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Perancangan Sarana Penunjang Food Safety Delivery untuk Sepeda Motor Herlijanto, Amelia Agustina; Prayogi, Alan David; Nazario, Raphael Kevin
Desainpedia: Jurnal Desain Produk dan Desain Komunikasi Visual Vol 3, No 2 (2024): Urban Design, Lifestyle & Behaviour
Publisher : Universitas Pembangunan Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36262/dpj.v3i2.1060

Abstract

Penyediaan makanan melalui layanan pengiriman telah menjadi tren yang semakin populer, terutama di era digital saat ini. Namun, keselamatan pangan (food safety) dalam pengiriman makanan tetap menjadi perhatian utama, terutama dengan adanya risiko ketumpahan dan tumbuhnya bakteri pada makanan. Penelitian ini bertujuan untuk mengidentifikasi dan menganalisis sarana penunjang yang dapat meningkatkan food safety delivery untuk sepeda motor. Metode penelitian yang digunakan adalah survei dan wawancara terstruktur kepada pengirim makanan menggunakan sepeda motor serta pemilik bisnis yang berada di Kota Surabaya. Data yang terkumpul kemudian dianalisis secara kualitatif untuk mengidentifikasi masalah, kebutuhan, dan preferensi terkait sarana penunjang food safety delivery. Hasil penelitian menunjukkan bahwa pengendara sepeda motor menghadapi beberapa tantangan terkait food safety delivery, termasuk kurangnya sarana penunjang yang sesuai dan peralatan pendukung. Dengan mempertimbangkan hasil analisis, penelitian ini menyajikan desain konseptual untuk pengembangan sarana penunjang yang dapat meningkatkan food safety delivery, termasuk penggunaan box / kontainer termal, hand sanitizers, dan fitur lain pada sarana penunjang food safety delivery untuk sepeda motor. Penelitian ini memberikan wawasan yang berharga bagi industri layanan pengiriman makanan dalam upaya meningkatkan keselamatan pangan selama proses pengiriman.
Development and Validation of "Merdeka": An Augmented Reality-Based Board Game for Indonesian History Learning Dewi, Grace Levina; Setiawan, Mikhael; Prayogi, Alan David
Jurnal Paedagogy Vol. 13 No. 1 (2026): January
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v13i1.18285

Abstract

This study aims to develop and evaluate the feasibility of an educational board game, Merdeka, integrated with Augmented Reality (AR) technology as a history learning medium for junior high school students aged 13–15 years. The study employed a development research method using the Game Development Life Cycle (GDLC) model, which consists of six stages: initiation, pre-production, production, alpha testing, beta testing, and release. The feasibility of the product was assessed using a three-pronged evaluation approach: validation by material and media experts, black-box functionality testing of the AR application, and a limited beta trial involving 24 junior high school students. Data were analyzed using descriptive quantitative techniques based on Likert-scale scoring. The expert validation results indicated a “highly feasible” category, with average feasibility scores of 89.44% from material experts and 85.71% from media experts. The user trial results also demonstrated a very high level of acceptance, achieving a feasibility score of 84.8%. These findings indicate that the enjoyable gameplay experience and the integration of AR technology constitute the primary strengths of the product. In conclusion, the Merdeka educational board game is a valid, functional, and well-received learning medium and is therefore suitable for implementation and broader dissemination.