Perancangan Konsep Visual dari Permainan "Wilah: Kartu Edukasi Pemilahan Sampah" dalam Bentuk Permainan Digital

Nathania, Stephanie (2022) Perancangan Konsep Visual dari Permainan "Wilah: Kartu Edukasi Pemilahan Sampah" dalam Bentuk Permainan Digital. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Pandemi covid-19 memaksa banyak kegiatan masyarakat berlangsung dari rumah mereka masing-masing. Hal ini berdampak pada industri permainan analog, salah satunya adalah “Wilah: Kartu Edukasi Pemilahan Sampah”. Isu sampah di Indonesia terus berlanjut, tidak terkecuali di masa pandemi seperti sekarang ini. Hal ini membuat pentingnya memberi edukasi dengan menyesuaikan media pembelajaran bagi masyarakat. Salah satu langkah yang dapat dilakukan adalah dengan melakukan perancangan permainan “Wilah: Kartu Edukasi Pemilahan Sampah” menjadi permainan berbasis digital. Permainan “Wilah: Kartu Edukasi Pemilahan Sampah” memberikan pembelajaran pada pemain mengenai pentingnya memilah sampah, kategorisasi pemilahan sampah, dan bahaya membakar sampah. Proses perancangan permainan digital Wilah melewati lima tahapan yaitu Orientasi, Analisis, Desain Konsep, Pengembangan Desain, dan Implementasi. Hasil akhir dari perancangan merupakan bentuk mock-up konsep visual dari permainan Wilah. Dari hasil perancangan permainan “Wilah: Kartu Edukasi Pemilahan Sampah” dalam versi digital, harapannya dapat memberikan edukasi pada masyarakat di tengah masa pandemi. Permainan akan lebih mudah untuk diakses melalui ponsel pintar mereka. Tambahan fitur dalam permainan digital juga membantu menyampaikan edukasi dengan lebih baik dan menarik. / The Covid-19 pandemic has forced people to carry out activities from their own home. This has caused problems to analog game industry, one of which is "Wilah:Kartu Edukasi Pemilahan Sampah". Waste issue in Indonesia is an ongoing problem even during the pandemic. That's why there is an urge to keep educating people with an appropriate educational media. One of the ways is by designing "Wilah: Kartu Edukasi Pemilahan Sampah" into a digital based game. "Wilah: Kartu Edukasi Pemilahan Sampah" educates the players about the importance of waste sorting, waste category, and the dangers of burning waste. There are five steps in designing the digital based version of Wilah, which are Orientation, Analysis, Conceptual Design, Design Development, and Implementation. The end result of the design is a mock-up of Wilah's visual concept. The designing of the digital based "Wilah: Kartu Edukasi Pemilahan Sampah" is hoped to be able to educate people amidst the pandemic. Furthermore, the game will be easier to access through their smart phones. Finally, the additional features in the digital game will also help educating in better and more interesting ways.
Item Type: Thesis (Bachelor)
Creators:
Creators
NIM
Email
ORCID
Nathania, Stephanie
01023180003
stephanienathaniaaaa@gmail.com
UNSPECIFIED
Contributors:
Contribution
Contributors
NIDN/NIDK
Email
Thesis advisor
Hananto, Brian Alvin
0303109201
brian.hananto@uph.edu
Thesis advisor
Herna, Lia
UNSPECIFIED
lia.herna@lecturer.uph.edu
Uncontrolled Keywords: desain interface; media digital; permainan edukasi; pemilahan sampah
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: Stephanie Nathania
Date Deposited: 24 Jun 2022 02:52
Last Modified: 24 Jun 2022 02:52
URI: http://repository.uph.edu/id/eprint/48015

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