PERANCANGAN KAMPANYE ANIMASI DALAM MENANGGULANGI CYBERBULLYING REMAJA JAKARTA 18-21 TAHUN

ADRIANSYAH, MUHAMMAD DAFFA (2026) PERANCANGAN KAMPANYE ANIMASI DALAM MENANGGULANGI CYBERBULLYING REMAJA JAKARTA 18-21 TAHUN. S1 thesis, Universitas Mercu Buana Jakarta.

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Abstract

Cyberbullying has become an increasingly common issue among adolescents aged 18–21 in Jakarta due to the widespread use of social media. This design project aims to develop an educational animated campaign that enhances adolescents' understanding and awareness of cyberbullying while encouraging them to take action and report such incidents. The study focuses on the visual campaign strategy, educational message delivery, and audience responses to the designed media. The research employed the Design Thinking method, consisting of the stages of empathize, define, ideate, prototype, and testing. Data were collected through literature review, observation, interviews using the 5W+1H approach, and questionnaires distributed to 10 respondents aged 18–21 who had experienced or witnessed cyberbullying. The respondents were selected using a purposive sampling technique based on characteristics relevant to the target audience. Data were analyzed using a descriptive qualitative approach by interpreting the findings from observations, interviews, empathy mapping, brainstorming sessions, and user feedback collected during the testing phase. The results indicate that adolescents still have limited awareness of the psychological impacts of cyberbullying and are often reluctant to report such incidents due to fear, embarrassment, and insufficient knowledge of appropriate coping strategies. Based on these findings, an educational 2D animated short film entitled Silent Wounds was developed with a duration of 3 minutes and 1 second. The animation adopts a 2D Flat Design visual style, an analogous pastel color scheme, relatable characters, and emotionally engaging storytelling to effectively communicate its message. User testing demonstrated that the animation successfully attracted the audience's attention, improved their understanding of the impacts of cyberbullying, and encouraged them to report abusive behavior while fostering a safer, more positive, and supportive social media environment. Keywords: cyberbullying, educational animation, social campaign, Design Thinking, Jakarta adolescents Cyberbullying menjadi salah satu permasalahan yang semakin sering terjadi pada remaja usia 18–21 tahun di Jakarta seiring tingginya intensitas penggunaan media sosial. Perancangan ini bertujuan menghasilkan media kampanye berupa animasi edukatif yang mampu meningkatkan pemahaman, kesadaran, serta mendorong remaja untuk berani menghadapi dan melaporkan tindakan cyberbullying. Objek yang diteliti meliputi strategi visual kampanye animasi, penyampaian pesan edukatif, serta respons target audiens terhadap media yang dirancang. Penelitian menggunakan metode Design Thinking yang terdiri atas tahapan empathize, define, ideate, prototype, dan testing. Pengumpulan data dilakukan melalui studi literatur, observasi, wawancara menggunakan pendekatan 5W+1H, serta penyebaran kuesioner kepada 10 responden remaja berusia 18–21 tahun yang pernah mengalami atau menyaksikan cyberbullying. Teknik pengambilan sampel menggunakan purposive sampling karena responden dipilih berdasarkan karakteristik yang sesuai dengan target perancangan. Analisis data dilakukan secara kualitatif deskriptif melalui interpretasi hasil observasi, wawancara, empathy map, brainstorming, serta umpan balik pengguna pada tahap pengujian. Hasil penelitian menunjukkan bahwa remaja masih memiliki tingkat kesadaran yang belum optimal terhadap dampak cyberbullying dan cenderung enggan melapor karena rasa takut, malu, serta kurangnya pengetahuan mengenai langkah penanganan yang tepat. Berdasarkan temuan tersebut dihasilkan animasi edukatif berjudul Luka Tanpa Suara berdurasi 3 menit 1 detik dengan pendekatan visual 2D Flat Design, penggunaan harmoni warna analogous bernuansa pastel, karakter yang dekat dengan kehidupan remaja, serta penyampaian pesan yang emosional dan mudah dipahami. Hasil pengujian menunjukkan bahwa media yang dirancang mampu menarik perhatian audiens, meningkatkan pemahaman mengenai dampak cyberbullying, serta mendorong remaja untuk lebih berani melaporkan tindakan perundungan dan menciptakan lingkungan media sosial yang aman, positif, dan saling mendukung. Kata Kunci : cyberbullying, animasi edukatif, kampanye sosial, Design Thinking, remaja Jakarta

Item Type: Thesis (S1)
NIM/NIDN Creators: 42322010004
Uncontrolled Keywords: cyberbullying, animasi edukatif, kampanye sosial, Design Thinking, remaja Jakarta
Subjects: 100 Philosophy and Psychology/Filsafat dan Psikologi > 150 Psychology/Psikologi > 155 Differential and Developmental Psychology/Psikologi Diferensial dan Psikologi Perkembangan > 155.5 Psychology of Young People Twelve to Twenty/Psikologi Remaja
300 Social Science/Ilmu-ilmu Sosial > 320 Political dan Government Science/Ilmu Politik dan Ilmu Pemerintahan > 324 Political Process/Proses Politik > 324.5 Campaigns for Nominations/Kampanye
300 Social Science/Ilmu-ilmu Sosial > 360 Social Problems and Services/Permasalahan dan Kesejahteraan Sosial > 364 Criminology/Kriminologi > 364.3 Criminal Psychology/Psikologi Kriminal
Divisions: Fakultas Desain dan Seni Kreatif > Desain Komunikasi Visual
Depositing User: khalimah
Date Deposited: 22 Aug 2026 03:43
Last Modified: 22 Aug 2026 03:43
URI: http://repository.mercubuana.ac.id/id/eprint/103352

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