Tandiono, Felicia (2024) Perancangan robot kit untuk menstimulasi kognitif anak secara aktif = Designing a robot kit to actively stimulate children's cognitive functions. Bachelor thesis, Universitas Pelita Harapan.
Text (Title)
Title.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (41kB) |
|
Text (Abstract)
Abstract.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (379kB) |
|
Text (ToC)
ToC.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (926kB) |
|
Text (Chapter 1)
Chapter1.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (672kB) |
|
Text (Chapter 2)
Chapter2.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (5MB) |
|
Text (Chapter 3)
Chapter3.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (842kB) |
|
Text (Chapter 4)
Chapter4.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (3MB) |
|
Text (Chapter 5)
Chapter5.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (2MB) |
|
Text (Bibliography)
Bibliography.pdf Restricted to Registered users only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (716kB) |
|
Text (Appendices)
Appendices.pdf Restricted to Repository staff only Available under License Creative Commons Attribution Non-commercial Share Alike. Download (5MB) |
Abstract
Gadget adalah produk yang diminati oleh berbagai kalangan masyarakat, mulai dari anak-anak hingga orang dewasa. Sejak tahun 2020 hingga 2022, terdapat peningkatan kepemilikan gadget oleh anak di bawah usia 15 tahun dari 24,96% menjadi 40,25%. Penggunaan gadget secara berlebihan dapat menghambat perkembangan kognitif seperti gangguan perhatian, penurunan kemampuan memori, dan kesulitan konsentrasi yang disebabkan oleh kurangnya stimulasi. Oleh karena itu, perancangan ini menawarkan solusi berupa permainan konstruktif robot kit yang dapat merangsang anak secara aktif. Perancangan produk melibatkan beberapa pihak. Wawancara dilakukan dengan dua ahli, observasi terhadap anak berumur 9 tahun, dan penyebaran kuesioner mengenai permainan konstruksi yang dibagikan kepada 55 orang responden. Data yang terkumpul menghasilkan robot kit dengan merek “tobor” yang berisi bagian robot kit, cat dan kuas, baterai, buku panduan, kartu edukasi, dan stiker hiburan. Pengujian prototype dilakukan terhadap tiga anak laki-laki yang berumur 9-10 tahun. Hasil perancangan menunjukkan bahwa "tobor" bukan hanya sebagai alternatif hiburan dari gadget, tetapi juga dapat merangsang kemampuan kognitif dan kreativitas anak. Melalui kegiatan seperti memasang gearbox, merasakan tekstur, dan mewarnai sesuai imajinasi memungkinkan anak-anak untuk mengembangkan keterampilan berpikir kritis dan kreatif secara menyeluruh. Dengan demikian, robot kit "tobor" menawarkan solusi yang berpotensi menjadi alternatif gadget serta mendorong perkembangan anak secara kognitif. / Gadgets are products that appeal to various segments of society, from children to adults. From 2020 to 2022, there was an increase in gadget ownership among children under the age of 15 from 24.96% to 40.25%. Excessive gadget use can hinder cognitive development, such as attention disorders, decreased memory capacity, and concentration difficulties caused by lack of stimulation. Therefore, this design offers a solution in the form of a constructive robot kit game that can actively stimulate children. The product design involves several parties. Interviews were conducted with two experts, observation of a 9-year-old child, and distribution of a questionnaire about construction games to 55 respondents. The collected data resulted in a robot kit branded "tobor" containing robot kit parts, paint and brush, batteries, guidebook, educational cards, and stickers. Prototype testing was conducted on three boys aged 9-10 years. The design results show that "tobor" is not only an alternative entertainment to gadgets but can also stimulate children's cognitive abilities and creativity. Activities such as assembling gearboxes, feeling textures, and coloring according to imagination allow children to develop critical and creative thinking skills comprehensively. Thus, the "tobor" robot kit offers a potentially alternative solution to gadgets and promotes children's cognitive development.
Item Type: | Thesis (Bachelor) | ||||||||
---|---|---|---|---|---|---|---|---|---|
Creators: |
|
||||||||
Contributors: |
|
||||||||
Uncontrolled Keywords: | alternatif gadget; stimulasi kognitif; permainan konstruktif; robot kit; gadget alternatives; cognitive stimulation; constructive play; robot kit. | ||||||||
Subjects: | T Technology > TS Manufactures | ||||||||
Divisions: | University Subject > Current > Faculty/School - UPH Karawaci > School of Design > Product Design Current > Faculty/School - UPH Karawaci > School of Design > Product Design |
||||||||
Depositing User: | FELICIA TANDIONO | ||||||||
Date Deposited: | 29 May 2024 08:03 | ||||||||
Last Modified: | 29 May 2024 08:07 | ||||||||
URI: | http://repository.uph.edu/id/eprint/63066 |
Actions (login required)
View Item |