cover
Contact Name
Muhammad Wali
Contact Email
muhammadwali487@gmail.com
Phone
+6285277777449
Journal Mail Official
dj@ypmma.org
Editorial Address
Jl. B. Aceh – Medan GP. Pasir Putih Kec. Peureulak Aceh Timur.
Location
Kab. aceh timur,
Aceh
INDONESIA
Design Journal
Published by Yayasan YPMMA
ISSN : 2964805X     EISSN : 29646227     DOI : https://doi.org/10.58477/dj
Design Journal, e-ISSN: 2964-6227 and p-ISSN: 2964-805X is a free and open-access journal published by the Research Division, YPMMA Institute, Indonesia. Design Journal is a well-established, leading international peer-reviewed journal covering many aspects of design. The journal is published two times a year and provides a lively forum for a broad audience of design scholars, researchers, practitioners, educators and managers worldwide. It aims to publish thought-provoking work which will have a direct impact on design knowledge and which challenges assumptions and methods, while being open-minded about the evolving role of design. The Design Journal is a well-established, leading international peer-reviewed journal covering many aspects of design. The journal is published two times a year and provides a lively forum for a broad audience of design scholars, researchers, practitioners, educators and managers worldwide. It aims to publish thought-provoking work which will have a direct impact on design knowledge and which challenges assumptions and methods, while being open-minded about the evolving role of design. To be considered for publication, articles must clearly articulate their relevance to either design practice, design research, design theory, design management or design education. We welcome high quality, original articles in the form of: Design Research Papers – primary research with specific methods findings and results Design Propositions – critical design, speculative design, propositional design – non-commercial, practice-based explorations that address significant contemporary issues in design and through design. Design Perspectives – position papers and philosophical discussions by experienced academics offering their perspectives on important design-related issues.
Articles 5 Documents
Search results for , issue "Vol. 3 No. 2 (2025): July" : 5 Documents clear
Research on the Innovative Path of Cultural and Creative Transformation of Tibetan Thangka Intangible Cultural Heritage Wang, Lulu; Da, Wazhasang; Mohamed, Fauzi Naeim
Design Journal Vol. 3 No. 2 (2025): July
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v3i2.306

Abstract

This study examines the innovative integration of Tibetan Thangka, a 1,300-year-old painting tradition and national intangible cultural heritage, with contemporary cultural and creative industries. The research aims to identify effective strategies for preserving Thangka's cultural essence while enhancing its market viability and social relevance in the digital age. Using a mixed-methods approach combining literature analysis, case studies of successful cultural transformations, and comparative evaluation of existing Thangka initiatives, this study develops a "Four Crosses" framework for cultural heritage innovation: cross-element integration (talent and capital collaboration), cross-platform integration (digital communication matrix), cross-industry integration (extending the "Thangka+" value chain), and cross-audience integration (targeted product design). Results demonstrate that successful transformation requires balancing traditional craftsmanship with contemporary design approaches, leveraging digital technologies for wider dissemination, creating immersive cultural experiences, and adapting cultural symbols for modern consumption while maintaining their philosophical integrity. The findings contribute to broader discussions on sustainable preservation of intangible cultural heritage in market economies.
Development of Interactive Learning Media Based on Genially for Informatics Subject in Grade X of Vocational High School Nurajizah, Nija; Habibie, Alfadl; Muhammad, Taofik
Design Journal Vol. 3 No. 2 (2025): July
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v3i2.313

Abstract

This study developed interactive Genially-based learning media for Grade X vocational Informatics focusing on network hardware. The development followed an R&D approach structured with the ADDIE model: Analysis, Design, Development, Implementation, and Evaluation. During the analysis stage, teacher‑centered delivery and low student autonomy were identified as barriers to engagement. The design phase produced a storyboard specifying navigation flow, visual layout, and embedded quiz checkpoints. The media was then built in Genially and reviewed by a subject expert and a media expert. Validation used a 5-point Likert instrument covering accuracy, curriculum alignment, clarity, usability, visual layout, responsiveness, and interaction. The subject expert awarded a score equivalent to 100%, and the media expert 90%, both classified as very feasible under the predefined criteria. Implementation involved 20 students in the Computer and Network Engineering track at SMK Islam Tenjonagara, who accessed the material individually and completed a response questionnaire. Aggregate student feedback reached 83.8%, categorized as very good, indicating positive perceptions of clarity, ease of navigation, and usefulness for self‑paced review. The findings support adoption of the Genially-based media as a supplementary resource for Grade X network hardware instruction in vocational settings and justify further refinement toward learning gain measurement.
Analysis of Student Satisfaction with Digital-Based Learning Media Assisted by Baamboozle Nurhasanah, Sifa; Muhammad, Taofik; Taufiq, Muhammad
Design Journal Vol. 3 No. 2 (2025): July
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v3i2.315

Abstract

This study evaluates student satisfaction with Baamboozle educational game-based learning media among fifth-grade students. The research employed quantitative descriptive methods using a 5-point Likert scale questionnaire administered to 18 students at SDN 1 Cihaurbeuti. Data analysis through Jamovi software revealed varying satisfaction levels across three measured aspects. Students rated user experience and application performance as "Satisfied" (3.73 and 4.12 respectively), while interface appearance received "Moderately Satisfied" ratings (3.21). The overall satisfaction score reached 3.66, falling within the "Satisfied" category. Students particularly appreciated the application's responsiveness (4.39) and stability (4.17), but expressed challenges with navigation and menu visibility (2.94). The findings suggest that while Baamboozle effectively engages elementary students, its interface design could benefit from simplification to better accommodate young users. These results offer practical guidance for educators selecting digital learning tools and developers creating age-appropriate educational media for elementary school settings.
A Hybrid “Probabilistic Scaffold” Model for Enhancing Reading Literacy, Numeracy, and AI Literacy among Indonesian Primary School Students Yusmaneli, Yusmaneli; Fathurrahmad, Fathurrahmad; Raihani, Ayu
Design Journal Vol. 3 No. 2 (2025): July
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v3i2.320

Abstract

This design study develops a structured pedagogical framework positioning generative AI as a verification-dependent learning support for Indonesian 4th-5th grade students. The framework implements a sequential process (Prompt → Verify → Diagnose → Revise → Reflect → Transfer) bounded by ethical guidelines and local cultural contexts. The research addresses student bypassing of initial reasoning, absence of age-appropriate AI literacy assessment, digital access disparities, insufficient verification practices, and potential erosion of academic integrity. Using a quasi-experimental design (n≈200 across 4 schools; 12 weeks), the study compares an AI-integrated curriculum with conventional instruction, controlling for pre-test performance, socioeconomic indicators, and gender. The intervention balances AI-mediated learning (25-35%) with analog activities (65-75%) to preserve direct cognitive engagement. Assessment instruments include reading comprehension measures, contextual mathematics problems, a four-dimensional AI literacy rubric, interaction logs, classroom observations, motivation scales, and verification records. Anticipated outcomes include normalized learning gains of 0.35-0.45 in reading and 0.30-0.40 in mathematics; advancement to Level 3 AI literacy; reduction in AI dependence from 60% to 35-40%; increased higher-order questioning; and equitable outcomes across settings through offline resource distribution. The theoretical framework proposes that prompt quality influences learning outcomes through verification practices, metacognitive awareness, and ethical understanding. Implementation challenges include novelty effects, variable teacher adherence, technology access inconsistencies, and ethical standards application. The research aims to shift elementary AI education from answer retrieval toward evidence-based inquiry with ethical awareness.
Virtual Heritage: Preserving Acehnese Culture through Interactive Roblox Experiences Giawa, Fajri; Bahruni, Bahruni; Al-Bahri, Fauzan Putraga
Design Journal Vol. 3 No. 2 (2025): July
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v3i2.321

Abstract

This research crafts and tests a Roblox-based Acehnese cultural learning environment showcasing virtual tours of key heritage landmarks, including the Baiturrahman Grand Mosque, traditional Rumoh Aceh houses, and coastal ecological zones. Following a Research and Development approach with two-phase testing, the platform weaves together folklore-driven quests, dance reconstruction challenges, artifact recognition activities, and team-based puzzles. Findings reveal strong quest completion rates (85%) alongside marked improvements in cultural knowledge (from 32% to 76%) among the 100 teenage participants. The multiplayer design fostered genuine social connections, averaging 3.2 group problem-solving moments per session, while nearly two-thirds of players expressed desire to visit the actual locations. The adaptive difficulty system kept challenges engaging without overwhelming players. The project demonstrates how thoughtfully designed virtual environments serve as living cultural spaces where heritage breathes through active participation rather than passive observation, building bridges across generations and geography.

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