan, namun juga dapat menumbuhkan atau memperkuatketertarikan masyarakat untuk mendalami (kembali) sejarah dan budayaIndonesia.Untuk mendapatkan hasil desain yang memiliki kedalaman konsep, maka penulismemerlukan metoderisetyangsesuaidalamkonteksdesain,salahsatunyayaitumenggunakanmetodeDesign Research Methodology. Hasil yang direncanakan berupa film animasipendek.
{"title":"Studi Visual Zaman Kerajaan Majapahit Periode Pemerintahan Hayam Wuruk (1350 – 1389 M) Sebagai Pendukung Perancangan Film Animasi Pendek","authors":"Raden Ayu Istatsamara Indah","doi":"10.30998/vh.v5i3.6457","DOIUrl":"https://doi.org/10.30998/vh.v5i3.6457","url":null,"abstract":"Kepulauan Nusantara adalah suatu bangsa yang saling berbagi dan saling bertukaruntuk kehidupan yang toleran, harmonis dan sejahtera. Budaya tersebut kemudian digunakandan berkembang pada zaman KerajaanMajapahit.NilaidankeadaanyangdimilikiIndonesiasekarangmerupakankeuntunganbaginegarasebagai identitas bangsa, masyarakat tertanam ideologi multikulturalisme dan menghargaisesama. Namun jika nilai-nilai yang ada belum diketahui secara mendalam oleh masyarakat,sebaliknya dapat menumbuhkan tidak hanya konflik kepada diri sendiri, namun juga konflik sosial.Seiring berjalannya waktu, nilai yang sudah ditanam dari zaman-zaman sebelumnya dapatterhapuskan dan berakibat menghilangnya pedomannegara. Olehkarenaitu,penulisbertujuanuntukmembawapesandarizamankerajaanMajapahitdengan menggunakan media film animasi pendek sebagai pembawaan pesan, yang diharapkannyatidak hanya memberikan wawasan, namun juga dapat menumbuhkan atau memperkuatketertarikan masyarakat untuk mendalami (kembali) sejarah dan budayaIndonesia.Untuk mendapatkan hasil desain yang memiliki kedalaman konsep, maka penulismemerlukan metoderisetyangsesuaidalamkonteksdesain,salahsatunyayaitumenggunakanmetodeDesign Research Methodology. Hasil yang direncanakan berupa film animasipendek. ","PeriodicalId":32578,"journal":{"name":"Gondang Jurnal Seni dan Budaya","volume":"51 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86987748","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Lucia Octavia Simbolon, Ahda Yunia Sekar, Aldi Hendrawan
Nowadays, online harassment often occurs among the public. Online harassment is an act of cyberbulling carried out by someone by sending messages or comments via social media with the aim of insulting, mocking or insinuating others. This act of online harassment has often happened whether we realize it or not and this action can interfere with the mental health of the victim. There are several communities that also participate in providing education about cyber bullying through their Instagram social media accounts. One of them is @kitakorbanbullying. Through their Instagram accounts, they have posted several times about the impact of cyber bullying and also provided education on the dangers of cyber bullying, especially online harassment. Therefore, the author was moved to create a new media campaign through fashion using digital printing techniques. This is because digital printing is a technique that can transfer motifs without changing the shape and color, making it more efficient. This research is included in the problems and needs research using qualitative methods by searching for data through literature study, observation, interviews and experiments to process the resulting visuals. The final result of this research is a fashion product that is inspired by online harassment comments that are applied using digital printing techniques.
{"title":"Perancangan Visual yang Terinspirasi Dari Komentar Online Harassment Menggunakan Teknik Digital Printing","authors":"Lucia Octavia Simbolon, Ahda Yunia Sekar, Aldi Hendrawan","doi":"10.30998/vh.v5i3.4897","DOIUrl":"https://doi.org/10.30998/vh.v5i3.4897","url":null,"abstract":"Nowadays, online harassment often occurs among the public. Online harassment is an act of cyberbulling carried out by someone by sending messages or comments via social media with the aim of insulting, mocking or insinuating others. This act of online harassment has often happened whether we realize it or not and this action can interfere with the mental health of the victim. There are several communities that also participate in providing education about cyber bullying through their Instagram social media accounts. One of them is @kitakorbanbullying. Through their Instagram accounts, they have posted several times about the impact of cyber bullying and also provided education on the dangers of cyber bullying, especially online harassment. Therefore, the author was moved to create a new media campaign through fashion using digital printing techniques. This is because digital printing is a technique that can transfer motifs without changing the shape and color, making it more efficient. This research is included in the problems and needs research using qualitative methods by searching for data through literature study, observation, interviews and experiments to process the resulting visuals. The final result of this research is a fashion product that is inspired by online harassment comments that are applied using digital printing techniques.","PeriodicalId":32578,"journal":{"name":"Gondang Jurnal Seni dan Budaya","volume":"76 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88314856","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
I. G. N. K. P. Tjahjadi, I. K. A. Wirawan, I. D. M. Darmawan
{"title":"Chanda Aksata Wastra Bebali","authors":"I. G. N. K. P. Tjahjadi, I. K. A. Wirawan, I. D. M. Darmawan","doi":"10.30998/vh.v5i3.6556","DOIUrl":"https://doi.org/10.30998/vh.v5i3.6556","url":null,"abstract":"","PeriodicalId":32578,"journal":{"name":"Gondang Jurnal Seni dan Budaya","volume":"143 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89002201","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Common problems encountered today are dominated by industrialized games, such as video games, online games
今天遇到的常见问题主要是工业化游戏,比如视频游戏,网络游戏
{"title":"Analisis Visual Pada Sampul Buku Cerita Anak Tentang Permainan Tradisional","authors":"Rifda Imtiyaz, Shintya Inriana, Tamara Regina","doi":"10.30998/vh.v5i3.6246","DOIUrl":"https://doi.org/10.30998/vh.v5i3.6246","url":null,"abstract":"Common problems encountered today are dominated by industrialized games, such as video games, online games","PeriodicalId":32578,"journal":{"name":"Gondang Jurnal Seni dan Budaya","volume":"6 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74401380","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}