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BOARD GAME RPG SEBAGAI MEDIA PENGENALAN CERITA WAYANG MAHABHARATA VERSI JAWA UNTUK REMAJA Afif Wahyu Farosa; Irfansyah Irfansyah
Gorga : Jurnal Seni Rupa Vol 12, No 1 (2023): 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.v12i1.43689

Abstract

Wayang in all forms of traditional art performances in Indonesia is full of values that are beneficial to everyday life. Through the story and its characters, which have a depiction of good and bad traits, as well as the implied meaning of each problem solved, as in the Mahabharata story. However, the younger generation or teenagers today are less familiar with it. More interactive introduction media like this will appeal to the younger generation, especially teenagers. Board games are one of the appropriate types of media, because a lot of social interaction and communication occurs when they are played. The new packaging, such as games as a medium for conveying wayang stories, aims to attract young people's interest in the culture of their country and can help preserve regional arts, namely wayang stories. Using the MDLC (Multimedia Development Life Cycle) design method with the stages of concept, design, material collecting, assembly, testing and distribution, as well as designing promotional media using a method consisting of the stages of exploration, experimentation, embodiment and evaluation. Efforts to introduce traditional culture of the archipelago which are still not widely highlighted by the public through new media other than games are expected to continue to emerge in response to technological advances. The form of traditional cultural packaging other than wayang still has quite a lot of scope to be applied to various products and has its own advantages, but producers, official institutions and agencies have not been active in responding to it.Keywords: boardgame, wayang, Java, RPG, games. AbstrakWayang dalam segala bentuk pertunjukan kesenian tradisi di Indonesia sarat akan nilai yang bermanfaat bagi kehidupan sehari-hari. Melalui cerita dan tokohnya yang memiliki penggambaran sifat baik maupun buruk, serta makna tersirat dari setiap masalah yang dipecahkan seperti pada cerita Mahabharata. Namun, generasi muda atau remaja saat ini kurang mengenalnya. Media pengenalan yang lebih interaktif seperti akan menarik bagi generasi muda terutama remaja. Board game merupakan salah satu jenis media yang sesuai, karena banyak interaksi sosial dan komunikasi yang terjadi ketika dimainkan. Kemasan baru seperti permainan sebagai media penyampaian cerita wayang ini bertujuan untuk menarik kembali minat remaja terhadap budaya yang dimiliki oleh negaranya serta dapat membantu kelestarian kesenian daerah yaitu cerita wayang. Menggunakan metode perancangan MDLC (Multimedia Development Life Cycle) dengan tahapan concept, design, material collecting, assembly, testing dan distribution, serta perancangan media promosi yang menggunakan metode yang terdiri dari tahapan eksplorasi, eksperimentasi, perwujudan dan evaluasi. Upaya untuk mengenalkan budaya tradisional nusantara yang masih belum banyak tersorot oleh umum melalui media baru selain permainan diharapkan terus bermunculan merespon kemajuan teknologi. Bentuk kemasan budaya tradisional selain wayang masih cukup banyak lingkupnya untuk bisa diaplikasikan kedalam berbagai produk dan memiliki keunggulan tersendiri namun produsen, lembaga resmi maupun instansi belum aktif untuk merespon itu.Kata Kunci: boardgame, wayang, Jawa, RPG, game. Authors:Afif Wahyu Farosa : Institut Teknologi BandungIrfansyah : Institut Teknologi BandungReferences:Agung, L., Kartasudjana, T., & Permana, A. W. (2021). Estetika Nusantara dalam Karakter Gim Lokapala. Gorga: Jurnal Seni Rupa, 10(2), 473-477. https://doi.org/10.24114/gr.v10i2.28556.Hanum, A., Azani, B., Purnomo, E., & Zaim, R. A. (2022). Perancangan Kemasan Rakik Mak Nis. Gorga: Jurnal Seni Rupa, 11(2), 379-286. https://doi.org/10.24114/gr.v11i2.38317.Heristian, M., Efi, A., & Budiwirman, B. (2022). Mengembangkan Karakter Anak Melalui Pembelajaran Seni Budaya. Gorga: Jurnal Seni Rupa, 11(2), 410-416. https://doi.org/10.46773/al%20ibtidaiyah.v2i1.169.Justin, M. R., Rohiman, R., & Darmawan, A. (2022). Desain Identitas Visual pada UMKM Ruang Keramik Studio Kota Metro Lampung. Gorga: Jurnal Seni Rupa, 11(1), 156-164. https://doi.org/10.24114/gr.v11i1.34948.Kaelola, A. (2010). Mengenal Tokoh Wayang Mahabharata. Jakarta: PT. Bhuana Ilmu Populer.Marwanto, S., & Muhanto, R. B. (2000). Apresiasi Wayang. Sukoharjo: CV Cendarawasih.Narimo,  S.,  &  Wiweko,  A.  (2017).  Nilai-nilai Pendidikan Karakter dalam Tata Rias Wajah Punakawan Wayang Orang Sriwedari Surakarta. Jurnal Pendidikan Ilmu Sosial, 27(1), 41-48. https://journals.ums.ac.id/index.php/jpis/article/view/5121/3419.Paeni, M. (2009). Sejarah Kebudayaan Indonesia: Seni Pertunjukan dan Seni Media. Depok: Rajawali Pers.Pietrobruno, S. (2009). Cultural Research and Intangible Heritage. Culture Unbound, 1(1), 227-247. https://doi.org/10.3384/cu.2000.1525.09113227.Prilosadoso, B. H., Pujiono, B., Supeni, S., & Setyawan, B. W. (2020), December). Wayang beber animation media as an effort for preserving wayang tradition based on information and technology. In Journal of Physics: Conference Series (Vol. 1339, No. 1, p. 012109). IOP Publishing.https://iopscience.iop.org/article/10.1088/1742-6596/1339/1/012109/pdf.Rollins, B. (2018). What is a Tabletop Game? Retrieved from Brandon the Game Dev. https://brandonthegamedev.com/what-is-a-tabletopgame-this-is-everything-that-goes-into-making-aboard-game (diakses tanggal 01 Januari 2023).Sapriya, I. T., & Zulkifli, E. (2007). Pengembangan IPS di SD. Bandung: UPI PRESS.Sutedjo, A., & Prilosadoso, B. H. (2016). Perancangan Desain Permainan Materi Pendidikan Anak Usia Dini Berbasis Wayang Beber. Acintya, 8(1).Sutopo, H. (2009). Pengembangan evaluasi pembelajaran berbasis mulimedia dengan flash, php, dan mysql. Jurnal Informatika, 10(2), 79-85. https://doi.org/10.9744/informatika.10.2.79-85.Wiyono, K. M. (2009). Mengenal Pandawa dan Kurawa. Semarang: Aneka. https://doi.org/10.33153/acy.v8i1.1909.Zam, R., Dharsono, D., & Raharjo, T. (2022). Transformasi Estetik Seni Kriya; Kelahiran Dan Kriya Masa Kini. Gorga: Jurnal Seni Rupa, 11(2), 302-310. https://doi.org/10.24114/gr.v11i2.36026.
Perancangan Mobile Website Direktori Coffee Industry Kota Malang Dalam Mendukung “Café Hopping” Reyza Dwi Dzulqarnain Kahfi; Irfansyah Irfansyah
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v7i9.3555

Abstract

Pertumbuhan industri kopi di Kota Malang menciptakan tantangan bagi pelaku usaha dan penikmat kopi. Fenomena "cafe hopping" menjadi tren yang menarik perhatian, namun kesulitan dalam mencari kedai kopi yang sesuai menimbulkan hambatan. Penelitian ini merancang mobile website Direktori Coffee Industri Kota Malang dengan pendekatan design thinking dan Elements of User Experience. Dengan melibatkan pemilik kedai, penikmat kopi, dan HIPMI Kota Malang, hasil perancangan diharapkan mampu mengatasi hambatan tersebut, memberikan informasi yang efektif, dan mendukung pertumbuhan industri kopi di Kota Malang.
Pengaruh Persedian Bahan Baku, Kualits Bahan Baku Dan Proses Produksi Terhadap Kualitas Produk Pada PT.Florindo Makmur Suryadi, Suryadi; Septiana, Nani; Irfansyah, Irfansyah
Jurnal Manajemen DIVERSIFIKASI Vol. 3 No. 2 (2023): Juni
Publisher : Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/diversifikasi.v3i2.2333

Abstract

This study aims to influence the supply of raw materials, the quality of raw materials, and the production process of the quality of products at PT Florindomakmur. The type of research used is qualitative research. The population in this study were employees who worked at PT Floridamakmur. The sample used was 35 respondents consisting of employees of the raw material processing department, the production process section, and the product quality testing section. The data collection technique used is the dissemination of questionnaires (Questionnaires). Data analysis techniques are qualitative descriptive techniques that aim to analyze a problem that occurs in a study. The analytical tool used in the study was multiple linear regression analysis with the help of a statistical package for social sciences (SPSS) 26. The type of data used is qualitative data. The results of this study explained that the supply of raw materials has a positive and significant effect on product quality, the quality of raw materials has a positive and significant effect on product quality and the production process has a positive and significant effect on product quality at PT Florindomakmur.
PELAKSANAAN CSR PERUSAHAAN TERHADAP MASYARAKAT KECAMATAN RUMBAI TIMUR BERDASARKAN PERATURAN DAERAH PROVINSI RIAU NOMOR 6 TAHUN 2012 TENTANG TANGGUNG JAWAB SOSIAL PERUSAHAAN Irfansyah, Irfansyah; Hasnati, Hasnati
Ensiklopedia of Journal Vol 6, No 4 (2024): Vol. 6 No. 4 Edisi 2 Juli 2024
Publisher : Lembaga Penelitian dan Penerbitan Hasil Penelitian Ensiklopedia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33559/eoj.v6i4.2595

Abstract

Based on Article 74 of Law Number 40 of 2007 concerning Limited Liability Companies, it is regulated that companies that carry out their business activities in the natural resources sector and/or fields related to natural resources are required to carry out corporate social responsibility. The method used in this study is sociological legal research. The implementation of corporate CSR towards the community of Rumbai Timur District based on Riau Provincial Regulation Number 6 of 2012 concerning Corporate Social Responsibility has not been optimally implemented, especially in the field of preserving customs and culture and empowering local workers. Obstacles in its implementation are the ignorance of the Rumbai Timur District community regarding Riau Provincial Regulation Number 6 of 2012 concerning Corporate Social Responsibility and also the lack of supervision carried out by the Riau Provincial Social Service of companies in Rumbai Timur District. Based on Article 32 of Riau Provincial Regulation Number 6 of 2012 concerning Corporate Social Responsibility, it is regulated that companies that do not carry out CSR can be subject to administrative sanctions in the form of written warnings, restrictions on business activities, freezing of business activities, and revocation of business licenses.Keywords: Company, CSR, Society
Evaluasi Usability Pada Aplikasi Banyuwangi Tourism Menggunakan Metode System Usability Scale Sandi, Arif Wicaksono; Irfansyah, Irfansyah
Visualita Jurnal Online Desain Komunikasi Visual Vol 11 No 2 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v11i02.8342

Abstract

In recent years, Banyuwangi Regency has emerged as one of the areas with rapid tourism development in East Java. The key to the success of tourism development in Banyuwangi cannot be separated from the local government's innovation in managing tourism. One of them is innovation in the digital field by using digital technology in the form of a tourism application called Banyuwangi Tourism. In developing an application, it is necessary to periodically evaluate it to make the application always by user needs. One of the evaluations that can be done in usability evaluation. This article aims to evaluate the usability of the Banyuwangi Tourism application. Usability evaluation is carried out using the System Usability Scale (SUS) method. The data collection instrument used was a questionnaire. The data was obtained in the form of responses from 30 respondents which resulted in an average SUS score of 62. This score indicates that users can accept the Banyuwangi Tourism application based on its usability aspect. However, improving the quality of the application is still needed, because the usability score also shows that the quality of the application is still at grade D. This means that the usability quality of the application is quite good but some improvements are still needed. Evaluation to improve the quality of the application can be started by improving the error and satisfaction aspects of the Banyuwangi Tourism application.
IMPLEMENTATION OF E-PROCUREMENT TO IMPROVE THE QUALITY OF PERFORMANCE AND PUBLIC SERVICES Irfansyah, Irfansyah; Salahuddin, Salahuddin; Nirwan, Nirwan
INTERNATIONAL JOURNAL OF ECONOMIC LITERATURE Vol. 2 No. 8 (2024): August
Publisher : Adisam Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

E-procurement is an innovation in the government goods/services procurement system whose implementation is carried out electronically based on the web/internet using communication and information technology facilities. In the e-procurement system the entire auction process starting from announcement, submitting bids, selection, to announcing the winner will be carried out online via the internet site. The Indonesian government is currently trying to create a clean government and implement good governance. The principle of implementing Eprocurement is efficiency, which means that the procurement of goods or services uses minimum funds and resources. The goal is to achieve maximum quality. The application of e-procurement in the procurement of government goods/services utilizing internet technology provides many benefits both from the side of the user of goods/services and from the side of the provider of goods and services. From the provider's side, many costs can be saved such as transportation costs. accommodation, and consolidation and document printing costs can be minimized. so that providers can have sufficient space to optimize price reductions for the goods/services they offer.
Innovation In Public Policy Development: Challenges And Opportunities For Public Administration suhindarno, Heny; Katili, Andi Yusuf; Nggilu, Rukiah; Irfansyah, Irfansyah
Socious Journal Vol. 1 No. 4 (2024): Socious Journal - August
Publisher : PT. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/pwqe9k10

Abstract

The phenomenon of globalization requires the government to continue to innovate in public policy in order to respond to rapid social, economic, and technological changes. This study focuses on the challenges and opportunities in implementing public policy innovation in Indonesia. The approach used is the Systematic Literature Review (SLR), which analyzes literature from the last 10-15 years related to innovations such as e-government, big data, and cross-sector collaboration through Public-Private Partnership (PPP). The results of the study show that public policy innovation can increase bureaucratic efficiency and public participation, especially through digital platforms that enable direct interaction between the public and the government. However, the implementation of this innovation faces a number of challenges, such as bureaucratic resistance to change, limited human resources, and the digital divide in various regions of Indonesia. Local governments are often less prepared to adopt new technologies due to limited infrastructure and lack of skills in managing big data and other digital technologies. The conclusion of this study emphasizes that bureaucratic reform and increasing human resource capacity are urgent needs to ensure the successful implementation of innovation in public policy. In addition, closer collaboration between the government and the private sector through mechanisms such as PPP can help accelerate infrastructure development and improve the quality of public services. The implications of this study indicate that the government needs to be more proactive in encouraging synergy between stakeholders, as well as developing a more equitable and inclusive digital infrastructure to support the sustainability of policy innovation in the future.
Pengaruh Nilai Islam pada Visual Pakaian Dewa dan Resi Boneka Wayang Jekdong Jawa Timur Ayuswantana, Alfian Candra; Sachari, Agus; Irfansyah, Irfansyah
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 6 No. 01 (2020): February 2020
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v6i1.2852

Abstract

Abstrak Wayang Jekdong hidup dan berkembang dalam konteks sosial-budaya Arek yang sangat khas. Budaya Arek sebagai sub-budaya Jawa Timur menyebar dari pantai utara Jawa Timur ke pedalaman sepanjang aliran sungai Brantas menyebabkan pengaruh nilai-nilai Islam kental terasa pada budaya Arek. Nilai-nilai Islam yang kuat salah satunya dapat dilihat dalam wayang boneka Jekdong sebagai artefak budaya masyarakat budaya Arek. Penelitian ini berfokus pada pengamatan visual pada boneka Jekdong yang mewakili nilai-nilai Islam melalui bentuk boneka. Pengamatan dilakukan dengan pendekatan etnografi melalui proses analisis komponen visual Spradley dalam wayang Jekdong yang didukung oleh teori semiotika dyadic Saussure-Barthes. Hasil analisis menunjukkan bahwa ada pengaruh nilai-nilai Islam yang diwakili dalam bentuk boneka wayang Jekdong terutama pada tokoh Dewa (dewa atau dewa tertinggi) dan Resi (pertapa). Bentuk budaya Arek sebagai komunitas Islam pesisir sangat jelas terlihat terutama pada atribut pakaian yang ditampilkan seperti keberadaan turban putih, khaftan, qamis, dan sepatu Persia. Diharapkan dengan penelitian ini dapat memberikan kontribusi ilmiah tentang wayang golek Jekdong dalam sudut pandang ilmiah seni di provinsi Jawa Timur khususnya. Kata Kunci: budaya Arek, busana, wayang Jekdong, Islam pesisir AbstractThe Jekdong puppets lives and develops in a very distinctive Arek socio-cultural context. The Arek culture as East Java sub-culture spreads from the north coast of East Java to the depths along with the Brantas river flow causing the influence of Islamic values upon the Arek Culture. Strong Islamic values, one of them can be seen within Jekdong puppets as a cultural artifact of the Arek society. This research focuses on visual observations on Jekdong puppets that represent Islamic values through the form of puppets. Observations performed with an ethnographic approach through a process of Spradley's visual components analyzing in Jekdong puppets and supported by the dyadic semiotics theory of Saussure-Barthes. The results of the analysis show that there are influences of Islamic values that represented in the form of Jekdong puppets, especially in Dewa (deity or supreme being) and Resi (hermits or saints) figures. The form of Arek culture as an Islamic coastal community is very clearly visible, especially in the fashion attributes that displayed such as the existence of white turban, Kaftan, Qamis, and Persian shoes. It expected that this research could provide scientific contributions about the Jekdong puppet show puppet in the scientific viewpoint of art, particularly in East Java province. Keywords: Arek culture, coastal Islam, fashion, Jekdong puppet
Pembentukan Watak Tokoh melalui Representasi Ekspresi Wajah dalam Animasi Isle Of Dogs (2018) Khairunnisaa, Karlina; Irfansyah, Irfansyah; Ratri, Dianing
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 9 No. 03 (2023): September 2023
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v9i03.4693

Abstract

Abstrak Ekspresi wajah merupakan elemen yang berperan besar dalam menghidupkan karakter animasi. Dengan ekspresi wajah, animasi mampu menyampaikan perasaan dan pemikiran dari karakternya sehingga menghadirkan watak yang lebih kuat. Adanya dualitas pada tokoh manusia dan tokoh anjing di film animasi “Isle of Dogs” (2018) menarik untuk dikaji karena ekspresi wajah pada anjing dan perwatakannya yang lebih humanis  membuatnya terkesan lebih hidup dibandingkan dengan tokoh manusia. Analisis dilakukan untuk mengetahui penggunaan ekspresi wajah terhadap pembentukan watak tokoh anjing dan manusia dalam film animasi “Isle of Dogs” (2018). Tokoh yang dikaji yaitu tokoh Chief dan tokoh Mayor Kobayashi. Data diambil melalui observasi lalu dianalisis dengan metode analisis visual menggunakan teori ekspresi wajah dan teori Believability. Ditemukan bahwa meskipun memiliki fitur wajah yang menonjol, penggunaan ekspresi wajah yang minim oleh tokoh Mayor Kobayashi menyebabkan keterbatasan untuk memahami emosi dan pola pikirnya. Watak yang dapat dibentuk menjadi terbatis, mengakibatkan kesan karakter yang kaku dan dangkal. Tokoh Chief lebih ekspresif dengan emosi yang beragam, sehingga karakterisasinya pun lebih humanis dan terbentuk perkembangan watak yang dinamis. Penggunaan ekspresi wajah yang menonjol juga memudahkan penonton untuk menerima pesan emosi dari tokoh, menjadikan tokoh believable. Kata Kunci: animasi stop-motion, ekspresi wajah, emosi, karakter, tokoh animasi  AbstractFacial expressions are a significant role element in bringing animated characters to life. With facial expressions, the animation can convey the feelings and thoughts of the characters to present a stronger characteristic. The existence of duality in human and dog characters in the animated film "Isle of Dogs" (2018) is interesting to study since the facial expressions of dogs and their more humane demeanor make them seem livelier than human characters. The analysis was carried out to discover the use of facial expressions in shaping dog and human characters in the animated film "Isle of Dogs" (2018). The figures studied are the Chief and Major Kobayashi figures. The data was taken through observation and then analyzed by visual analysis using the facial expressions and Believability theory. It was discovered that even though he has prominent facial features, the use of minimal facial expressions by the character Major Kobayashi causes limitations in understanding his emotions and thought patterns. The available formed characters are limited, making an impression of a rigid and shallow character. Chief's character is more expressive and has various emotions so his characterization is more humane and creates a dynamic character development. The use of prominent facial expressions also makes it easier for the audience to receive emotional messages from the characters, making the characters believable. Keywords: animation character, character, emotion, facial expression, stop-motion animation
Efektivitas Media Pembelajaran Tas Siaga Bencana (TSB) dalam Meningkatkan Daya Retensi Siswa Sekolah Dasar Prawesti, Dwita Alfiani; Irfansyah, Irfansyah
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 9 No. 01 (2023): March 2023
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v9i01.7560

Abstract

AbstrakMedia pembelajaran merupakan sarana yang digunakan dalam proses belajar mengajar, bertujuan untuk memudahkan pencapaian tujuan belajar mengajar. Tujuan dari penelitian ini untuk menganalisis komponen antarmuka (interface) pada media pembelajaran yang dapat mempengaruhi daya ingat siswa. Berfokus pada media pembelajaran berbasis visual dalam program sosialisasi Pengurangan Risiko Bencana Sekolah (PRBS) yang dilakukan BNPB dan Komunitas Pahlawan Bencana, mengingat media ini menjadi alat penting dalam edukasi pengurangan dan mitigasi bencana sejak dini maka perlu dilakukan pengujian dari segi efektivitas dan kualitas media. Jenis penelitian ini adalah studi kasus. Pengumpulan data dilakukan dengan menyebarkan kuesioner kepada responden. Untuk memperoleh hasil data pengaruh komponen antarmuka terhadap daya ingat menggunakan uji varian (One-Way ANOVA) dan analisis deskriptif. Hasil analisis menunjukan komponen antarmuka yang terdiri dari: layout, color, image, typography dan Interaction mempengaruhi daya ingat siswa secara efektif. Berdasarkan hasil pengujian ANOVA didapat bahwa media papan permainan menghasilkan nilai ingatan sebesar 90%, media video animasi menghasilkan nilai ingatan sebesar 80% dan media poster menghasilkan nilai ingatan sebesar 40%. Kata Kunci:  antarmuka, bencana, daya ingat, media pembelajaran AbstractLearning media is a tool used in the teaching and learning process, and aims to facilitate the achievement of teaching and learning objectives. The purpose of this study is to analyze the interface components in learning media that can affect students' memory. Focusing on visual-based learning media in the outreach program for Pengurangan Risiko Bencana Sekolah (PRBS) conducted by BNPB collaborated with a local community called Pahlawan Bencana, it is important to test the media used to teach disaster reduction and mitigation education from an early age, remembering this topic is very important. This type of research is a case study. Data collection was carried out by distributing questionnaires to respondents. To obtain the results of data on the effect of interface components on memory, researcher used a test of variance (One-Way ANOVA) and descriptive analysis. The results showed that the interface components which consist of: layout, color, image, typography and interaction affect students' memory effectively. Based on the results of the ANOVA test, it was found that board game become the leading medium produced a 90% memory, video animation media produced a 80% memory value and poster media produced a 40% memory. Keywords: disaster, interface, learning media, memory