Studi tentang permainan ini menitikberatkan permasalahan berkembangnya permainan bagi anak usia pra-sekolah dari dua media permainan, digital dan analog. Perkembangan teknologi telah membawa manusia ke era digital. Era ini memasuki semua bidang kehidupan, di antaranya dalam permainan anak-anak. Penelitian ini menggunakan metode eksperimen yang diujikan kepada tiga belas responden dengan kisaran usia 3–5 tahun yang bersekolah di Temasek International Montessori Pre-School. Objek penelitian yang digunakan adalah permainan tetris digital dengan media iPad dan tetris analog. Berlandaskan konsep flow oleh Cziksentmihalyi, penulis menganalisis pola bermain anak. Pola interaksi dengan kedua jenis media permainan, serta lama yang dibutuhkan dari masing-masing jenis permainan hingga anak menyatakan menyerah. Dari penelitian ini kemudian dinilai kefasihan bermain anak serta lama permainan pada kedua jenis permainan yang berlangsung. Hasil penelitian menemukan adanya kecenderungan anak usia pra-sekolah untuk lebih menikmati permainan analog disebabkan kemampuan mereka untuk memanipulasi objek secara langsung. Selain itu permainan digital dinilai belum bisa mengakomodasi kebutuhan anak untuk memberikan pernyataan ‘selesai’, dikarenakan platform yang diciptakan memiliki system naik level yang belum dipahami oleh anak usia pra-sekolah. Kata kunci: anak pra-sekolah, permainan digital, permainan analog
Light pollution has been an environmental concern in Jakarta and surrounding cities. Despite the negative consequences, Jakarta residents have low to non-existent awareness about light pollution. To raise awareness, the development of an informative mobile game with the title MA’LAM is proposed. As one means to develop an ideal gaming experience, User Interface (UI) needs to be developed with usability and aesthetic approach. To implement UI design successfully, a suitable user-centric design method is required. Therefore, Design Thinking was used to develop MA’LAM’s UI design as part of User Experience (UX) development process. With a usable and aesthetically pleasing UI, message and information about light pollution could be conveyed through a positive gameplay interaction.
Infertility is a problem for some couples of childbearing age in Indonesia. This problem affects one-third of married couples, yet the discussion regarding infertility has not been thoroughly heard. This research focuses on introducing infertility to the general public, intending to transform the general perspective, so the problems that occur in the couple's household will not be disrupted with misinformed myths surrounding infertility. The idea is to deliver information through an interactive story that involves the user in choosing the storyline. The research methodology used combines qualitative methods through observations on infertility online forums and Focus Group Discussions. The quantitative methodology was carried out in two stages, before testing the prototype to obtain public perceptions of infertility, then again after the prototype test to measure users’ immersion using a Likert scale. The study revealed that conveying problems through a story that requires user involvement in selecting storylines affects readers' immersion in digesting educational reading content. Keywords: interactive; storytelling; infertility; immersive
In the recent five years, City parks have been developing rapidly in urban cities in Indonesia. Built in 2007, Taman Gajah Tunggal is one of the city parks located in Tangerang. This park is situated at The Center of Tangerang City on the edge of Cisadane River. Like many public spaces in Indonesia, this park has littering issues by visitors’ lack of care. This re- search is offered to develop social marketing by using a digital game for gaining awareness of Taman Gajah Tunggal’s visitors age 17-30 years old about littering issues. This paper focused on developing the prototyping process in iteration design method by using a digital game to suggest possibilities design for future development interactive installation design in public space which can bring a new experience.
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