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Journal : Indo-MathEdu Intellectuals Journal

Perancangan Game Design "NARESWARI: Petualangan Belajar Aksara Sunda" dengan Metode ADDIE pada Platform PC Loes, Sherly Josephine; Marwan, Rudi Heri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1717

Abstract

This research focuses on the creation of game design "Nareswari: The Adventure of Learning Sundanese Script," a two-dimensional platformer game designed to teach the Sundanese language's characters. The main goal is to provide an interactive and engaging learning experience, enabling players to not only learn the Sundanese script but also to discover aspects of Sundanese culture and language. Qualitative research methods were used, with Teenagers as the primary subjects in their role as players. Data collection methods included in-depth interviews, participatory observation, and document analysis. Visual communication in games is crucial for effectiveness, with visual elements like characters, backgrounds, and interfaces capturing attention and imparting knowledge about Sundanese culture. The use of colors, shapes, and typography in visual elements helps create an effective learning environment conducive to knowledge acquisition. The game's development followed the ADDIE model to improve learning quality. The analysis phase provided a thorough understanding of learning objectives, user needs, and game context, while the design was narrative-driven, focusing on character experiences. The ADDIE model provides a framework for the analysis, design, development, implementation and evaluation phases of the game Nareswari: The Adventure of Learning Sundanese Script.
Perancangan Game Design "NARESWARI: Petualangan Belajar Aksara Sunda" dengan Metode ADDIE pada Platform PC Loes, Sherly Josephine; Marwan, Rudi Heri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i4.1717

Abstract

This research focuses on the creation of game design "Nareswari: The Adventure of Learning Sundanese Script," a two-dimensional platformer game designed to teach the Sundanese language's characters. The main goal is to provide an interactive and engaging learning experience, enabling players to not only learn the Sundanese script but also to discover aspects of Sundanese culture and language. Qualitative research methods were used, with Teenagers as the primary subjects in their role as players. Data collection methods included in-depth interviews, participatory observation, and document analysis. Visual communication in games is crucial for effectiveness, with visual elements like characters, backgrounds, and interfaces capturing attention and imparting knowledge about Sundanese culture. The use of colors, shapes, and typography in visual elements helps create an effective learning environment conducive to knowledge acquisition. The game's development followed the ADDIE model to improve learning quality. The analysis phase provided a thorough understanding of learning objectives, user needs, and game context, while the design was narrative-driven, focusing on character experiences. The ADDIE model provides a framework for the analysis, design, development, implementation and evaluation phases of the game Nareswari: The Adventure of Learning Sundanese Script.
Representasi Isu Kesehatan Mental dalam Desain Cover Album Mantra Mantra Kunto Aji Avisenna, Muhammad Ibnu; Marwan, Rudi Heri
Indo-MathEdu Intellectuals Journal Vol. 6 No. 8 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i8.4142

Abstract

Mental health issues in Indonesian society are among the most prevalent, and through the Mantra Mantra album, Kunto Aji explicitly highlights the importance of mental well-being, both through its lyrics and its visual representation. This study employs a qualitative method with Roland Barthes’ semiotic approach, analyzing visual signs at the levels of denotation, connotation, and myth. The findings indicate that the visual elements presented in the Mantra Mantra album cover carry symbolic meanings closely related to the concepts of stress release, self-reflection, and the normalization of mental health discourse within society.