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Strategi Visual Desain Karakter dalam Media Pembelajaran Interaktif Anak Usia Dini (4-6 Tahun) Setyowulan, Amalia; Salmaa Aaqilah, Fairuz
Jurnal Edu Aksara Vol 4 No 1 (2025): Edu Aksara: Jurnal Pendidikan dan Kebudayaan
Publisher : CV. Global Aksara Pers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.16794987

Abstract

Usia dini merupakan masa krusial dalam perkembangan kognitif dan emosional anak, sehingga dibutuhkan media pembelajaran yang sesuai untuk mendukung proses belajarnya. Desain karakter menjadi elemen penting karena dapat membantu anak memahami cerita dan meningkatkan literasi emosional. Penelitian ini bertujuan untuk menganalisis strategi visual desain karakter, yang mencakup aspek warna, bentuk, dan ekspresi wajah, melalui studi komparatif terhadap dua animasi anak, yaitu Bluey (2018) dan Charlie and Lola (2005). Penelitian ini menggunakan pendekatan kualitatif deskriptif serta pendekatan perancangan berdasarkan teori Five Phases of the Graphic Design Process oleh Robin Landa. Data diperoleh dari analisis dua animasi edukatif serta didukung oleh kajian literatur dan triangulasi antara konten animasi dengan teori perkembangan anak. Hasil penelitian menunjukkan bahwa strategi desain karakter yang efektif untuk anak usia 4–6 tahun harus mempertimbangkan tiga prinsip utama: penggunaan bentuk dasar dan familiar, warna cerah serta representatif, dan ekspresi wajah yang eksplisit. Desain karakter yang holistik berperan penting dalam mendukung proses belajar anak usia dini secara optimal.
ANALISIS PENGALAMAN BERMAIN GIM MOBILE LEGENDS DALAM MODE RANKED DAN NON RANKED setyowulan, amalia
Jurnal Muara Ilmu Sosial, Humaniora, dan Seni Vol. 9 No. 3 (2025): Jurnal Muara Ilmu Sosial, Humaniora dan Seni
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jmishumsen.v9i3.35168.2025

Abstract

Advances in digital technology have driven rapid growth in the interactive entertainment industry, including mobile-based video games. One popular game in Southeast Asia, particularly Indonesia, is Mobile Legends: Bang Bang (MLBB). In the four years since its release, Mobile Legends has achieved immense popularity, particularly in Southeast Asia, and has become one of the most sought-after games in the region. This game offers various game modes, including ranked (competitive) and non-ranked modes such as classic, each with distinct characteristics. The differences in the characteristics of these two modes likely have the potential to influence players' subjective perceptions and experiences during gameplay. The player experience encompasses various psychological dimensions such as enjoyment, emotional engagement, sense of accomplishment, and perceived levels of pressure or stress. Therefore, it is important to examine how each mode impacts players' gaming experiences. This study aims to analyze the differences in gaming experiences across these two modes using the Game Experience Questionnaire (GEQ), which encompasses seven main variables: competence, immersion, flow, tension, challenge, and positive and negative affect. The approach used was quantitative, with a quasi-experimental design involving 73 active MLBB players. This research is expected to contribute to academic understanding of the dynamics of gaming experiences in competitive and casual contexts, as well as provide input for developing game designs that are more adaptive to user preferences.