Kirana Rahman
Universitas Pendidikan Indonesia

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Graphie Dash Inovasi Desain Papan Edukasi Interaktif untuk Pembelajaran Tabel dan Grafik Kelas II SD Kirana Rahman; Hani R; Ghia Tri Jayanti; R Moch. Rizal Hafiyan; Handayani Madania Insani
Jurnal Desain Produk Nasional Vol 3 No 2 (2026): Desain dan Keragaman Konsumen
Publisher : Penerbit Itenas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/jdpn.v3i2.127

Abstract

This study discusses the development of game-based learning media products as an effort to improve the understanding and motivation of elementary school students in the material of basic tables and graphs in Mathematics subjects. This study uses the Research and Development method, which refers to the development of models through the stages of literature studies, observations, needs analysis, application of methods, design, trials, and product evaluation. This study also utilizes the SCAMPER technique in the process of designing ideas and developing the form of learning media. The study was motivated by data findings from observations and short interviews at SDN Dadaha Tasikmalaya, which indicated a need for more interactive and enjoyable learning media in data presentation materials. The subjects of this study were homeroom teachers and students of class II B at SDN Dadaha Tasikmalaya. Data collection techniques were carried out through visitation sheets, visitation monitoring and evaluation sheets, interviews, trials, and validation and evaluation documents for educational design projects. Data were analyzed using qualitative descriptive analysis techniques. The purpose of this study is to develop learning media for table and graph materials that emphasize the basic visualization of data presentation. The result of this study is an interactive learning board based on a magnetic surface, designed through observational data and design brief. This product is expected to improve second-grade students' comprehension of tables and graphs as an innovative teaching aid.
Perancangan tas multifungsi sebagai sarana display peralatan doodling Komunitas DAT Kirana Rahman; Ghia Tri Jayanti; Handayani Madania Insani
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 2 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i2.18399

Abstract

This research is based on problems faced by the Doodle Art Tasikmalaya (DAT) Community regarding the efficient management of communal doodling equipment during routine meet-ups. The main issue lies in the equipment organization system that is often disorganized, difficult to reach, thus disrupting the comfort of the tables used by the community in cafés. The results of these observations became the basis for this research which used mixed method with Double Diamond as a framework consisting of four stages: Discover, Define, Develop, and Deliver. In the Develop stage, the PMI (Plus, Minus, Interesting) method was used for the ideation filtering process. Qualitative data were collected through field observations and interviews, while quantitative data were collected through questionnaires distributed to community members to map the characteristics of DAT members. The result of this research is a prototype of a multifunctional bag that functions as a storage place and a display medium for communal doodling equipment owned by the community. Based on the trial results, the product structure was able to support a total load of 1.28 kg of doodling equipment without showing any defects or structural deformation, both in display and carry modes. These findings indicate that the product effectively addresses the problems faced by the DAT community regarding the efficient storage and display of doodling equipment through a single integrated product.Published Date: 2026-07-22