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Journal : Gorga : Jurnal Seni Rupa

Activity Book Design of Color Introduction for Mild and Moderate Intellectual Disabilities Student Fionarizoca, Avierry; Ratri, Dianing
Gorga : Jurnal Seni Rupa Vol. 14 No. 1 (2025): 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.v14i1.64517

Abstract

Every child, regardless of their unique circumstances, is entitled to an education. Education has the potential to help children with special needs develop their skills and capabilities. Therefore, it is crucial to have an inclusive education that addresses the needs of children with special needs to reveal their talents and promote independence. This media aims to investigate the types of interactions that can enhance the teaching and learning experience for students with mild to moderate intellectual disabilities, particularly in understanding colors. The approach used involves Participatory Design and Participatory Action Research, where both teachers and students participate actively. This method begins with identifying needs, collecting data, conducting trials and assessments, prototyping, collaborating, making revisions, implementing, and finally performing follow-up evaluations. The goal is to create an engaging medium that improves the fine motor skills of students with mild and moderate intellectual disabilities by introducing them to the colors of a rainbow. The activities in this workbook focus on individually recognizing colors without distractions to help maintain attention. After that, students will identify colors by spelling their names that correspond to the colors displayed. This is further supported by highlighting the letters according to the colors, which helps develop fine motor skills through writing. The next task involves matching images with colors. Finally, a color-sorting exercise is conducted based on shape and color. This cycle is repeated over three consecutive days to allow students to observe and understand the colors in their environment as related to those in the rainbow. Through these activities, students with mild intellectual disabilities can name colors and memorize the order of the rainbow to identify colors around them. For students with moderate intellectual disabilities, this activity helps them recognize and name nearby colors using the rainbow colors, with support and guidance from teachers.
The Impact of Simulacra in Life Simulation Games “Second Life” on Generation Z’s Self-Confidence Ramadhini, Diska Astari; Ratri, Dianing
Gorga : Jurnal Seni Rupa Vol. 14 No. 1 (2025): 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.v14i1.65711

Abstract

In the contemporary digital landscape, virtual environments have transcended their initial role as mere entertainment platforms into pivotal arenas for identity formation and self-expression. Notably, among Generation Z, digital natives raised in the midst of rapidly evolving technology, platforms such as Second Life provide immersive opportunities for the construction and live experience of digital avatars. These avatars often embody idealized versions of individuals, embodying characteristics or confidence that may be challenging to achieve in real-world interactions. This study delves into the impact of self-representation through avatars on self-confidence among Generation Z players. Adopting a descriptive qualitative approach, in-depth online interviews were conducted with five selected respondents. The analysis was guided by Jean Baudrillard’s theory of simulacra. The findings suggest that avatars initially serve as reflections of players’ identities but subsequently evolve into autonomous digital selves that shape behavior and perception. For many participants, engaging with their avatars fostered increased self-confidence and a sense of social ease within the virtual environment. However, the study also uncovered instances of emotional dissonance and psychological distance experienced by players who felt more authentic as their avatars compared to their real-life selves. These outcomes align with the third order of simulacra, hyperreality, where representation becomes a new reality. This research underscores the profound influence of virtual platforms on self-perception and emphasizes the necessity for a comprehensive interdisciplinary exploration of digital identity, particularly as younger generations continue to blur the boundaries between physical and virtual selfhood.
Integration of Lateral Thinking in Puzzle Games: Implications for Creativity and Problem Solving Fikri Hendaputra, Raden Mohammad; Ratri, Dianing
Gorga : Jurnal Seni Rupa Vol. 14 No. 1 (2025): 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.v14i1.65954

Abstract

Creative thinking and problem-solving are essential skills that adolescents need to navigate the challenges of the 21st century. Unfortunately, formal education systems still tend to emphasize linear thinking and often fall short in providing space to nurture cognitive flexibility. One alternative approach that has shown promise is lateral thinking—a non-linear thinking method that can be effectively applied through puzzle games. This study aims to explore late adolescents’ perceptions of the effectiveness of lateral thinking in puzzle games, as well as the potential of such games in fostering creativity and problem-solving skills. A descriptive qualitative approach was employed using Focus Group Discussion (FGD) as the primary method. Ten participants aged 17–22 took part in a structured discussion about their gaming experiences and their perspectives on the concept of lateral thinking. The data were analyzed thematically. The findings indicate that most participants viewed lateral thinking as an effective approach for tackling problems that require creative solutions. Puzzle games designed with contextual challenges, tiered reward systems, and engaging narratives were considered effective in stimulating idea exploration and flexible thinking. Social features such as multiplayer modes and strategy discussions were also seen as enhancing motivation and cognitive collaboration among players. Participants reported that they began applying alternative thinking patterns in real-life situations, such as when developing organizational strategies or resolving social conflicts. This suggests a transfer of skills from the gaming environment to real-world contexts. In conclusion, integrating lateral thinking into puzzle game design presents a relevant educational approach to enhance adolescents' thinking skills. These types of games hold great potential as enjoyable alternative learning tools that simultaneously build cognitive capacity.