Claim Missing Document
Check
Articles

Found 4 Documents
Search

Transforming Northern Nias’ Omo Hada Traditional House Into Product Packaging Lintang Ratna Anindita; Remandhia Mulcki; Ester Griselia; Fadhilah Hanan Ramadhan; Sarah Leandra; Tyvania Rakhmasashi Soesilo
Cipta Vol 1, No 1 (2022): Cipta
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (678.341 KB) | DOI: 10.30998/cpt.v1i1.1240

Abstract

Omo Hada, a traditional house of the island of Nias, North Sumatra, is on the verge of extinction. The ability for locals to sustain their cultural heritage has weakened due to various factors. To remind, reintroduce, and reconnect Nias locals to their cultural heritage, the authors try to combine fundamental elements of the northern Nias Omo Hada traditional house with a modern object commonly found on a daily basis, which is product packaging. By using the ATUMICS method to transform this form of tradition, authors believe that the traditional essence in product packaging can be conveyed through visual graphics, while at the same time relifting the harmony of Indonesian culture and traditions. The implementation of traditional elements in the product packaging’s design is believed to evoke a connection with its local consumers
Preservation of West Java Culinary Recipe Using Augmented Reality, Photogrammetry, and Storytelling Illustration Remandhia Mulcki; Fransiska Rachel; Hermanto Laksana
Indonesian Journal of Computing, Engineering, and Design (IJoCED) Vol. 5 No. 2 (2023): IJoCED
Publisher : Faculty of Engineering and Technology, Sampoerna University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35806/ijoced.v5i2.332

Abstract

Many traditional culinary recipes from West Java are lost because they are not well-documented; this is a concern for many parties. Losing the recipe means losing the "artifacts" of traditional culinary and precious history and philosophy, which are part of local wisdom. Therefore, modern documentation is needed, which is informative, interactive, engaging, and loved by the young generation. This research is about designing West Java traditional culinary recipes using augmented reality, photogrammetry, and storytelling illustration. This study employs action research. For the data collection method, structured interviews with West Java culinary lecturers and Assemblr Augmented Reality (AR) apps creators were used. Then, this data will be used as content for proposing a design solution. Based on the research conducted, the attempt to preserve West Java culinary recipes using augmented reality, photogrammetry, and storytelling illustration is determined by the extent of the fresh, fun, and fascinating concept in all these media to create an excellent first impression as an exciting medium. Once the audience is interested, the transfer of knowledge afterward will be smoother. Fun and funny illustrations can generate the desire to find and taste these traditional foods.
Pembuatan Pembelajaran Menggunakan Teknologi Augmented Reality Bagi Pendidik Sekolah Dasar di Kota Bandung Sukmana, Rika Widya; sari, Wahyu Purnama; Mulcki, Remandhia
Jurnal Pengabdian Tri Bhakti Vol 2 No 2 (2020): Jurnal Pengabdian Tri Bhakti
Publisher : Lembaga Pengabdian kepada Masyarakat Universitas Langlangbuana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36555/tribhakti.v2i2.1680

Abstract

Salah satu kompetensi pedagogik guru adalah mengembangkan kurikulum dan merancang pembelajaran. Kemampuan ini menunjukkan bagaimana guru sebagai pendidik dapat menyampaikan materi melalui cara-cara yang bervariasi dengan memanfaatkan sumber daya yang dimiliki. Permasalahan yang dihadapi oleh pendidik di SDN 008 Mohamad Toha adalah (1) ketertarikan peserta didik terhadap Teknologi dan Informasi (TI) cukup tinggi akan tetapi orangtua dan pendidik kurang memanfaatkan ketertarikan tersebut; (2) orangtua dan pendidik mengalami kesulitan dalam memberikan contoh peraga berupa tiga dimensi; dan (3) pendidik kesulitan dalam merancang suatu media pembelajaran dengan memanfaatkan teknologi yang sudah banyak tersedia, salah satunya Augmented Reality (AR). Adapun solusi dari permasalahan tersebut di atas yaitu (1) memanfaatkan ketertarikan peserta didik terhadap TI dengan menggali pengetahuan mengenai aplikasi pembelajaran yang ada; (2) mengenalkan konsep dasar Augmented Reality sehingga dapat memberikan contoh alat peraga berupa tiga dimensi; dan (3) merancang pembelajaran sederhana menggunakan teknologi AR. Target luaran yang ingin dicapai peningkatan pengetahuan serta keterampilan pendidik SDN 008 Mohamad Toha dalam memanfaatkan TI sebagai salah satu upaya untuk meningkatkan mutu pembelajaran.
Improving Learning Experience of High School Gen Z by Designing the Student Worksheet Using Gamification, Augmented Reality, Emotional Design, and Storytelling Mulcki, Remandhia; Putra, Hadi Jaya; Rachel, Fransiska
Indonesian Journal of Computing, Engineering, and Design (IJoCED) Vol. 8 No. 1 (2026): IJoCED
Publisher : Faculty of Engineering and Technology, Sampoerna University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35806/ijocedv8i1.574

Abstract

The development of digital technology has transformed the learning behaviors of Generation Z, who prefer interactive, visual, and experience-based learning. Conventional models, such as lectures and text-based student worksheets (LKS), are less effective at maintaining motivation and engagement. This study aims to develop and evaluate the effectiveness of a gamified LKS, enriched with storytelling, emotional design, and augmented reality (AR), at SMA Plus Muthahhari Bandung. A Participatory Action Research (PAR) approach was employed, involving teachers, students, and the school principal as active partners throughout each phase. A total of 30 students, consisting of 14 males and 16 females from grades X, XI, and XII, participated in the trial and completed a Likert-scale questionnaire ranging from 1 (strongly disagree) to 5 (strongly agree). The findings indicate that four key dimensions—Engagement and Motivation, Learning Experience, Technical Aspects, and Visual Gamification Elements—achieved mean scores above 4 with high reliability (Cronbach’s α ranging from 0.845 to 0.948). The t-test revealed significant gender differences in Learning Experience and Technical Aspects, while the ANOVA test across grade levels showed no significant differences. The AR-based gamified LKS proved effective in enhancing focus, motivation, and the overall learning experience.