Smart Learning Library

  • Beranda
  • Informasi
  • News
  • Bantuan
  • Pustakawan
  • Area Anggota
  • Pilih Bahasa :
    Arabic Bengali Brazilian Portuguese English Espanol German Indonesia Bahasa Jepang Melayu Persia Russian Thai Turkish Urdu

Search by:

All Author Subject ISBN/ISSN Advanced Search

Last search:

{{tmpObj[k].text}}
Image of PERANCANGAN KOMIK  DIGITAL “AKRAB”  SEBAGAI MEDIA KAMPANYE MAKAN IKAN UNTUK REMAJA USIA 13-18 TAHUN

Text

PERANCANGAN KOMIK DIGITAL “AKRAB” SEBAGAI MEDIA KAMPANYE MAKAN IKAN UNTUK REMAJA USIA 13-18 TAHUN

ALFITRI, DEFIRA FEBRIANTY - Personal Name;

ABSTRAK

Rendahnya konsumsi ikan pada remaja Indonesia menjadi masalah gizi yang perlu mendapat perhatian, terutama pada usia 13–18 tahun yang berada pada masa pertumbuhan pesat. Penelitian ini bertujuan merancang komik digital “AKRAB: Ayo Konsumsi Ikan Bareng” sebagai media kampanye untuk meningkatkan minat dan pemahaman remaja mengenai manfaat konsumsi ikan. Metode penelitian menggunakan pendekatan kualitatif dengan model pengembangan ADDIE, meliputi analisis kebutuhan, perancangan visual, pengembangan media, implementasi melalui uji coba pada 10 remaja Bandung, serta evaluasi berdasarkan validasi ahli gizi dan desain. Hasil penelitian menunjukkan bahwa komik digital mampu meningkatkan pengetahuan remaja mengenai manfaat ikan serta memotivasi mereka untuk lebih rutin mengonsumsinya. Media ini diharapkan dapat mendukung program GEMARIKAN dengan pendekatan yang sesuai dengan karakteristik komunikasi generasi muda.

Kata kunci: Kampanye, Komik Digital, Konsumsi Ikan, Remaja, GEMARIKAN



ABSTRACT

The low level of fish consumption among Indonesian teenagers has become a nutritional issue that requires serious attention, especially for those aged 13–18 who are in a rapid growth phase. This study aims to design the digital comic “AKRAB: Ayo Konsumsi Ikan Bareng” as a campaign medium to improve teenagers’ interest and understanding of the benefits of fish consumption. The research applied a qualitative approach using the ADDIE development model, which includes needs analysis, visual design, media development, implementation through trials with 10 teenagers in Bandung, and evaluation based on validation by nutrition and design experts. The findings indicate that the digital comic successfully increased teenagers’ knowledge of the benefits of fish and motivated them to consume it more regularly. This medium is expected to support the GEMARIKAN program by providing an approach aligned with the communication characteristics of today’s youth.

Keywords: Campaign, Digital Comic, Fish Consumption, Teenagers, GEMARIKAN


Ketersediaan
S250929003607.2 ALF pPerpustakaan STMIK AMIKBANDUNGTersedia
Informasi Detil
Judul Seri
-
No. Panggil
607.2 ALF p
Penerbit
: ., 2025
Deskripsi Fisik
-
Bahasa
Indonesia
ISBN/ISSN
-
Klasifikasi
NONE
Tipe Isi
-
Tipe Media
-
Tipe Pembawa
-
Edisi
-
Subyek
-
Info Detil Spesifik
-
Pernyataan Tanggungjawab
-
Versi lain/terkait

Tidak tersedia versi lain

Lampiran Berkas
  • JURNAL
Komentar

You must be logged in to post a comment

Smart Learning Library
  • Information
  • Services
  • Librarian
  • Member Area

About Us

As a complete Library Management System, SLiMS (Senayan Library Management System) has many features that will help libraries and librarians to do their job easily and quickly. Follow this link to show some features provided by SLiMS.

Search

start it by typing one or more keywords for title, author or subject

Keep SLiMS Alive Want to Contribute?

© 2026 — Senayan Developer Community

Powered by SLiMS
Select the topic you are interested in
  • Computer science, information & general works
  • Philosophy & psychology
  • Religion
  • Social sciences
  • Language
  • Pure Science
  • Applied sciences
  • Arts & recreation
  • Literature
  • History & geography
Advanced Search