T. Arie Setiawan Prasida
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ARTWORK BOARD GAME “MY PET” SEBAGAI MEDIA PENGENALAN TANGGUNG JAWAB PADA ANAK Maximilianus Novaryant; Jasson Prestiliano; Peni Pratiwi; T. Arie Setiawan Prasida
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 9 No. 1 (2024): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v9i1.18450

Abstract

AbstractArtwork Board Game "My Pet" as an Introduction to Children’s Responsibility. Pets can be good friends for children, but it is important to teach children how to be responsible for their pets. In the board game, there is one element that is important for the smooth delivery of the board game message, namely the visual artwork element. “My Pet” board game is a game designed with artwork to educate children about the responsibility of their pets. The method used in this research is a mixed method with the strategy used being cyclic. The “My Pet” board game artwork is implemented and arranged in such a way based on the visual perception and visual tastes of children 7-8 years old so that the board game is attractive, interactive, communicative, and the information message on the board game can be received properly and clearly by children. The design result is made into a prototype and then continues to the board game artwork testing stage. From this research, it can be concluded that board game artwork which is designed by taking into account the visual perception and visual tastes of the target audience, in this case, children aged 7-8 years, can help children understand the content of the message the board game wants to convey, namely introducing children to responsibility in taking care of his pets.Keywords: pets, board game, visual artwork, illustration, children AbstrakArtwork Board Game “My Pet” Sebagai Media Pengenalan Tanggung Jawab pada Anak. Hewan peliharaan dapat menjadi teman yang baik bagi anak-anak, tetapi penting untuk mengajarkan anak bagaimana bertanggung jawab terhadap hewan peliharaannya. Pada board game ada salah satu elemen yang penting bagi kelancaran penyampaian pesan board game yaitu elemen visual artwork. Board game “My Pet” adalah game yang dirancang dengan artwork untuk mengedukasi anak tanggung jawab pada hewan peliharaannya. Metode yang digunakan dalam penelitian ini yaitu menggunakan metode mixed method dengan strategi yang digunakan yaitu cyclic. Artwork board game My Pet diimplementasikan dan diatur sedemikian rupa dengan berdasarkan persepsi visual dan selera visual anak 7-8 tahun agar board game menarik, interaktif, komunikatif, dan pesan informasi pada board game dapat diterima dengan baik dan jelas oleh anak. Hasil perancangan dibuat menjadi prototype yang kemudian dilanjutkan ke tahap pengujian artwork board game. Dari penelitian ini didapatkan simpulan bahwa artwork board game yang dirancang dengan memperhatikan bagaimana persepsi visual dan selera visual target audience dalam kasus ini anak usia 7-8 tahun, dapat membantu anak dalam memahami isi pesan yang ingin disampaikan oleh board game yaitu mengenalkan anak tanggung jawab dalam merawat hewan peliharaannya.Kata kunci: hewan peliharaan, permainan papan, karya seni visual, ilustrasi, anak
Perancangan Board Game Breakout Sebagai Media Edukasi Analisa Berita dalam Berinvestasi Saham Sukhita Tatang Solihin; Jason Prestiliano; T. Arie Setiawan Prasida
Jurnal Desain Komunikasi Visual Asia Vol 7 No 02 (2023): Jeskovsia 7.2
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.v7i02.917

Abstract

Isu/berita menjadi salah satu faktor penting dalam menentukan kapan waktu yang tepat untuk mulai berinvestasi pada suatu perusahaan karena terdapat korelasi yang kuat antara pergerakan harga saham dengan perilisan informasi ke publik. Melalui board game para pemain dapat saling berinteraksi dan belajar untuk menganalisa isu/berita yang dapat berpengaruh terhadap perubahan harga saham dengan cara yang menyenangkan. Metode yang akan digunakan dalam penelitian ini adalah metode deskriptif dengan pendekatan mix method dan menggunakan Linear Strategy. Board game Breakout merupakan sebuah media edukasi yang efektif untuk melatih investor pemula/calon investor menganalisa berita karena dapat mensimulasikan kegiatan berinvestasi saham yang berfokus pada isu/berita dengan cara yang menyenangkan.
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 : Pusat Riset dan Inovasi Nasional

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.