Bangkit Sanjaya
Fine Arts, Faculty of Language and Arts, Universitas Negeri Semarang, Indonesia

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The Design of Interactive Multimedia as an Educational Medium for Introducing the History of Indonesian Currency to Children Aged 10-17 Years Jovan Dwiza Pratama; Bangkit Sanjaya
Gorga : Jurnal Seni Rupa Vol. 15 No. 1 (2026): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v15i1.71929

Abstract

The interest of students in learning history, particularly the history of Indonesian currency, remains relatively low when the material is delivered through conventional methods. Consequently, this study aims to design an interactive multimedia learning medium titled “Mengenal Rupiah” to support adolescents’ comprehension of the history of the rupiah as a national economic identity. The multimedia design process encompasses pre-production, production, and post-production stages. Data collection techniques employed included observation, interviews, and questionnaires administered to 17 respondents aged 10–17 years in Semarang City, selected through purposive sampling. The data were analyzed using a qualitative descriptive approach to ascertain the needs and preferences for digital learning media among the target users. The findings of the data analysis reveal that students exhibit greater interest in learning the history of currency through illustrative visualizations, animation, and interactivity compared to textbook-based methods. Based on these findings, the “Mengenal Rupiah” media was developed utilizing Procreate and Adobe Animate with user-friendly interactive navigation. This work applies visual communication design principles with an edutainment concept to create an engaging learning experience. As a prototype, this media still possesses limitations and holds the potential for further development into a more comprehensive and interactive learning medium.
Transformation of Plastic Waste into 3D Art as a Campaign Medium for Marine Ecosystem Degradation Syamaidzar Dzakwan Abdi Qohar; Bangkit Sanjaya
Gorga : Jurnal Seni Rupa Vol. 15 No. 1 (2026): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v15i1.70945

Abstract

The global issue of plastic pollution in oceans has gained significant attention, particularly in Indonesia, which boasts the second-longest coastline worldwide and grapples with severe threats to its marine biodiversity. Consequently, this study endeavors to transform plastic waste into three-dimensional artworks as a campaign medium to address marine ecosystem degradation. The creative process is structured into three distinct stages: pre-creation, creation, and post-creation. Data analysis in this study employs descriptive qualitative analysis with an artistic reflection approach. This involves interpreting data derived from literature studies, observations, experiments, and documentation to comprehend the transformation of plastic waste into three-dimensional artworks and evaluate the alignment between the concept, visual representation, and the campaign message regarding marine ecosystem damage. The creation process yields two three-dimensional artworks that visually depict the suffering of marine biota due to plastic pollution through symbolic and critical visual approaches. The incorporation of octopus and orca whale figures as symbols reinforces the narrative of entrapment, vulnerability, and mortality of marine biota caused by human-generated plastic waste. In summary, these artworks not only possess aesthetic value but also serve as effective visual communication media for conveying social criticism and moral messages to the audience. Furthermore, they encourage societal awareness and behavioral change in reducing the consumption of single-use plastics, thereby contributing to the preservation of marine ecosystems’ sustainability.