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Desain Game 2D Mini Zoo Edukasi Interaktif untuk Anak-Anak Usia 7 Tahun Keatas Siamboro, Febri; Pertiwi, Ratih
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (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.v5i5.1802

Abstract

This research focuses on the development of 2D Mini Zoo games specifically designed for children aged 7 years and above. By combining jigsaw puzzle game elements and square puzzles, the game aims to create a fun and rewarding learning experience. The approach used in this study is a qualitative approach. The data collected from these observations and interviews is expected to be authentically integrated in game development. Data analysis was carried out qualitatively consisting of data reduction, data presentation and conclusion drawing. The results of the study show that through this game, children can learn to recognize shapes and animals in an interactive and colorful way. The friendly and attractive visual design was deliberately chosen to make children feel comfortable and interested in continuing to play while learning. In addition, this game also helps children in developing important skills such as eye-hand coordination, memory, and problem-solving skills. We hope that Mini Zoo can be a fun learning companion for children, helping them grow and develop in a supportive and educational environment
Analisis material untuk rancangan Kartu Karuta bertema sejarah desain produk Widyastuti, Putri Anggraeni; Zahar, Iwan; Pertiwi, Ratih; Susanto, Ratnawati
PRODUCTUM Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 8, No 2 (2025)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v8i2.15771

Abstract

History is not a subject that is understood by students in the field of design at the beginning of the lecture. Generally, students in the field of product design have problems in understanding the history of product design as a basis for product design. The karuta card game was chosen to overcome this problem. The next obstacle is choosing the appropriate material in the development of a product design history-themed card design. The benefits and objectives of this research are to produce data that can be used in designing similar products. The method used in solving this problem is material benchmarking analysis. This is used to generate data that can be used in the development of Karuta card designs with the theme of Product Design History.From comparing several karuta game products sold at Okunokaruta stores in Tokyo Japan and Daiso, and used by the Ogura Karuta Club community at Dharma Persada University through benchmarking analysis, it can be seen from the dimensions of the product, the type of material, the gram weight of the paper, and durability. The result is the type of material that will be used. In conclusion, from the results of the benchmarking analysis, the paper material used in the development of the karuta game design with the theme of product design history is at least 300gsm with a minimum thickness of about 0.32 mm or 0.35 mm made of plastic coated paperboard, and measuring about 5.4 cm x 7.4 cm to 7.2 cm x 5 cm. 
Permainan Tradisional Sebagai Media Komunikasi Budaya: Inovasi Digital dan Peran Komunitas di Era Disrupsi Informasi Ratih Pertiwi; Jhon Viter M; Oskar Judianto
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v11i5.64200

Abstract

Permainan tradisional merupakan warisan budaya tak benda yang mengandung nilai-nilai komunikasi, kebersamaan, dan kearifan lokal. Namun, di era disrupsi informasi, eksistensinya semakin terpinggirkan akibat dominasi permainan digital global yang seringkali mengikis identitas budaya. Penelitian ini bertujuan untuk menemukan strategi pelestarian dan transformasi permainan tradisional agar tetap relevan melalui inovasi digital, sekaligus menguatkan peran komunitas sebagai agen komunikasi budaya. Penelitian ini bertujuan untuk: (1) menganalisis potensi permainan tradisional sebagai media komunikasi budaya di masyarakat kontemporer, (2) mengeksplorasi model inovasi digital yang mampu mengadaptasi permainan tradisional tanpa kehilangan nilai budaya, dan (3) mengidentifikasi peran komunitas dalam membangun ekosistem pelestarian melalui partisipasi aktif di ruang digital maupun sosial. Penelitian ini menggunakan pendekatan kualitatif dengan studi kasus pada komunitas pelestari permainan tradisional di Indonesia. Data dikumpulkan melalui wawancara mendalam, observasi partisipatif, dan analisis dokumen digital, kemudian dianalisis dengan analisis wacana budaya dan triangulasi untuk mengkaji praktik komunikasi, inovasi digital, dan keterlibatan komunitas. Hasil penelitian menunjukkan bahwa permainan tradisional dipandang sebagai simbol komunikasi budaya yang relevan dengan era digital. Inovasi digital memiliki potensi untuk mempertahankan nilai budaya permainan tradisional, namun keberhasilan transformasi ini sangat bergantung pada keterlibatan komunitas dan kemampuan mengatasi hambatan teknologi. Penelitian ini menyimpulkan bahwa pelestarian permainan tradisional melalui inovasi digital memerlukan strategi yang jelas, yang mengintegrasikan budaya, partisipasi komunitas, dan pendekatan kreatif untuk menjaga relevansi budaya di era digital.
Application of Multi-Way Communication Interaction Patterns in Creativity Applications at PAUD Kutilang Kadugenep Kidul (Serang-Banten) Ratih Pertiwi; Putri Anggraeni Widyastuti; Tri Wahyudi; Teguh Imanto
Jurnal Abdimas Komunikasi dan Bahasa Vol. 2 No. 1 (2022): Juni
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/abdikom.v2i1.1253

Abstract

The learning system implemented by PAUD with the aim of learning outcomes in accordance with the core and basic competencies that must be achieved by PAUD students in general. The growth and development of these students is in accordance with the basic and core competencies contained in the 2013 curriculum. Seeing conditions like this, the FDIK UEU community service team carried out a design in the form of a stimulus that can be used to stimulate Kutilang PAUD students. By applying the pattern of multi-way communication interaction as a method of implementing and delivering messages through creative applications that aim to get students to get the message as a whole. The conclusion that results from the implementation of this service is that multi-way communication interactions are needed aimed at the learning process of PAUD students as supporters of the cognitive creativity process of early childhood.
Perancangan Karakter Animasi 2D Filosofi Pakaian Pernikahan Batak Angkola Timothy Karsten Anggiva; Ratih Pertiwi
Jurnal Multidisiplin Dehasen (MUDE) Vol 5 No 3 (2026): Juli
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/mude.v5i3.11524

Abstract

Indonesia is a unitary state in the form of a Republic with its own government, territory, people , and international recognition. Indonesia consists of 38 provinces and has more than 1,300 ethnic groups with diverse tribes, cultures, and traditions spread across various regions. One of the ethnic groups in Indonesia is the Batak tribe. This journal will discuss the Batak Angkola culture and the Batak Angkola Traditional Wedding Attire. This traditional wedding attire represents harmony, respect for ancestors, and a symbol of responsibility in household life. Thus, the Angkola traditional wedding attire is not just traditional clothing, but also a cultural educational medium that can be passed down to future generations.
Pengaplikasian Design Thinking dalam Design Cookie dan Pet Game Cookie Run Ovenbreak Elvina Budisartono; Ratih Pertiwi
ARDVIS Vol. 1 No. 4 (2025): Ardvis: Jurnal Artistik Riset Desain Komunikasi Visual
Publisher : oleh Program Studi Desain Komunikasi Visual, Fakultas Arsitektur dan Desain, Universitas Pembangunan Nasional "Veteran" Jawa Timur, Indonesia.

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

Abstract

Penelitian ini dilatarbelakangi oleh fenomena populernya game Cookie Run Ovenbreak, yang dikenal dengan karakter-karakter imajinatif dan pasangan Cookie-Pet yang menarik secara visual dan naratif. Penelitian ini bertujuan untuk mengkaji elemen pembentuk karakter Cookie dan Pet, menganalisis pasangan yang diciptakan berdasarkan pendekatan konseptual dan simbolis, serta mengevaluasi perkembangan desain karakter awal peluncuran dengan rilisan terbaru. Metode yang digunakan adalah pendekatan kualitatif deskriptif dengan studi dokumentasi, observasi visual terhadap desain karakter, dan analisis konten. Hasil penelitian menunjukkan bahwa desain karakter Cookie dan Pet tidak hanya dibentuk oleh elemen visual seperti bentuk, warna, dan ekspresi, tetapi juga dipengaruhi oleh simbolisme budaya populer, konsep makanan, serta narasi internal game. Pasangan Cookie dan Pet tertentu juga menunjukkan hubungan konseptual yang kuat melalui tema, fungsi dalam permainan, dan karakterisasi. Selain itu, ditemukan adanya perkembangan signifikan dalam kompleksitas desain dan narasi karakter dari waktu ke waktu, yang mencerminkan upaya pengembang untuk menjaga daya tarik visual dan memperkaya pengalaman pemain. Penelitian ini menunjukkan pentingnya desain karakter dalam membentuk identitas dan kesinambungan dalam game berbasis koleksi.
Symbolic Interaction Communication of Traditional Games in Yogyakarta Palace Culture Ratih Pertiwi; Dorien Kartikawangi; Titi Widaningsih
Eduvest - Journal of Universal Studies Vol. 6 No. 9 (2026): Eduvest - Journal of Universal Studies (Issue in Progres)
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/eduvest.v6i9.53239

Abstract

Traditional games constitute living cultural heritage that transmits social values, collective memory, and cultural identity; however, their meanings are increasingly threatened by modernization and digitally oriented leisure activities. This study aimed to analyze symbolic interactions in traditional games within the Ngayogyakarta Hadiningrat Palace, identify the meanings attributed to their symbols by abdi dalem, and explain their role in sustaining Javanese culture. The study employed a qualitative design combining phenomenology and communication ethnography. Data were collected through participant observation, in-depth interviews with purposively selected abdi dalem, and documentation, then analyzed through data reduction, data presentation, conclusion drawing, and source, theoretical, and methodological triangulation. The findings revealed that symbolic interactions developed through Mead’s interconnected concepts of mind, self, and society. Game forms, numbers, colors, movements, turns, and customary rules functioned as significant symbols conveying ethical, social, philosophical, and spiritual meanings. Traditional games also facilitated role-taking, value transmission, social cohesion, and the reinforcement of cultural identity. The discussion demonstrates that abdi dalem act simultaneously as players and interpreters who continually negotiate shared meanings within palace norms. Therefore, traditional games are not merely recreational activities but also living communication systems that preserve Javanese values and support intergenerational cultural continuity within contemporary society amid rapidly changing social conditions.