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PERANCANGAN BOARD GAME PENGENALAN SATWA ENDEMIK PROVINSI JAWA BARAT PADA SISWA KELAS V DI SDN ANDIR 01 Adhantya, Shafira; Bahri, Nurul Fitriana; Nurhidayat, Martiyadi
eProceedings of Art & Design Vol. 12 No. 4 (2025): Agustus 2025
Publisher : Telkom University

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Abstract

Pulau Jawa memiliki keanekaragaman satwa endemik yang tinggi, termasuk 18 jenisyang hanya ada di Provinsi Jawa Barat, namun pembangunan dan peningkatan populasimanusia menyebabkan kerusakan habitat yang mengancam kelestarian mereka. Salah satuupaya untuk menumbuhkan kesadaran pelestaraian dapat melalui pendidikan konservasisejak dini, sejalan dengan Kurikulum Merdeka yang mengintegrasikan tema keanekaragamanhayati pada mata pelajaran IPAS kelas V. Berdasarkan studi lapangan di SDN ANDIR 01,ditemukan permasalahan berupa kurangnya media pembelajaran yang menarik danterbatasnya pengetahuan siswa tentang satwa endemik lokal. Penelitian ini bertujuan untukmerancang Board Game edukatif sebagai media yang dapat meningkatkan pengetahuanserta keterlibatan siswa dalam pembelajaran. Metode yang digunakan adalah kualitatifdengan pendekatan studi kasus, melalui observasi, wawancara, dokumentasi, studi literatur.Proses perancangan mengacu pada pendekaan R&D dengan model 4D. Penelitian inimenghasilkan media pembelajaran berupa Board Game yang dirancang untuk mengenalkansatwa endemik Jawa Barat. Board Game ini akan diuji validasi oleh para ahli, seperti ahlimedia, ahli desain, dan ahli materi, serta dilakukan uji coba langsung kepada siswa sekolahdasar kelas V yang berusia 10-12 tahun. Hasil validasi para ahli dan uji coba langsung terhadappeserta didik, Board Game ini dinyatakan layak untuk digunakan sebagai mediapembelajaran dalam mengenalkan materi keanekaragaman fauna lokal.Kata kunci: Satwa Endemik Provinsi Jawa Barat, Media Pembelajaran, Board Game, Sekolah Dasar.
Perancangan Kursi Makan Adjustable untuk Anak Usia 1-3 Tahun di Telkom School Daycare Putri, Alfira Kenanga Hadi; Ramawisari, Ica; Bahri, Nurul Fitriana
eProceedings of Art & Design Vol. 12 No. 4 (2025): Agustus 2025
Publisher : Telkom University

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Masa toddler merupakan fase penting dalam tumbuh kembang anak, di manadibutuhkan sarana yang mendukung aktivitas makan anak dengan mempertimbangkanaspek kenyamanan dan keamanan. Berdasarkan observasi di Telkom School Daycare,dibutuhkan kursi makan yang dapat melatih kemandirian, motorik, serta ergonomissesuai kebutuhan anak usia 1-3 tahun. Pendekatan yang digunakan dalam penelitian inibersifat kualitatif dengan metode SCAMPER untuk eksplorasi ide desain. Penelitian inibertujuan merancang kursi makan adjustable yang mendukung kemandirian danmotorik halus anak dengan menunjang aktivitas saat makan, atau aktivitas lainnyaseperti, bermain sekaligus mengutamakan aspek kenyamanan, keamanan, danergonomis. Kursi di desain dengan fitur pengaturan tinggi yang dapat diubah dari highchair menjadi floor chair. Selain itu, meja dan bantalan duduk dirancang agar dapatdilepas-pasang untuk memudahkan proses pembersihan dan perawatan. Material yangdigunakan adalah kayu pinus solid, yang aman serta tahan lama. Warna natural kayudipadukan dengan aksen biru pada bantalan untuk menciptakan tampilan yang menarikbagi anak. Kursi ini diharapkan dapat menjadi solusi bagi daycare yang dapatmendukung tumbuh kembang anak secara ergonomis, sekaligus memudahkanpengasuh dalam penggunaan sehari-hari. Kata Kunci: Masa toddler, perkembangananak, kursi makan adjustable, Telkom School Daycare.
Perancangan Lotto Warna Sebagai Sarana Pengenalan Warna dan Meningkatkan Konsentrasi Anak ADHD Usia 7-11 Tahun Rifdah, Savina Danur; Bahri, Nurul Fitriana; Nurhidayat, Martiyadi
eProceedings of Art & Design Vol. 12 No. 4 (2025): Agustus 2025
Publisher : Telkom University

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Anak-anak dengan ADHD (Attention Deficit Hyperactivity Disorder) seringmengalami kesulitan untuk fokus dan mengenal warna dasar, yang berdampak padakemampuan mereka untuk belajar. Studi kasus di SLB-C YPLB Cipaganti menunjukkanbahwa media pembelajaran yang tersedia masih kurang mampu memenuhikebutuhan anak dengan ADHD, terutama untuk meningkatkan konsentrasi danpengenalan warna. Oleh karena itu, penelitian ini bertujuan untuk membuat alatpermainan edukatif lotto warna yang lebih menyenangkan dan interaktif sebagaimedia pembelajaran. Studi ini menggunakan pendekatan kualitatif denganpendekatan studi kasus, kemudian data diolah menggunakan pendekatan induktif.Metode SCAMPER digunakan sebagai perancangan konsep. Proses perancangandimulai dengan pembuatan konsep, sketsa desain, prototipe, validasi oleh ahli, danuji coba langsung dengan anak-anak ADHD di SLB-C YPLB Cipaganti. Perancangandilakukan melalui penggalian data lapangan, termasuk observasi dan wawancara.Hasil menunjukkan bahwa, melalui aktivitas mencocokkan yang menyenangkan,permainan lotto warna dapat membantu anak meningkatkan fokus dan kemampuanmengenal warna. Penggunaan warna yang cerah dan kontras tinggi terbukti menarikperhatian anak, dan bentuk dan ukuran produk dirancang agar sesuai dengankemampuan motorik anak. Selain itu, metode bermain interaktif membuat anaklebih termotivasi dan lebih mampu bertahan dalam aktivitas belajar. Diharapkanproduk ini akan menjadi alternatif alat permainan edukatif untuk memenuhikebutuhan anak dengan ADHD dan dapat digunakan secara lebih luas di sekolah luarbiasa.Kata kunci: ADHD, Lotto warna, Fokus, Pengenalan warna, SLB-C.
PERANCANGAN MAINAN EDUKATIF BERBASIS SENSORY PLAY SEBAGAI PENGENALAN ANGKA DAN HURUF UNTUK ANAK USIA 4-6 TAHUN uqaffi, Zahirovic; Hidayat, Martiyadi Nur; Bahri, Nurul Fitriana
eProceedings of Art & Design Vol. 12 No. 4 (2025): Agustus 2025
Publisher : Telkom University

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Penelitian ini bertujuan untuk merancang mainan edukatif berbasis sensoryplay yang dirancang khusus untuk mendukung proses pengenalan angka dan huruf padaanak usia 4–6 tahun. Masa usia dini, khususnya periode 0–6 tahun, merupakan faseemas dalam perkembangan kognitif dan bahasa anak, sehingga diperlukan mediapembelajaran yang sesuai dengan karakteristik dan kebutuhan mereka. Penelitiandilakukan dengan pendekatan kualitatif, melalui observasi di TK Telkom Schools BuahBatu dan wawancara dengan guru serta orang tua murid untuk menggali kebutuhannyata di lapangan. Hasil pengolahan data tersebut menjadi dasar dalam merancangprototipe mainan edukatif yang interaktif, aman, dan menarik. Mainan ini dirancanguntuk merangsang perkembangan motorik halus, kemampuan simbolik, dan kreativitasanak melalui pendekatan belajar sambil bermain. Hasil validasi menunjukkan bahwamainan ini dapat meningkatkan partisipasi aktif dan minat anak dalam mengenal angkadan huruf. Penelitian ini menyimpulkan bahwa alat permainan edukatif berbasis sensoryplay berpotensi menjadi solusi efektif dalam pembelajaran literasi awal anak usia dinisecara menyenangkan dan bermakna.Kata Kunci : Mainan Edukatif, Anak Usia Dini, Interaktif, Pengenalan Angka dan Huruf, Pendidikan.
Analysisof the Effectiveness of Rotating Shelf Design on Dressing Frame at Graha Ananda Kindergarten, West Bandung Putri, Sheila Andita; Bahri, Nurul Fitriana; Yunidar, Dandi
Gorga : Jurnal Seni Rupa Vol. 13 No. 2 (2024): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

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Abstract

The development of fine motor skills, independence, and cognitive abilities are some important aspects that need to be stimulated in early childhood development. This study aims to analyze the effectiveness of rotating shelf design on dressing frame at Graha Ananda Kindergarten, West Bandung Regency. Based on the results of preliminary studies, it can be identified that there is a need to produce an ergonomic rotating shelf design to feature dressing frames that facilitate early childhood independence according to Montessori principles. The purpose of this study was to evaluate the performance and benefits of this rotating shelf design in supporting children's learning. The methodology used in this research is qualitative with a case study approach. Data collection techniques were carried out through observation and survey of the use of dressing frame with rotating shelf design at Graha Ananda Kindergarten. The observations focused on ease of access, practicality of use, and effectiveness in supporting early childhood independence. The results of this study show that the rotating shelf design provides convenience in retrieving and storing dressing frames, supports children's independent learning process, and strengthens fine motor and cognitive skills in early childhood. This research also shows that the design of the rotating shelf on the dressing frame contributes significantly in improving the accessibility and practicality of using the dressing frame at Graha Ananda Kindergarten. This design encourages the child's independence in using the tool, in accordance with Montessori principles, while strengthening the development of fine motor skills and understanding of the sequence of steps. The implications of this study underscore the importance of ergonomic design in supporting effective learning approaches at the early childhood development stage.
Educative Board Game Design as an Anti-Bullying Campaign Media For Children Aged 9-12 Years Old Adila, Ainun; Bahri, Nurul Fitriana; Azhar, Hanif
Gorga : Jurnal Seni Rupa Vol. 13 No. 2 (2024): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v13i2.61305

Abstract

Bullying cases in educational institutions have shown high numbers each year, with the highest cases in 2023 occurring in elementary schools. This was validated by the 4th-grade homeroom teacher at SDN 119 Cijagra, Mrs. Novriza Puspita Widiyana, S.Pd., who reported at least three bullying cases each month. Based on the characteristics of children aged 9-12, the use of educational toys can be an effective solution as a medium for campaigning anti-bullying values. Board games, which involve experimental learning, direct interaction, and actions that engage children's socio-emotional skills in relation to their environment, can effectively help children aged 9-12 absorb the values being taught through educational play tools. This study aims to design educational toys as a medium for anti-bullying campaigns that support the socio-emotional development of children aged 9-12 by applying the concept of board games. The research is conducted using a qualitative method with a case study approach and the ADDIE design method (Analyze, Design, Development, Implementation, and Evaluation). Data collection techniques used include observation, interviews, documentation, questionnaires, and literature review. This study is expected to serve as an effective and enjoyable campaign medium for children aged 9-12.
Designing Constructive Toys to Foster Geometric Exploration in Early Childhood Education Putri, Evilya Meyliana Purwanto; Bahri, Nurul Fitriana; Atamtajani, Asep Sufyan Muhakik
Gorga : Jurnal Seni Rupa Vol. 13 No. 2 (2024): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v13i2.62761

Abstract

During the ages of 4 to 6, children experience substantial growth and development. Interaction with their surroundings becomes a crucial catalyst for their cognitive development. Constructive beam play emerges as an effective medium, but its limitations can diminish children’s interest. This study endeavors to design innovative beam gaming tools that cater to the needs and preferences of 4-6 year olds and facilitate their optimal development. The research methodology employed involves qualitative methods guided by a user-centered design approach. The resulting final design emerges as a potent tool capable of strengthening various aspects of children’s development. These measures underscore the paramount importance of incorporating children’s needs and preferences into the design process. By doing so, the final product becomes more pertinent and suitable for children’s use. The culmination of this study yielded a constructive beam APE design that incorporates safety materials. Additionally, it encompasses a constructive system specifically designed for children aged 4 to 6. Furthermore, the child demonstrated focus and problem-solving abilities during the duration of each instruction and the use of playing cards.
Designing Enggang Bungas Jewelry as a Cultural Expression of the Dayaknese in Kalimantan Anisa, Anisa; Bahri, Nurul Fitriana
Gorga : Jurnal Seni Rupa Vol. 13 No. 2 (2024): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v13i2.62888

Abstract

The Dayak tribe is a tribe with a very diverse cultural heritage and customs in Kalimantan. The Dayak tribe is known to have a variety of decorative arts with symbols and motifs adapted from the uniqueness of Kalimantan's nature, one of which is the Hornbill (rhinoplax vigil) symbol on its traditional jewelry. Traditional Dayak jewelry is often used in traditional ceremonies and daily activities. However, traditional jewelry derived from Hornbills has begun to be abandoned and replaced by modern-style jewelry. Therefore, it is necessary to introduce the cultural value of the Hornbill symbol to the young generation of the Dayak tribe so that cultural preservation can be expressed and its existence can be maintained. This research aims to design Hornbill motif jewelry that is integrated with contemporary touches and adaptation of traditional elements as a form of cultural expression of the Dayak tribe in Kalimantan. The design method used is the Design Thinking method with a descriptive qualitative approach, the data collection technique used is literature study and observation. The results of this research are in the form of a design of Enggang Bungas jewelry consisting of bracelets, ear cuffs, and necklaces. This research can contribute to the preservation of Dayak culture and become a form of media for cultural expression in Kalimantan.
Puzzle Design for Enhancing Bible Story Learning for Children 4-6 Years Old Merielle, Carrolina Thessalonica; Bahri, Nurul Fitriana; Nurhidayat, Martiyadi
Gorga : Jurnal Seni Rupa Vol. 13 No. 2 (2024): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v13i2.62889

Abstract

In the contemporary era characterized by novel distractions and challenges, we frequently observe the diminished comprehension of biblical narratives within religious education settings, including St. Gabriel Sunday School. Despite ongoing efforts to convey religious messages in a creative and captivating manner, numerous children encounter difficulties in comprehending and internalizing the moral teachings encapsulated within the scriptures. This presents a pertinent inquiry regarding the most effective strategies to engage the younger generation with religious messages in this rapidly evolving and intricate global environment. The primary objective of this research is to design an educational puzzle as a medium for acquiring biblical narratives for children aged 4 to 6 years. Utilizing the SCAMPER (Substitute, Combine, Adapt, Modify, Put to another use, Eliminate, and Reverse) design methodology, this research identifies and develops puzzles that are engaging and facilitate children’s comprehension of biblical narratives. The puzzle is meticulously crafted to enhance children’s engagement and proficiency through an interactive and enjoyable learning experience. The anticipated outcomes of this research include the development of an effective and engaging educational puzzle tailored for children aged 4 to 6 years, thereby supporting their biblical knowledge and overall development.
Design concept analysis of educational toys to stimulate early childhood fine motor development Fitriana Bahri, Nurul; Ramawisari, Ica; Andita Putri, Sheila
Gelar: Jurnal Seni Budaya Vol. 21 No. 1 (2023)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/glr.v21i1.5058

Abstract

The early years of a child's life are widely acknowledged as a critical period for growth and development, encompassing significant advancements in their physical, cognitive, and emotional aspects. While development encompasses many different areas, fine motor skills are the cornerstone of a child's capacity to interact with their environment and attain significant achievements. This research discusses educational toys to stimulate fine motor development in early childhood. This research uses the theory of Palgunadi about design aspects, which are functional, aesthetic, and security of the product. This research aims to produce several alternative component designs that can be placed on a busy board to stimulate children's fine motor development. This research uses qualitative methods with data collection techniques through observation, interviews, and literature studies. The design method used in this research is SCAMPER. The results of this research are several alternative components of educational toy design that can be implemented on busy boards in order to optimize early childhood fine motor development. This research presents a comprehensive analysis of the design concept that underlies an educational toy to stimulate fine motor development in early children. The proposed toy provides a distinctive and captivating learning experience that effectively targets multiple aspects of fine motor skill development. This pioneering design contributes to the burgeoning collection of educational toys that are intentionally fashioned to foster skill-building in early children.