Perancangan ulang papan permainan "Gathering A Garden" menjadi visual pekarangan khas Indonesia = Redesign of the board game "Gathering A Garden" into a visual representation of a typical Indonesian garden

Lie, Grace Indahyanty (2024) Perancangan ulang papan permainan "Gathering A Garden" menjadi visual pekarangan khas Indonesia = Redesign of the board game "Gathering A Garden" into a visual representation of a typical Indonesian garden. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Masa Emas yang berlangsung antara usia 4 hingga 14 tahun merupakan masa krusial bagi perkembangan kognitif, motorik, psikologikal, dan sosial anak. Menyadari hal tersebut, diperlukan adanya perhatian khusus, stimulasi, dan upaya edukasi pada anak. Belajar sambil bermain merupakan konsep mendasar, di mana permainan sebagai media interaktif menawarkan sarana yang efisien dan efektif. Dengan memanfaatkan eksplorasi permainan edukatif, seperti salah satunya board game "Gathering A Garden" oleh eeBoo, dapat memfasilitasi kebutuhan tersebut. Proses perancangan ulang melibatkan analisis permasalahan yang terdapat pada berbagai elemen pada board game, seperti mekanik, tema, dan komponen dengan menggunakan metode The Six Thinking Hats. Studi ini menggali aspek visual desain dari papan permainan dan identitas visualnya, serta menekankan pentingnya elemen visual yang distingtif, diingat, dan khas. Perancangan ini juga mempertimbangkan karakteristik unik dari gaya dan teknik ilustrasi, baik dari visual karakter dan komponen visualnya. Perancangan ulang “Aku dan Kebunku” menggabungkan unsur-unsur visual desain yang terinspirasi oleh kekayaan pekarangan kebun khas Indonesia. Adaptasi ini bertujuan untuk menyelaraskan tema visual permainan dengan visual tema khas Indonesia. Sehingga, anak-anak dapat menumbuhkan keterhubungan antara ilmu pendidikan, hiburan, dan pengetahuan dasar mengenai berkebun. Pada akhirnya, perancangan ulang board game ini berfungsi sebagai media edukatif interaktif yang inovatif dan menarik, memanfaatkan kekuatan desain visual dan ilustrasi untuk meningkatkan pengalaman belajar dan bermain anak. / The Golden Age, spanning from ages 4 to 14, is a crucial period for a child's cognitive, motor, psychological, and social development. Recognizing this, special attention, stimulation, and educational efforts are needed for children. Learning through play is a fundamental concept, where games as interactive media offer efficient and effective means. By utilizing educational game exploration, such as eeBoo's "Gathering A Garden" board game, these needs can be facilitated. The redesign process involves analyzing issues found in various elements of the board game, such as mechanics, themes, and components using The Six Thinking Hats method. This study delves into the visual design aspects of the game board and its visual identity, emphasizing the importance of distinctive, memorable, and characteristic visual elements. The redesign also considers the unique characteristics of illustration styles and techniques, both from character visuals and visual components. The redesign of "Aku dan Kebunku" combines visual design elements inspired by the uniqueness of diversity Indonesian garden yards. This adaptation aims to align the game's visual theme with the distinctive visual theme of Indonesia. Thus, children can foster connections between educational knowledge, entertainment, and basic gardening knowledge. Ultimately, this board game redesign serves as an innovative and engaging interactive educational medium, utilizing the power of visual design and illustration to enhance children's learning and playing experiences.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Lie, Grace IndahyantyNIM01023200039graceindahyanty80@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorLaurencia, JessicaNIDN0318129302jessica.laurencia@uph.edu
Thesis advisorMauleti, Eston KamelangNIDN0320126903eston.mauleti@uph.edu
Uncontrolled Keywords: desain komunikasi visual; ilustrasi; board game; komponen permainan; pekarangan; visual communication design; illustration; board game; game components; garden.
Subjects: N Fine Arts > N Visual arts (General) For photography, see TR
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > School of Design > Visual Communication Design
Current > Faculty/School - UPH Karawaci > School of Design > Visual Communication Design
Depositing User: GRACE INDAHYANTY LIE
Date Deposited: 13 Jun 2024 08:31
Last Modified: 13 Jun 2024 08:31
URI: http://repository.uph.edu/id/eprint/63360

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