Claim Missing Document
Check
Articles

PERANCANGAN STRETCHER MULTIFUNGSI; SOLUSI TRANSPORTASI DAN KESEHATAN DI DESA PEDALAMAN nurhidayat, martiyadi; Adiluhung, Hardy; Aurumajeda, Tiphanny
SISTEMIK (Jurnal Nasional Ilmu Teknik) Vol 12 No 2 (2024): SISTEMIK : Jurnal Ilmiah Nasional Bidang Ilmu Teknik
Publisher : Universitas Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53580/sistemik.v12i2.114

Abstract

Kehidupan di masyarakat urban yang padat, di mana jalanan kecil dan sempit menjadi karakteristik utama, seringkali menjebak warga dalam pola hidup yang kurang memperhatikan kesehatan. Lingkungan yang sempit dan minim dipadukan dengan ketidak pedulian kepada lingkungan, dapat memicu gaya hidup kurang aktif dan pola makan yang tidak seimbang. Hal ini berujung pada masalah gizi buruk, terutama pada anak-anak, ibu hamil yang menjadi perhatian serius bagi para tenaga kesehatan. Posyandu, sebagai upaya pencegahan dan penanganan gizi buruk, memegang peranan penting dalam menjangkau masyarakat urban di lingkungan sempit  dan harus memfasilitasi agar kegiatan tersebut berjalan dengan lancar. Dibutuhkan Stretcher yang multifungsi yang dapat dijadikan kasur pemeriksaan, digunakan diangkat dan diangkut, dilipat dan dibawa dengan mudah. Metode yang digunakan adalah metodi SCAMPER, metode ini menghasilkann inovasi baru dan teknologi tepat guna yang dilihat dari produk sebelumnya. Membuat dan mengubah sifat Stretcher yang pada umumnya sebagai alat pemindah pasien, implementasi pada penelitian awalnya menggunakan  tahapan Substitute, Combine, Adapt mengadopsi dan memodifikasi Stretcher pada produk eksisting seperti membuat kaki kaki, sistem lipatan, tahapan Maximize/Minimize, Put to Other Uses, Eliminate melakukan pengurangan hal hal yang tidak perlu seperti material menggunakan lightweight, waterproof non-woven material yang akan mendukung lipatan dan berat pada Stretcher, tahap berikutnya Rearrange or Reverse melakukan uji validasi dengan menyimpan beban 15 kg pada posisi Stretcher kasur pemeriksaan, selanjutnya mengangkat dan melipat dengan mudah untuk mendukung mobilitas. Uji validasi dilakukan responden pada masyarakat sasar yang melakukan uji coba seperti sistem rel lipatan berfungsi dengan baik 82%, keamanan membawa pasien 78%, kemudahan akselerasi 85%, resiko terjatuh 75%, kekuatan material pada Stretcher 90%. Dai uji validasi tersebut perancangan Stretcher multifungsi berhasil untuk digunakan diposyandu sebagai kasur pemeriksaan untuk ibu hamil/lansia dan balita, Stretcher lipatan dan kemudahan mobilitas sangat diunggulkan, akselerasi dijalan sempit dapat teratasi karena dimensi yang tidak terlalu besar.
ANALISIS PERMAINAN TRADISIONAL DAKON DALAM MELATIH KONSEP BERHITUNG DASAR DI TAMAN KANAK KANAK Nurhidayat, Martiyadi; Aurumajeda, Tiphanny
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 11, No 1 (2025)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v11i1.7268

Abstract

Students' difficulties in understanding simple arithmetic concepts, such as addition and subtraction, are often caused by lack of concentration, being easily distracted, excessive use of gadgets, and minimal public facilities for social interaction. This study uses a qualitative approach with a case study to understand this phenomenon in depth. The design thinking method is applied to design solutions, while effectiveness testing is carried out using a pretest-posttest one group design equipped with a semantic differential scale to measure student responses. The results of the study showed that conventional methods such as the use of LKS produced an average pretest score of 20 out of a maximum of 40. After treatment using dakon learning media, the posttest score increased significantly to 37 out of a maximum of 40. Dakon media also shortens the duration of learning and makes it easier for students to understand concepts. Based on the semantic differential scale, most respondents gave high scores on the aspects of fun, enthusiasm, and positive impact. The discussion of the results confirmed that dakon as a traditional game is effective in increasing concentration, facilitating understanding, and creating an interactive learning atmosphere. In conclusion, dakon is an innovative learning media that is fun and effective for early childhood, and is able to reduce dependence on gadgets and support more meaningful learning.
Peningkatan Kualitas Pengajaran melalui Kreativitas Menggambar Dasar bagi Guru TK Aurumajeda, Tiphanny; Nurhidayat, Martiyadi; Aprianti, Ema
Jurnal Inovasi Pengabdian Masyarakat Pendidikan Vol. 5 No. 2 (2024): Mei 2025
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jurnalinovasi.v5i2.39319

Abstract

Kemampuan menggambar dan mendongeng merupakan keterampilan penting bagi guru dalam menciptakan suasana belajar yang menarik dan interaktif. Namun, banyak guru yang merasa kurang percaya diri dalam menggambar karena belum memiliki kompetensi yang memadai. Untuk mengatasi kendala ini, dilaksanakan pelatihan tiga tahap yang dirancang untuk meningkatkan kemampuan guru dalam menggambar dan mendongeng. Tahap pertama berfokus pada penguasaan teknik dasar menggambar, di mana guru diperkenalkan dengan konsep dasar dan latihan sederhana. Pada tahap kedua, guru diajarkan cara menggambar karakter dari bangun datar, yang memudahkan mereka menciptakan bentuk-bentuk sederhana namun bermakna. Tahap ketiga menggabungkan keterampilan menggambar dengan mendongeng secara langsung, sehingga guru dapat menceritakan kisah sambil menciptakan ilustrasi secara spontan di depan siswa. Untuk mendukung kelancaran kegiatan ini, dikembangkan teknologi terapan berupa papan tulis portabel yang ergonomis, dirancang agar mudah dibawa dan digunakan di berbagai tempat, sehingga memungkinkan guru untuk menggambar dengan nyaman dalam berbagai posisi. Seluruh rangkaian pelatihan ini dilaksanakan menggunakan metode Partisipatory Action Research (PAR), memastikan keterlibatan aktif dan umpan balik berkelanjutan, sehingga program ini dapat berjalan efektif dan memberikan dampak positif dalam meningkatkan keterampilan guru serta kualitas pembelajaran di kelas.
PUZZLE DESIGN FOR ENHANCING BIBLE STORY LEARNING FOR CHILDREN 4-6 YEARS OLD Carrolina Thessalonica Merielle; Nurul Fitriana Bahri; Martiyadi Nurhidayat
Gorga : Jurnal Seni Rupa Vol. 13 No. 2 (2024): 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.v13i2.62889

Abstract

In the contemporary era characterized by novel distractions and challenges, we frequently observe the diminished comprehension of biblical narratives within religious education settings, including St. Gabriel Sunday School. Despite ongoing efforts to convey religious messages in a creative and captivating manner, numerous children encounter difficulties in comprehending and internalizing the moral teachings encapsulated within the scriptures. This presents a pertinent inquiry regarding the most effective strategies to engage the younger generation with religious messages in this rapidly evolving and intricate global environment. The primary objective of this research is to design an educational puzzle as a medium for acquiring biblical narratives for children aged 4 to 6 years. Utilizing the SCAMPER (Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, and Reverse) design methodology, this research identifies and develops puzzles that are engaging and facilitate children’s comprehension of biblical narratives. The puzzle is meticulously crafted to enhance children’s engagement and proficiency through an interactive and enjoyable learning experience. The anticipated outcomes of this research include the development of an effective and engaging educational puzzle tailored for children aged 4 to 6 years, thereby supporting their biblical knowledge and overall development.
Redesign sepatu Mary Jane untuk wanita dengan konsep estetika Coquette berbasis Metode MFC Nurhidayat, Martiyadi; Khalisha, Alma Femira; Syarif, Edwin Buyung
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 8, No 1 (2025)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v8i1.13643

Abstract

As postmodern aesthetics develop in the digital world, the coquette trend is becoming increasingly popular, especially among Gen-Z. One fashion product that can be associated with this aesthetic is the Mary Jane model shoe, which has long been known for its classic and feminine design. This study uses the Morphological Forced Connection (MFC) method to explore various design alternatives that adapt the coquette aesthetic elements of Mary Jane shoes. Data were obtained through literature studies, market observations, and questionnaires involving women aged 18–26 years to understand user preferences. The results of the exploration using the MFC method produced 243 design combinations, which were then narrowed down to three main alternatives. The final design chosen based on aesthetic analysis and user preferences, resulted in "Marie Janes" shoes with a combination of velvet material, mixed straps, and soft colors that reflect the coquette aesthetic. Validation of the final design was carried out through questionnaires given to industry experts and users, showing a high level of conformity to the coquette aesthetic concept. This design also combines visual elements of the Rococo era, such as ribbon details, lace, and floral motifs, which strengthen the product identity. By applying the MFC method, the redesign of Mary Jane shoes successfully adapts the coquette aesthetic effectively. The resulting product offers strong aesthetic and commercial value, making it a relevant innovation for the contemporary fashion market.
Revitalization of Sundanese Language in Elementary Education Through Culinary Thematic Board Game Design Fatmanto, Gricelda Khalilah; Nurhidayat, Martiyadi; Bahri, Nurul Fitriana
Jurnal Paedagogy Vol 12, No 3 (2025): July : IN PROGRESS
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i3.15703

Abstract

This study aims to design learning media that can improve understanding of the Sundanese language, including traditional Sundanese cuisine, among children aged 9–12 years. This study employs a descriptive qualitative method, including observation instruments, interviews, documentation, and literature review. The data analysis technique utilizes comparative analysis with similar products. The findings of this study indicate that, based on the analysis of six design aspects (user, material, dimensions, visual, functional, and operational), Ngagigit Sunda is notably superior and has great potential for development as an educational learning tool to enhance motivation and understanding of the Sundanese language among children aged 9–12 years, compared to similar products that are purely entertainment-based without local educational content.
IMPLEMENTASI MOTIF GEDOG DALAM DESAIN RANSEL PRIA SEBAGAI SARANA PENGENALAN BUDAYA TUBAN Pramana, Achmad Bhakti Nusa; Nurhidayat, Martiyadi; Bahri, Nurul Fitriana
eProceedings of Art & Design Vol. 11 No. 5 (2024): Oktober 2024
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Tuban is a district in East Java which is located on the coast, with its strategic location making Tuban one of the international trade centers so that many cultures influence people's daily lives. One of Tuban's unique cultural heritage is Gedog batik. Gedog Batik is unique, especially in terms of the fabric making process. By woven traditionally using non-machine looms (ATBM). The distinctive "dok dok dok" sound produced when this tool operates was the inspiration for the name "Gedog" on this batik.For all its value, this batik is still little known to the public, so efficient efforts are needed to promote it. One way is through using backpacks as promotional media, considering the popularity of backpacks, especially among men aged 19-25 years. The research was conducted using qualitative methods that focused on collecting and analyzing data from participants. The SCAMPER design method is used to develop innovative ideas in creating men's backpacks that implement the Gedog motif. The result of this research is a men's backpack whose every part is tailored to the target user, with the addition of a Gedog motif design which is expected to be an effective means of introducing Tuban culture to the intended target. Keywords: Batik Gedog, implementation, men’s backpack
PEMANFAATAN LIMBAH KARDUS UNTUK PERANCANGAN LAMPU HIAS BERGAYA SCANDINAVIAN Raihanah, Salwa Nawa; Nurhidayat, Martiyadi; Pujiraharjo, Yoga
eProceedings of Art & Design Vol. 11 No. 5 (2024): Oktober 2024
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Cardboard waste, which is produced from industry and daily activities, can be processed into paper as the main material for Scandinavian-style decorative lamps, in addition to being processed into handicrafts. This time, the design produces Scandinavian decorative lamps using corrugated cardboard waste, aiming to reduce industrial cardboard waste. The inductive method is used to analyze data from field facts, while the SCAMPER method is applied to develop useful products. This decorative lamp is ideal to place in the living room as decoration and lighting. Key words: waste, cardboard, industry.
PERANCANGAN FOLDABLE HIGH CHAIR UNTUK ANAK USIA 6-12 BULAN DI DAYCARE HAPPY TRAILS BANDUNG Nurazzybach, Marchella; Nurhidayat, Martiyadi; Bahri, Nurul Fitriana
eProceedings of Art & Design Vol. 11 No. 5 (2024): Oktober 2024
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Masa toddler adalah fase penting dalam perkembangan anak, di mana merekamulai mengembangkan keterampilan bahasa, motorik, dan kemandirian. Pada usiasekitar satu tahun, anak-anak biasanya mulai menunjukkan keinginan untuk makansendiri, sehingga membutuhkan high chair yang aman dan nyaman. Penelitian inidilakukan di dua daycare di Bandung, yaitu Happy Trails Daycare & Preschool serta AdindaDaycare, yang menghadapi tantangan berupa keterbatasan ruang. Tujuan utamapenelitian ini adalah merancang kursi anak multifungsi yang dapat digunakan baik sebagaihigh chair maupun helping tower, dilengkapi dengan mekanisme lipat untukmengoptimalkan penggunaan ruang yang terbatas. Masalah yang diidentifikasi meliputikebutuhan akan high chair yang aman dan nyaman, keterbatasan ruang di daycare, sertaperlunya furnitur yang multifungsi. Penelitian ini bertujuan untuk menciptakan kursi yangtidak hanya aman dan tahan lama, tetapi juga memenuhi standar keselamatan untukanak-anak dan dapat menghemat ruang. Manfaat dari penelitian ini meliputi kontribusiterhadap desain furnitur anak yang inovatif, peningkatan efisiensi ruang di daycare, sertamembuka peluang baru bagi industri furnitur. Kursi yang dihasilkan diharapkan dapatmendukung perkembangan anak secara holistik, dengan memberikan solusi praktis bagipengelola daycare yang menghadapi keterbatasan ruang. Kata kunci: anak, daycare, high cahir, toddler, dan perkembangan.
PERANCANGAN FOLDING SINGLE SOFA BED TERHADAP KENYAMANAN HUNIAN INDEKOS Rahmah, Muthia; Setiawan, Alvian Fajar; Nurhidayat, Martiyadi
eProceedings of Art & Design Vol. 11 No. 5 (2024): Oktober 2024
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Sofa merupakan perabotan rumah yang umumnya sering digunakan oleh setiap orang ketika sedang menikmati duduk santai atau duduk dengan melakukan aktivitas lain. Setiap desain sofa memiliki target pasarnya masing-masing berdasarkan kebutuhan konsumen. Ars Living adalah perusahaan furnitur Indonesia yang berbasis di Bandung. Perancangan ini menggunakan penelitian dengan metode kualitatif. Pendekatan kualitatif, dimulai dengan konsep-konsep yang disajikan dalam pertanyaan penelitian. Dalam perancangan produk ini menggunakan metode SCAMPER yaitu proses tujuh langkah (Substitute ) Menggantikan, (Combine) Menggabungkan, (Adapt) Mengadaptasi, (Modify) Memodifikasi, (Put To Other Used) Menggunakan Penggunaan Lain, (Eliminate) Menghilangkan dan (Reverse) Membalikan. Produk Furniture Sofa Bed Renjana, dalam melakukan penelitian, peneliti telah menjawab latar belakang penelitian ini, dan menjawab rumusan masalah dari penelitian ini, melalui perancangan ini peneliti telah menganalisa permasalahan yang ada, dibahas dan dipecahkan bersama penelitian ini sehingga dapat diartikan bahwa penelitian ini berhasil dari tahap analisa jurnal-jurnal terdahulu hingga produk yang dirancang telah rampung dan telah divalidasi dengan memperhatikan beberapa aspek, seperti ergonomi, fungsi, dan kenyamanan si pengguna menggunakan parameter 1 sangat kurang sampai dengan 5 sangat baik, validasi dilakukan di tempat Kosan Bu Rizkie. Kata Kunci : Sofa bed, furniture, kualitatif, dan hunian kos.