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Perancangan produk figur aksi dalam perspektif desain interaksi sebagai media pengenalan kesenian Ulin Barong Sekeloa Chris Chalik; Nurul Fitriana Bahri; Martiyadi Nurhidayat; Sina Saumi Al Ahmad; Adrian Permana Zen
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 2 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i2.19402

Abstract

This study is entitled Designing Action Figures from an Interaction Design Perspective as a Medium for Introducing Ulin Barong Sekeloa Art. The case study was conducted at Telkom Buah Batu Kindergarten in Bandung, as this action figure product is intended for kindergarten-aged children as the main target audience. Ulin Barong Sekeloa art was chosen as the object of representation to introduce local culture through a medium that is interesting, easy to understand, and appropriate for children's cognitive development stage. The research methods included classroom observation, interviews with teachers, and observation of children's interactions with the action figure prototypes. Interaction design principles were applied to create an education-based play experience that involved touch, shape manipulation, and simple visual responses. The results of the study show that action figures designed with a product and interaction design approach can increase children's engagement, curiosity, and initial understanding of the characteristics of Ulin Barong Sekeloa. This product has the potential to be an effective medium for cultural learning as well as a means of preserving traditional arts in early childhood education/ Published Date: 2026-07-30
EVALUASI ERGONOMI FURNITURE EDUKATIF DALAM MENDUKUNG KENYAMANAN DI TAMAN KANAK-KANAK Siti Hanifatul Husna; Martiyadi Nurhidayat
Jurnal Pelita PAUD Vol 10 No 1 (2025): Jurnal Pelita PAUD
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v10i1.4697

Abstract

Penelitian ini mengevaluasi ergonomi furniture edukatif dalam mendukung kenyamanan dan efektivitas pembelajaran di taman kanak-kanak (TK). Furniture yang tidak ergonomis dapat menyebabkan gangguan postur, kelelahan fisik, dan menurunnya konsentrasi anak saat belajar. Penelitian ini menggunakan metode campuran (mix method) dengan pendekatan kualitatif dan kuantitatif melalui observasi, wawancara, dan kajian literatur di TK RA Al-Hikamus Salafiyyah dan TKIT Al-Ittihad. Design thinking diaplikasikan dalam lima tahapan: empathize, define, ideate, prototype, dan test untuk merumuskan solusi ergonomis. Hasil penelitian menunjukkan bahwa furniture di TK RA Al-Hikamus Salafiyyah tidak memenuhi standar ergonomi, ditandai dengan ukuran kursi dan meja yang tidak proporsional, material yang berat, dan desain sudut yang tajam. Sementara itu, TKIT Al-Ittihad memiliki furniture yang lebih ergonomis, namun tetap membutuhkan penyesuaian bagi anak-anak bertubuh kecil. Analisis data mengindikasikan bahwa perbedaan ini disebabkan oleh metode produksi dan rendahnya kesadaran terhadap standar ergonomi. Diskusi menyimpulkan bahwa penerapan ergonomi pada furniture edukatif akan meningkatkan kenyamanan, keamanan, dan efektivitas pembelajaran, serta meminimalisir risiko cedera. Rekomendasi diberikan untuk memperbaiki desain furniture sesuai standar ergonomi guna mendukung perkembangan anak usia dini.
ANALISIS PERMAINAN TRADISIONAL DAKON DALAM MELATIH KONSEP BERHITUNG DASAR DI TAMAN KANAK KANAK Martiyadi Nurhidayat; Tiphanny Aurumajeda
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.
Pengembangan Boardgame Edukatif Indonesia Creative Quartets untuk Pengenalan Industri Kreatif Indonesia di Panti Asuhan Tunas Melati Bandung Hanif Azhar; Uruqul Nadhif Dzaky; Martiyadi Nurhidayat; Shasha Marina Aufa Noerkholiq
BERBAKTI: Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 06 (2026): ISSUE AGUSTUS
Publisher : PT. Mifandi Mandiri Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63401/berbakti.v2i06.1415

Abstract

Anak-anak yang tinggal di panti asuhan memiliki akses yang terbatas terhadap media pembelajaran yang memperkenalkan kekayaan budaya dan industri kreatif Indonesia secara interaktif. Di Panti Sosial Asuhan Anak Tunas Melati Kota Bandung, kegiatan literasi masih didominasi oleh pembelajaran akademik, sementara media edukasi mengenai industri kreatif belum tersedia secara memadai. Kegiatan pengabdian kepada masyarakat ini bertujuan mengembangkan dan mengimplementasikan Indonesia Creative Quartets (ICQ), yaitu boardgame edukatif berbasis kartu kuartet, sebagai media pembelajaran literasi industri kreatif. Metode pelaksanaan meliputi identifikasi kebutuhan mitra, pengembangan media, penyampaian materi, implementasi permainan, observasi, dan evaluasi melalui kuesioner kepuasan. Hasil kegiatan menunjukkan bahwa peserta berpartisipasi aktif, antusias mengikuti permainan, serta mampu mengenali berbagai subsektor industri kreatif dan produk budaya Indonesia. Mitra juga memberikan respons positif terhadap ICQ sebagai media pembelajaran yang menarik, interaktif, dan mudah digunakan. Temuan ini menunjukkan bahwa ICQ berpotensi mendukung penguatan literasi industri kreatif melalui pendekatan learning through play.