Perancangan ruang virtual dengan pendekatan neuroarchitecture sebagai wadah pengasahan skill terapan bagi remaja dalam upaya mencapai self-awareness = Virtual space with a neuroarchitecture approach for youth to hone applied skills to attain self-awareness

Hidayat, Anita (2024) Perancangan ruang virtual dengan pendekatan neuroarchitecture sebagai wadah pengasahan skill terapan bagi remaja dalam upaya mencapai self-awareness = Virtual space with a neuroarchitecture approach for youth to hone applied skills to attain self-awareness. Bachelor thesis, Universitas Pelita Harapan.

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Abstract

Self-awareness merupakan aspek dalam diri manusia yang krusial, terutama pada masa remaja. Kurangnya self-awareness berdampak pada poor decision-making. Self-awareness membantu remaja menilik tujuan hidup, minat, dan bakat. Dengan mengenali diri, remaja dapat peka terhadap potensi dan skill yang dimiliki. Montessori Erdkinder merupakan kurikulum yang diperuntukan bagi remaja berumur 12-18 tahun yang memiliki fokus utama untuk mengasah dan melatih kemampuan mendasar remaja. Lingkungan dan ruang berkontribusi dalam intervensi perkembangan skill, salah satunya dengan pendekatan neuroarchitecture yang menitikberatkan pengaruh lingkungan terhadap emosi penggunanya. Keberadaan VR mempermudah remaja dalam berinteraksi dengan materi layaknya pada dunia nyata. Dengan adanya VR, pengalaman belajar secara terapan dapat lebih imersif yang harapannya dapat berdampak pada meningkatnya skill terapan. Tujuan penelitian ini adalah membuat strategi perancangan ruang virtual yang dapat mewadahi pengasahan skill bagi remaja dalam upaya mencapai pengenalan diri dengan pendekatan neuroarchitecture. Metode dari penelitian ini mencakup kajian literatur mengenai tekonologi VR, neuroarchitecture, dan skill yang diperlukan di abad ke-21. Metodologi penelitian juga menggunakan survei yang melibatkan 32 responden berusia 17-24 tahun, diikuti ekperimentasi teknologi melalui digital tools sebagai platform 3D modelling mengenai iterasi bentuk ruang virtual ruang berbasis neuroarchitecture dan preferensi suasana. Metode penelitian ini menghasilkan rancangan desain ruang virtual yang dapat mewadahi kegiatan untuk mengasah skill sehingga pelajar dapat lebih mengenali diri (self-aware) dan mengembangkan potensinya, khususnya skill terapan. Hasil perancangan menghasilkan ruang virtual berbasis neuroarchitecture yang membawa emosi positif terhadap pengguna. / Self-awareness is a crucial aspect of human development, particularly during youth. Lack of self-awareness can lead to poor decision-making. Self-awareness helps youth reflect on their life goals, interests, and talents. Youth can become more aware of their potential and skills by recognizing themselves. Montessori Erdkinder is a curriculum designed for youth aged 12-18, focusing primarily on honing and training youth’s fundamental abilities. The environment and space contribute to skill development interventions, including the neuroarchitecture approach, which emphasizes the influence of the environment on the user's emotions. VR facilitates youth’s interaction with materials as they would in the real world. With VR, applied learning experiences can become more immersive, leading to increased applied skills. The primary objective of this research is to devise a strategy for crafting virtual spaces that can foster skill development in youth, aiding them in their journey towards self-awareness. The research methodology encompasses a comprehensive literature review on VR technology, neuroarchitecture, and 21st century skill. It also entails a survey involving 32 respondents aged 17-24 years, followed by experimentation with technology through digital tools as a 3D modelling platform. This experimentation focuses on iterations of virtual space forms based on neuroarchitecture and preference for atmosphere. The culmination of this research is a virtual space design that can host activities aimed at honing skills, thereby enabling youth to enhance their self-awareness and tap into their potential, particularly in terms of applied skills. The research findings underscore the positive emotional impact of neuroarchitecture-based virtual spaces on users, further validating the practicality of this approach.

Item Type: Thesis (Bachelor)
Creators:
CreatorsNIMEmail
Hidayat, AnitaNIM01022200001anitaahidayat@gmail.com
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorAmunisianto, Gregorius GeganaNIDN0323048501gregorius.amunisianto@uph.edu
Uncontrolled Keywords: self-awareness; vr; 21st century skill; neuroarchitecture.
Subjects: N Fine Arts > NA Architecture
Divisions: University Subject > Current > Faculty/School - UPH Karawaci > School of Design > Architecture
Current > Faculty/School - UPH Karawaci > School of Design > Architecture
Depositing User: ANITA HIDAYAT
Date Deposited: 31 May 2024 13:15
Last Modified: 31 May 2024 13:15
URI: http://repository.uph.edu/id/eprint/63131

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