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Culturally-Embedded Educational Toys For Children Awareness: A Case Study on Julang Ngapak with User Centered Design Silviana Putri, Anisa; Fitriana Bahri, Nurul; Azhar, Hanif
Dinasti International Journal of Education Management And Social Science Vol. 6 No. 1 (2024): Dinasti International Journal of Education Management and Social Science (Octob
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/dijemss.v6i1.3570

Abstract

This research analyzes the application of the user-centered design (UCD) method in developing educational toys that focus on introducing culture, especially the Sundanese Julang Ngapak traditional house. The main goal of this research is to create products that are useful in entertainment and can also encourage children's cognitive, social, and emotional development. Qualitative methodology was applied through observation and interview techniques at SDN Cijagra 119 Bandung. The results showed that children were more enthusiastic about interactive and group games while tending to be more passive in formal learning activities. Aesthetic toy designs, characterized by the choice of relevant colors and shapes, have proven effective in attracting children's attention. Through an evaluation by media experts and child psychologists, the resulting product was declared safe, followed the curriculum, and was able to improve cognitive skills, such as cooperation and problem-solving. The best sketches integrate the Julang Ngapak structure with a puzzle system to support active learning. This research emphasizes the importance of the UCD approach in improving the quality and relevance of educational toys rooted in cultural values.
Analyzing the design of montessori-based media to introduce letters and numbers Yunidar, Dandi; Bahri, Nurul Fitriana; Ramawisari, Ica; Putri, Sheila Andita
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.v12i2.21972

Abstract

This research analyzes the design aspects of Montessori-based educational tools, such as sandpaper letters, sandpaper numbers, and moving alphabet; employed in early childhood education to introduce letters and numbers. The study aims to evaluate functionality, safety, usability, aesthetic appeal, construction quality, developmental impact, and compliance with standards. Utilizing qualitative analysis and interviews with educators and parents, the data were analyzed using thematic analysis, where interview transcriptions were coded and grouped into categories to identify key themes. The interviews were semi-structured, allowing flexibility for respondents to share their perspectives and experiences in depth. The research examines these tools' effectiveness in facilitating learning among young children. Results reveal varying levels of functionality, safety, and usability across the tools. Sandpaper letters and numbers offer moderate functionality and safety, emphasizing tactile learning, while moving alphabet presents higher functionality and interactive engagement. Usability is limited in static tools but heightened in the interactive moving alphabet. Aesthetic appeal varies, with all media focusing on engaging visual and tactile elements. Compliance with standards remains partial. The research underscores the significance of diverse design approaches in early childhood education and recommends iterative enhancements in usability, safety, and compliance for optimized learning experiences. These findings have implications for educators, suggesting the integration of interactive elements to bolster early childhood education's efficacy.
Implementasi Motif Tradisional Kina dari Kabupaten Bandung dalam Desain Bangku Rotan Bahri, Nurul Fitriana; Muchlis; Setiawan, Oky
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 2 (2025): Besaung: April-July
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i2.5168

Abstract

This study discusses the designer and manufacture of rattan benches with the application of traditional Kina motifs originating from Bandung Regency. The main focus of the study is to produce a real product in the form of a rattan bench prototype that integrates Kina motifs aesthetically and functionally, so that it not only preserves local cultural heritage but also presents added value in contemporary furniture design. This study uses a design/creation method based on design, with stages of visual exploration of Kina motifs, development of rattan bench design concepts, prototype creation, and evaluation of results through expert and stakeholder interviews to assess the feasibility of the design visually, ergonomically, and culturally. The results of the study in the form of a rattan bench prototype show the success of the integration of Kina motifs, with embossed details on the seat cover and pattern stylization on the rattan frame, which are positively appreciated by local craftsmen and the community. The benefits of this design result include the preservation of traditional motifs in the form of real products, increasing the aesthetic value of local furniture, and developing product potential to support the culture-based creative industry.
Development of an educational board game to introduce traditional snack culture to children in RA Kuttab Labib Hapsari, Junda; Fitriana Bahri, Nurul
Gelar: Jurnal Seni Budaya Vol. 23 No. 1 (2025)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/glr.v23i1.6750

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The erosion of traditional snack culture, especially among children, underscores the need for innovative educational tools to foster cultural awareness. This study aims to design an educational board game concept to introduce traditional Indonesian snack culture to children aged 4–6, targeting their developmental stage where cognitive and social skills are rapidly forming, supported by Piaget's cognitive development theory. A preliminary study and data collection were conducted at RA Kuttab Labib Bandung through observation and interviews to determine children's needs in cultural learning and the types of educational toys that are preferred and considered adequate for children. Data analysis was conducted using thematic analysis by literature studies on culture, educational toys, child anthropometry, and ergonomics. The data produced is the initial capital to design a board game with a design thinking approach that can encourage researcher innovation, but it is still based on user needs. This study contributes to the development of culturally focused learning media by providing innovative and concrete toy designs that combine traditional culinary elements with the potential to be implemented in early childhood environments to support cultural preservation and education.
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.
Evaluasi Desain Antarmuka Pengguna dalam Mendukung Pembelajaran Bahasa Asing: Perbandingan Hilokal, HiNative, dan Tandem Pertiwi, Tryana Puji; Adriyanto, Andreas Rio; Bahri, Nurul Fitriana
JURNAL MANAJEMEN PENDIDIKAN DAN ILMU SOSIAL Vol. 6 No. 4 (2025): Jurnal Manajemen Pendidikan dan Ilmu Sosial (Juni - Juli 2025)
Publisher : Dinasti Review

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jmpis.v6i4.5308

Abstract

Perkembangan teknologi telah mendorong inovasi dalam media pembelajaran online, termasuk aplikasi pembelajaran bahasa. Desain antarmuka pengguna dan desain interaksi memainkan peran penting dalam membentuk pengalaman pengguna serta mendukung efektivitas pembelajaran. Penelitian ini mengevaluasi desain UI Hilokal, Hinative, dan Tandem dengan menggunakan delapan prinsip UI dari Dmitry Faredev. Analisis mendalam dilakukan berdasarkan aspek Kejelasan (Clarity), Ringkas (Concision), Mudah Dikenali (Familiarity), Responsif (Responsiveness), Konsistensi (Consistency), Estetika (Aesthetics), Efisiensi (Efficiency), dan Pengampunan (Forgiveness). Elemen desain interaksi, seperti navigasi intuitif, umpan balik visual, dan responsivitas terhadap masukan pengguna, menjadi fokus utama dalam menciptakan pengalaman yang menyenangkan dan mendukung tujuan pembelajaran. Hasilnya menunjukkan bahwa Hilokal unggul dalam aspek Familiarity dan Forgiveness, HiNative menawarkan kejelasan dan tingkat responsif yang tinggi, sementara Tandem menonjol dalam estetika dan efisiensi navigasi. Penelitian ini menyimpulkan bahwa preferensi belajar dan kebutuhan pengguna harus menjadi pertimbangan utama dalam pemilihan aplikasi. Selain itu, desain UI dan desain interaksi yang dirancang dengan baik dapat meningkatkan keterlibatan pengguna dan efektivitas pembelajaran. Temuan ini memberikan wawasan bagi pengembang aplikasi untuk menciptakan pengalaman interaktif yang lebih baik, sekaligus mendukung pembelajaran bahasa yang lebih efektif dan efisien.
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

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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
PERANCANGAN DESK ORGANIZER MENGGUNAKAN MATERIAL LIMBAH INDUSTRI KAYU DAN PLASTIK Sahara, Quttrun Nada; Pambudi, Terbit Setya; Bahri, Nurul Fitriana
eProceedings of Art & Design Vol. 11 No. 5 (2024): Oktober 2024
Publisher : Telkom University

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Abstract

UKM furnitur kayu sebagai studi kasus dalam penelitian ini menghasilkan berbagai bentuk material sisa produksi furnitur dari kayu olahan dan kayu solid. Seperti UKM furnitur yang berada di Bandung yakni Brotherwood Living, Ironwood, Curiuose OneCabinet, dan Konco Studio menghasilkan sisa produksi berbentuk potongan kayu, serbuk kayu, dan serutan kayu. Adapun tujuan dari penelitian ini yakni melakukan perancangan desk organizer dengan menggunakan teknik upcycling yang digunakan untuk mengolah limbah kayu menjadi produk baru yang memiliki nilai guna. Metode yang digunakan dalam penelitian ini adalah metode kualitatif dengan pendekatan fenomenologi untuk mengungkap dan memahami mengenai peristiwa dan kondisi khas yang dialami oleh individu yang bersangkutan. Perancangan produk dilakukan dengan menggunakan design thinking yang berfokus pada pengguna. Teknik yang digunakan dalam pengumpulan data diantaranya studi literatur, wawancara, observasi, dan dokumentasi. Hasil dari perancangan ini adalah desk organizer dengan menggunakan material limbah serbuk dan serutan kayu solid dan kayu olahan dengan perekat plastik. Kata kunci: desk organizer, limbah kayu, upcycle, plastik
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

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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.
PERACANGAN STORAGE BOX DENGAN SISTEM MODULAR SEBAGAI PENUNJANG PENYIMPANAN DI KAMAR KOS Alfatum, Fadia Haya; Pambudi, Terbit Setya; Bahri, Nurul Fitriana
eProceedings of Art & Design Vol. 11 No. 5 (2024): Oktober 2024
Publisher : Telkom University

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Abstract

Desain berkelanjutan menjadi fokus utama di dalam industri desain modern,dengan penekanan pada penggunaaan sumber daya secara bijak dan meminimalisirdampak lingkungan. Konsep modular telah diakui sebagai konsep desain yang dapatmendukung desain berkelanjutan, dengan kemampuannya untuk mengurangi limbah darimaterial dan energi yang digunakan dalam proses produksi dan penggunaan. Sistemmodular memberikan kemudahan pada mobilisasi, pemasangan, dan kustomisasisehingga dapat membantu mengoptimalkan ruang yang terbatas. Penelitian ini berfokusuntuk merancang storage box modular yang dapat mengakomodasi penyimpanantambahan di kamar kos. Penelitian ini dilakukan dengan metode kualitatif berdasarkanfakta di lapangan, dimulai dari melakukan kuesioner, wawancara, observasi dan studiliteratur. Dilanjutkan proses perancangan menggunakan metode User Centered Design (UCD) dan mengidentifikasi persona pada user. Hasil menunjukkan bahwa mahasiswayang tinggal di kos membutuhkan storage box yang tahan lama, mudah dibongkar pasang,dan dapat menyimpan berbagai barang. Furnitur yang dirancang adalah storage boxdengan sistem modular single bodied, sistem knockdown agar mudah di mobilisasi, sistemkonfigurasi stackable dan menggunakan material yaitu blockboard. Kata kunci: desain berkelanjutan, storage box modular, ruang terbatas (kamar kos)