OCTAVIANO, RIFQI ATHALLAH
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Perancangan Permainan Diorama Bagi Anak PAUD Sebagai Media Pembelajaran Kosakata Bahasa Indonesia Dan Bahasa Mandarin Ignesius, Natasha Christy; Damajanti, Maria Nala; Octaviano, Rifqi Athallah
DeKaVe Vol 18, No 1 (2025): DeKaVe Vol. 18 No. 1 2025
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v18i1.15727

Abstract

Perancangan ini bertujuan untuk mengembangkan media pembelajaran berbasis diorama bagi anak dalam pendidikan usia dini (PAUD). Studi berfokus pada perancangan diorama sebagai alat bantu untuk memperkenalkan kosakata dalam Bahasa Indonesia dan Bahasa Mandarin kepada anak-anak, sekaligus mendukung peran guru dalam proses pembelajaran. Perancangan mengggunakan metode Design Thinking untuk memperoleh beragam data yang diperlukan, untuk memastikan permainan yang dirancang efektif dalam mengajarkan kosakata bahasa Indonesia dan bahasa Mandarin. Hasil perancangan berupa satu set permainan diorama yang dilengkapi dengan buku panduan, papan magnet, dan kartu yang berisi gambar dan teks kosakata dalam bahasa Indonesia dan bahasa Mandarin.
Perancangan Media Board Game Untuk Menjembatani Generation Gap Antara Millennial dengan Alpha Khosasih, Evan Tjandra; Damajanti, Maria Nala; Octaviano, Rifqi Athallah
Visualita Jurnal Online Desain Komunikasi Visual Vol 14 No 1 (2025): Oktober 2025
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v14i1.16418

Abstract

The differences between the Millennial and Alpha generations often create a generation gap, particularly in habits, cultural development, and communication styles. These differences frequently lead to miscommunication that affects relationships between generations, both within families and social environments. This study aims to design an interactive board game to address these miscommunication issues in a fun and educational way, using the Design Thinking method. In this method, the first step is to understand the communication differences between generations, followed by problem definition and ideation of solutions. This board game is designed with a challenge-based mechanism, where players from both generations compete to understand and use the slang language typical of each generation. The design of this game promotes positive interaction and enriches intergenerational understanding. Through trials and iterations in Design Thinking, it is expected that this board game will improve awareness, tolerance, and communication skills between generations. With a flexible and easy-to-play concept, this board game offers an effective and interactive alternative to strengthen the relationship between Millennials and Alphas, while reducing miscommunication.