Liman, Sheena Yngre
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Perancangan Lokakarya SDG untuk Siswa SMA Liman, Sheena Yngre
Jurnal Strategi Desain dan Inovasi Sosial Vol 5, No 1 (2023): Building Design As Strategy Discourse: A Beginning
Publisher : School of Design Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/jsdis.v5i1.6731

Abstract

SDG (Sustainable Development Goals) merupakan suatu tujuan besar yang perlu dicapai bersama, sehingga penting untuk diperkenalkan kepada tiap lapisan masyarakat, terutama anak-anak usia sekolah yang akan menjadi masa depan bangsa. Mengadaptasi dari program pendidikan SDG yang dilakukan di Jepang dan sudah berlangsung selama lebih dari lima tahun, tulisan ini akan membahas tentang desain dan implementasi kegiatan lokakarya bernama Global Workshop yang dilaksanakan pada sebuah Sekolah Menengah Atas (SMA) di daerah Tangerang. Dengan menggabungkan metodologi Futures Thinking dan metode ideasi, berbagai aktivitas yang dilakukan dalam lokakarya ini dirancang untuk memfasilitasi pemahaman dan keterlibatan siswa dalam mencapai SDG sesuai perannya sebagai pelajar. Penulis akan memaparkan urutan kegiatan, konten dan tujuan, peralatan yang dipakai, serta hasil evaluasi dari peserta.
Designing Puberty Learning Mobile Application with Gamification for Children Grade 4-6 Based on UI/UX Lam, Eleonora Jovita Halim; Liman, Sheena Yngre
Jurnal Strategi Desain dan Inovasi Sosial Vol. 6 No. 2 (2025): Design as Strategy Case Studies - Part 3: Finale
Publisher : School of Design Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/jsdis.v6i2.10318

Abstract

Sexuality education and knowledge of puberty in Indonesia are often considered taboo, with misconceptions that it has more negative than positive impacts. The government has yet to implement comprehensive sexuality education in the national curriculum. Research indicates that providing sexuality education significantly reduces the incidence of sexual violence among children. This study employs the Research through Design (RtD) approach, involving iterative cycles of design, prototyping, and testing, to develop a puberty learning mobile application. Methods included literature review, surveys, and interviews with stakeholders, followed by data analysis to create design criteria, prototype testing, and final design development. Results show that although most respondents received some form of puberty education, their knowledge was insufficient, highlighting the need for effective learning tools. The proposed application incorporates gamification, community interaction, and parental guidance features to enhance learning. The study concludes that the interactive and engaging design successfully improves awareness and understanding of sexuality and puberty, with potential for further development.