Widyasari
Universitas Pembangunan Nasional Veteran Jawa Timur

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A Desain Karakter Board Game Pengenalan Fauna Bagi Anak SLow Learner Andika Perdana Putra; Masnuna; Widyasari
JPI (Jurnal Pendidikan Inklusi) Vol. 10 No. 1 (2026): .
Publisher : Jurusan Pendidikan Luar Biasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/inklusi.v10n1.p30-41

Abstract

Education for slow learners requires special strategies due to intellectual and emotional barriers, such as anxiety and low self-confidence, which hinder the process of information digestion. This study aims to design character designs in the board game "ZooQuest" as an adaptive learning medium for fauna introduction for slow learner students at the elementary school level. The research method used is Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. Data were collected through interviews with special assistant teachers, observations of the teaching and learning process at Cikal Surabaya School, and literature studies. The results of the study indicate that the design of four main characters (Bobo, Jojo, Cici, and Mimi) with a chibi visual style and "little researcher" attributes is able to transform abstract material into concrete role-playing experiences. These characters function as an emotional bridge that increases student engagement and stimulates verbal communication through cooperative game mechanisms. The conclusion of this study is that character designs adapted to child psychology are effective in supporting the cognitive abilities and social interactions of slow learner students, making them suitable for use as a reference for inclusive learning media
Perancangan Desain Karakter Film Pendek Animasi 2D Homecoming Sebagai Metafora Visual Perjalanan Perantau Natasya Aisa Simanjuntak; Widyasari; Masnuna
ARDVIS Vol. 2 No. 1 (2026): Ardvis: Jurnal Artistik Riset Desain Komunikasi Visual
Publisher : oleh Program Studi Desain Komunikasi Visual, Fakultas Arsitektur dan Desain, Universitas Pembangunan Nasional "Veteran" Jawa Timur, Indonesia.

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Abstract

Fenomena merantau dan homecoming merupakan pengalaman kompleks yang dialami perantau, mencakup proses pencarian identitas diri, kemampuan adaptasi, serta keterikatan dengan tempat asal yang memunculkan rasa rindu dan dorongan untuk kembali. Penelitian ini bertujuan merancang desain karakter pada film pendek animasi 2D berjudul “Homecoming” sebagai metafora visual perjalanan perantau dengan memanfaatkan fenomena natal homing pada penyu belimbing. Penelitian ini menggunakan pendekatan practice-based research yang terdiri dari empat tahapan: persiapan, mengimajinasi, pengembangan imajinasi, dan pengerjaan. Pengumpulan data dilakukan melalui wawancara mendalam, studi literatur, studi eksisting, serta validasi desain melalui kuesioner. Hasil perancangan menghasilkan lima karakter yaitu penyu belimbing, penyu hijau, ikan badut, hiu, dan manusia. Penelitian ini menunjukkan bahwa karakter penyu antropomorfik mampu merepresentasikan pengalaman merantau dan makna kepulangan melalui metafora visual dalam media animasi. Penelitian diharapkan dapat memberikan kontribusi pada pengembangan desain karakter animasi sebagai media penyampaian isu sosial dan psikologis.