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Perancangan Board Game Pengenalan Objek Wisata Toraja Utara Menggunakan Mekanisme Point-To-Point Movement Dan Set Collection: Perancangan Board Game Pengenalan Objek Wisata Toraja Utara Menggunakan Mekanisme Point-To-Point Movement Dan Set Collection Mangoki, Gabriel; Setiawan, Arie; Prestiliano, Jasson
Jurnal Desain Komunikasi Visual Asia Vol 9 No 2 (2025): Jeskovsia 9.2
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v9i2.1168

Abstract

 Kabupaten Toraja Utara di Provinsi Sulawesi Selatan memiliki potensi besar dalam sektor pariwisata karena kekayaan alam dan budayanya. Meskipun tercatat sebanyak 278 objek wisata, hanya 13 di antaranya yang beroperasi secara aktif. Rendahnya tingkat operasional ini diduga disebabkan oleh kurangnya informasi yang diterima masyarakat mengenai keberadaan dan keunggulan destinasi wisata tersebut. Penelitian ini bertujuan untuk memperkenalkan media pembelajaran berbasis permainan papan “Sumalong” sebagai sarana inovatif dalam memperkenalkan pariwisata Toraja Utara. Sumalong dirancang untuk meningkatkan pengetahuan melalui interaksi antar pemain yang menyenangkan dan edukatif. Metode yang akan digunakan dalam penelitian ini yaitu metode penelitian deskriptif dengan menggunakan strategi linear dan mix methods. Hasil penelitian menunjukkan bahwa penggunaan media ini mampu meningkatkan pemahaman dan pengenalan mahasiswa terhadap destinasi wisata di Toraja Utara. Temuan ini menunjukkan bahwa media permainan edukatif dapat menjadi alternatif efektif dalam strategi promosi pariwisata berbasis partisipatif.
Perancangan Board Game Edukasi Financial Management Usia 11-12 Tahun Kezia Mulianto; T. Arie Setiawan Prasida; Jasson Prestiliano
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 4 No. 2 (2025): Oktober: Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v4i2.7043

Abstract

The low level of financial literacy in Indonesia, which only reached 49.68% according to the Financial Services Authority (OJK) in 2022, highlights the urgency of financial education from an early age. Children aged 11–12 are at an ideal developmental stage to understand basic financial concepts such as income, expenses, saving, and delayed gratification. This study aims to introduce financial literacy through an interactive learning medium in the form of a board game. Board games are chosen because they enhance children's engagement in learning while playing and serve as an alternative to excessive gadget use. Through gameplay, children practice financial decision-making by simulating buying and selling activities, managing expenses, and choosing to save. This approach also supports the development of children's self-efficacy, which refers to their belief in their ability to manage financial tasks. By applying this method, children are expected not only to understand the value of money but also to implement basic financial management skills in daily life. Educational board games offer an effective tool for instilling healthy financial habits from an early age.
Perancangan Visual Artwork Dengan Teknik Desain Pop Up Pada Board Game Untuk Media Pembelajaran Pencegahan Malnutrisi Untuk Usia 10 – 11 Tahun Sutikno, Melinda Rachel; Prestiliano, Jasson; Pratiwi, Peni; Setiawan, Arie
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 01 (2023): Volume 05, Nomor 01, Maret 2023
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v5i01.724

Abstract

Lack of fruit and vegetable intake can cause malnutrition in the body because fruits and vegetables contain many important vitamins for body health. Children are reluctant to eat fruits and vegetables due to lack of awareness of healthy eating patterns. In this problem, children need to be given education, namely board game learning media for the prevention of malnutrition entitled "fruitvege missions". This design uses a combined method, namely "mixed method" to obtain more robust and comprehensive data. In designing, it also takes an interesting and unique visual artwork, namely pop up because it is three-dimensional and interesting for children. The things obtained in this board game improve the quality of children's learning and help children be aware of health from an early age.
Perancangan Game Android Tentang Kebersihan Sungai untuk Anak Usia 7-12 Tahun di kudus Indra Ardiansyah; Jasson Prestiliano; Birmanti Setya Utami
Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual Vol. 2 No. 4 (2025): Desember: Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/misterius.v2i4.962

Abstract

River pollution has become one of the serious environmental issues in Indonesia, including in the Gelis River in Kudus City. The lack of public awareness—especially among the younger generation—in maintaining river cleanliness highlights the need for effective and engaging educational media. This study aims to design an Android-based educational game as an interactive learning tool for children aged 7 to 12 years to raise their awareness about the importance of keeping rivers clean. The research method used is Research and Development (R&D), employing the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). The game developed, titled RiverCourse: Petualangan Menjaga Sungai (RiverCourse: The Adventure of Protecting the River), features a sidescrolling mechanic with a visual style combining pixel art and cartoons, suited to the cognitive development stage of children. Testing was conducted on the target age group through observation and simple questionnaires.
Perancangan Motion Graphic Isometrik 2D Sebagai Edukasi terhadap Dampak Bahaya Pinjaman Online Ilegal untuk Guru Felix Dwi Natanael; Jason Prestiliano; T. Arie Setiawan Prasida
Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual Vol. 2 No. 4 (2025): Desember: Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual
Publisher : Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/misterius.v2i4.1005

Abstract

The rapid advancement of technology has made it easier for the public to access online loans (pinjol), but it has also increased the risk of misuse by illegal entities. The Financial Services Authority (OJK) recorded that from 2018 to 2022, it shut down 4,265 illegal online lending platforms. However, many cases continue to emerge due to the ease of creating applications and the use of overseas servers. Teachers are among the most affected victims due to low salaries and high living costs. The impacts of illegal online loans are highly detrimental, including the leakage of personal data, threats, intimidation, and excessively high interest rates. Education is crucial to prevent new victims. Isometric motion graphics are chosen as a medium because of their advantages in delivering information through engaging, clear, and easily understood visual and audio elements that are sustainable for audiences.
Tradisi sasi sebagai inspirasi board game edukasi pencegahan eksploitasi lingkungan Resky Fredo Hetharion; T. Arie Setiawan Prasida; Jasson Prestiliano
Jurnal Desain Vol 12, No 2 (2025): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v12i2.26104

Abstract

Board Game Edukasi Pramuka Penggalang dengan Mekanik Acting Aulia Ayu Permatasari; T. Arie Setiawan Prasida; Jasson Prestiliano
Jurnal Desain Vol 10, No 3 (2023): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v10i3.14874

Abstract

Desain Antar Muka Website Oemah Djari dengan Pendekatan User Centered Design I Wayan Marfilianto Prayuda Tunas; Peni Pratiwi; Jasson Prestiliano; Michael Bezaleel
Jurnal Desain Vol 10, No 3 (2023): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v10i3.14869

Abstract

Oemah Djari adalah jenis usaha yang bergerak di sektor akomodasi dan restoran namun mengalami kendala pada saat pandemi covid-19 yang masih berlangsung, sehingga berdampak pada penyebaran informasi secara konvensional. Menurut data dari badan pusat statistik menyebutkan perusahaan yang bergerak pada bidang akomodasi dan restoran mengalami kenaikan 7,10 persen saat pandemi dalam menggunakan teknologi dan internet. Oemah Djari membutuhkan sebuah media alternatif yang dapat diakses secara daring, salah satu media yang menjadi media alternatif adalah website. Fokus penelitian adalah merancang tampilan antar muka website dengan melihat kebutuhan pengguna. Penelitian ini menggunakan metode campuran dengan strategi pendekatan User centered design (UCD). Tahapan UCD yaitu understand context of use, specifying user requirements, design solution, evaluate against requirements. Data diperoleh dari hasil wawancara, kuesioner, observasi, studi literatur, internet, dan dokumentasi. Hasil penelitian adalah perancangan antar muka website dengan pendekatan UCD dapat membantu menemukan solusi sesuai kebutuhan target pengguna. Berdasarkan hasil pengujian menunjukkan bahwa dengan pendekatan UCD website sudah berhasil membuat tampilan website secara informatif, komunikatif dan interaktif sesuai kebutuhan target pengguna.
PERANCANGAN BUKU PENGENALAN PEDOMAN GIZI SEIMBANG UNTUK ANAK SEKOLAH DASAR KELAS 1 UMUR 6-8 TAHUN BERBASIS AUGMENTED REALITY Yohanes Pembabtis Amang Subangkit; Jasson Prestiliano
Jurnal Kesehatan Kusuma Husada Vol. 9 No. 1, Januari 2018
Publisher : Universitas Kusuma Husada Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (394.953 KB) | DOI: 10.34035/jk.v9i1.267

Abstract

Menurut Peraturan Menteri Kesehatan Republik Indonesia Nomor 41 Tahun 2014, hasil penelitian Riset Kesehatan Dasar 2010 (Riskesdas) Konsumsi pangan masyarakat Indonesia masih belum sesuai dengan pesan gizi seimbang. Permasalahan ini tidak lepas dari kurangnya pemahaman informasi tentang pentingnya gizi seimbang dan hidup sehat. Untuk memberikan informasi, dibutuhkan media yang berbasis masyarakat. Media buku dengan teknologi augmented reality dipilih sebagai sarana untuk memberikan informasi yang lebih menarik minat target audience untuk lebih memahami pentingnya gizi seimbang dan sadar gizi. Objek penelitian ini adalah media penyampaian Pedoman Gizi Seimbang menggunakan buku berbasis augmented reality. Penelitian ini sudah diujikan kepada Dinas Kesehatan Salatiga beserta petugas gizi dan ahli gizi, Dosen gizi Universitas Kristen Satya Wacana dan 2 responden orang tua dengan anak. Hasil yang didapat dalam penelitian ini adalah perancangan media buku berbasis augmented reality dapat memberikan pemahaman informasi yang menarik serta mudah dipahami tentang pentingnya Pedoman Gizi Seimbang dan sadar gizi. According to the regulations of Indonesia’s Departement of Health No 41 Year 2014, the Basic Health Research in 2010 (Riskesdas) resulting in Indonesia’s citizen consumption of food has not meet the appropriate balanced nutrition amount. This problem is not separated from the lack of information about the importance of balanced nutrition amounts and healthy living. To deliver information, a community based media is needed. Book with augmented reality media is choosed as the media to deliver appealing information for target audience, to understands more about the importance of balanced nutrition amounts and nutrition consciousness. The object of this research is presentation media about the Guide of Balanced Nutrition using augmented reality based book. This research has been tested on Salatiga’s Health Agency with health officers and health expert, Lecturer of Nutrition in Satya Wacana Christian University and 2 parents respondents with their children. The obtained results from this research is the designing of augmented reality based book is able to deliver appealing information and understanding, and easy to understand about balanced nutrition guidance and nutrition consciousness
Perancangan media promosi dengan pendekatan storytelling untuk pengenalan kopi babah kacamata Salatiga Kristina Budi; Michael Bezaleel; Jasson Prestiliano
IT Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi Vol 5 No 2 (2026): IT-Explore Juni 2026
Publisher : Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/itexplore.v5i2.2026.pp200-216

Abstract

Consumption of sweetened coffee with various mixtures has become an unhealthy habit for the younger generation. Kopi Babah Kacamata, a legendary tubruk coffee in Salatiga, has been affected by this change. Many people are still unaware of the brand and the consumption of black coffee is declining. Therefore, this research will discuss the positive impact of consuming tubruk coffee with the Kopi Babah Kacamata brand as a soft selling medium for young people. This research uses mixed-sequel exploratory method and linear strategy in its design. The results of this study can be concluded that promotional videos with a storytelling approach for Kopi Babah Kacamata effectively introduce to the target audience.