scholarly journals PERANCANGAN GAME BEDUGUL FOREST DENGAN METODE PENGEMBANGAN MULTIMEDIA LUTHER-SUTOPO

2019 ◽  
Vol 5 (02) ◽  
pp. 276-290
Author(s):  
Wahyu Untoro ◽  
I Putu Satwika ◽  
Anak Agung Ayu Putri Ardyanti ◽  
Wawan Sujarwo

AbstrakGame adalah salah satu cara yang dilakukan beberapa orang untuk merasakan kesenangan. Tidak hanya itu, game juga bermanfaat sebagai sarana untuk belajar. Game edukasi memiliki tujuan untuk dapat meningkatkan pemahamaan siswa agar tertarik belajar hal-hal baru, termasuk belajar mengenai pengenalan Budaya Bali ke masyarakat umum tanpa menghilangkan sisi edukasi sejarah. Museum Panca Yadnya adalah sebuah museum yang berada di kawasan Kebun Raya Eka Karya Bali. Menurut penelitian yang telah dilakukan sebelumnya, Kunjungan wisatawan tidak menentu ke objek wisata Kebun Raya Eka Karya. Oleh karena hal tersebut, peneliti merasa perlu untuk membuat sebuah game yang memperkenalkan museum Panca Yadnya kepada masyarakat umum. Dalam pembuatan game, salah satu metode yang digunakan adalah metode Luther-Sutopo dengan penambahan tahapan maintenance. Berdasarkan kombinasi metode perancangan game tersebut dibuatlah game Bedugul Forest yang mengangkat tema Museum Panca Yadnya Kebun Raya Eka Karya. Adapun setelah diuji kepada pengguna secara langsung, game Bedugul Forest mendapatkan penilaian rata-rata sangat baik dari semua aspek yang diujikan. Kata Kunci: Bali, Bedugul Forest, Game Edukasi, Museum, Multimedia AbstractGame is one of the ways that several people do to experience joy. Not only that, but games also helpful as a tool to study. Game education has an objective to improve students understanding to learn new things, including learning about the introduction of Balinese culture to the public without removing the historical education side. Panca Yadnya Museum is a museum in the area of Eka Karya Botanical Garden in Bali. According to the research had been done before, tourist visits to Eka Karya Botanical Garden have been uncertain. Because of this matter, researchers fell necessary to create a game that introduces the Panca Yadnya Museum to the public. In creating the game,  one of the methods used is the Luther-Sutopo method with the addition of the maintenance stage. Based on the combination of game design methods, the Bedugul Forest game has made which took up the theme of Panca Yadya Museum Eka Karya Botanical Garden. After tested to users directly, the Bedugul Forest game gets the average excellent judgment from all aspects that had tested. Keywords: Bali, Bedugul Forest, Education Game, Museum, Multimedia

Author(s):  
Federico VAZ ◽  
Sharon PRENDEVILLE

Described as units developing public policies in a design-oriented manner, Policy Labs are tasked to innovate to gain in policy effectiveness and efficiency. However, as public policymaking is a context-dependent activity, the way in which these novel organisations operate significantly differs. This study discusses the emergence of design approaches for policy innovation. The purpose is to map how Policy Labs in Europe introduce design approaches at distinct stages of the policymaking cycle. For this study, 30 organisations in Europe operating at various levels of government were surveyed. Based on the public policymaking process model, it investigates which design methods are Policy Labs deploying to innovate public policies. The study exposed a gap in the awareness of the utilised methods' nature. It also showed that the use of design methods is of less importance than the introduction of design mindsets for public policy innovation, namely ‘user-centredness’, ‘co-creation’, and ‘exploration’.


Author(s):  
Mirjam Palosaari Eladhari ◽  
Hartmut Koenitz

This paper describes an approach to facilitate innovation in game design by increasing the designers’ palette of playable and participatory computational expressions. The TOG model (Technology, Ontology, and Game Genre) can be used in teaching game design and related practices, but is also applicable to prototyping in professional settings. TOG is inspired by the processes of AI-based game design, and introduces the concept of the techno-artistic minimum. It was conceptualized when teaching a course on computational expression at Malta University. The main aim for teaching with the TOG model was to facilitate innovation by challenging aspiring game designers to think ‘outside the box’ and come up with unusual and innovate creative solutions. In addition, TOG can complement existing design methods such as MDA and DDT in the practice of professional game designers.


Author(s):  
Akram Atalla ◽  
Ayman Dardona

There are numerous known medicinal plants in the Gaza strip flora, some of them are used in the traditional medicine but despite extensive studies of plants either wild or cultivated in Palestine, only a few articles are reported with the phytochemistry of these plants especially the poisonous flora. The current article presents the most common and important poisoning plants in the Gaza strip flora which are therefore important for the public to know and for research and awareness. This review is considered the first study that working in some details with the poisonous plants in the Gaza strip flora in terms of botany, phytochemistry and herbal medicine. These plants are distributed in several habitats in the Gaza strip, including Wadi Gaza, coastal areas, dunes, roadsides, national parks and the botanical garden in the University of Palestine.


Author(s):  
T Lawrence Mellichamp

The Sarracenia pitcher plants are among the world’s most beautiful and intriguing plants, and being carnivorous adds an extra dimension of fascination. They are endemic to North America – 10 species are found only in the southeastern United States and one species is widely distributed, from the northeastern US and across Canada. They are easy to cultivate if you understand their basic needs and are grown the world over. Every botanical garden should have them because they are so popular with the public. They go hand-in-hand with other unusual carnivorous plants to make a display that is captivating (puns intended!) to both children and adults. This paper covers types of pitcher plants, their habitats, brief descriptions of the species, a key to identification, cultivation and a short note on conservation.


Author(s):  
Shefali Virkar

The recent global diffusion of Information and Communications Technologies (ICTs) has dramatically raised expectations for technological change to support widespread global socio-economic progress and political reform. Against this backdrop, the chapter seeks to, through the use of a case study based in the Indian city of Bangalore, unravel the social, economic, and political dynamics shaping e-government projects used to reform public sector institutions, and to the further application of this knowledge as elements of game design used in the conception, development, and eventual implementation of associated software and hardware platforms. In particular, the work aims to determine whether the day-to-day use of the new digital technologies in the public sector leads eventually to radical transformations in administrative functioning, policymaking, and the body politic, or merely to modest, unspectacular political and bureaucratic reform and to the emergence of technology-based, obsessive-compulsive pathologies and maladjustive Internet-based behaviours amongst individuals in society.


2014 ◽  
Vol 1046 ◽  
pp. 144-147
Author(s):  
Yang Wang ◽  
Yan Chen

With the increasingly distinct pursuit of traditional culture by the public, the new Chinese-style landscape will be a development trend with constant improvement, playing a motivated role in a city, even a country. This paper conducts an analysis on the related concept and elements of new Chinese-style landscape and proposes the design methods of new Chinese-style landscape, to create a new design featuring the period feel and sense of nationality, with better integration and inheritance between tradition and modernity.


2019 ◽  
Vol 3 (2) ◽  
pp. 112-133
Author(s):  
Wenny Anggraini Natalia ◽  
Dian Widiawati ◽  
Agus Sachari

The existence of Javanese Pedan lurik weaving which is one of the Indonesian cultural heritages that needs to be preserved in this modern era. Using the method of observation, visual analysis and experimentation, it is designed to revitalize fashion products by utilizing Javanese lurik woven cloth intended for Indonesian urbanites with a character of young spirit, full of locality, and love of culture. Sustainable design methods become a solution by considering the impact on the natural and social environment at each stage, which will later be related to the economy of the community. Through this article, it is hoped that it will enrich the development of fashion products with Indonesian cultural nuances that will increase the selling power of Javanese lurik woven into the wider community. In addition, using revitalized Javanese Pedan motifs and patterns that have been revitalized, it is hoped that the public will become more aware that there are still regional motifs and patterns that are still unexplored and is expected to be more known and awake sustainability.


2021 ◽  
Vol 6 (1) ◽  
pp. 52-59
Author(s):  
Anggy Trisnadoli ◽  
Jan Alif Kreshna

Educational Mobile Game ‘Ayo Wisata ke Riau’ is a mobile-based educational game application that was developed in 2017 on the Android platform. The quality requirements used in this game development have been adjusted for the available Educational Mobile Games. Even though it went well, there were many complaints from users during the direct implementation survey. This becomes material for re-evaluation, whether the game is ready to be disseminated to the public. Based on this occurence, a gap analysis was carried out to see the feasibility and the need for improvements to the game application that had been built. Based on the results of the gap analysis that has been carried out, it is indicated that there is a need for significant improvements in the areas of performance and user satisfaction. So that in this study, a design reengineering was carried out that was focused on improving the two things that were considered crucial, so that the results of the design and implementation that had been improved could provide better performance and user satisfaction scores than previous developments.


2015 ◽  
Vol 25 (5) ◽  
pp. 671-680
Author(s):  
Min Hyeong Kwon ◽  
Changwan Seo ◽  
Jongyun Kim ◽  
Moonil Kim ◽  
Chun Ho Pak ◽  
...  

The purpose of this study was to identify the current status and future development of children’s gardens within public gardens in the United States and to examine their roles as places for children to explore natural environments. This study identified 776 public gardens and examined 163 of those gardens using a comprehensive online survey. The sampled public gardens were widely distributed throughout the United States, although they were located primarily in the eastern and western regions of the United States. We found that 55% of the 163 public gardens that we investigated included a children’s garden at the time of data collection, and 26.4% planned to add a children’s garden in the near future. Children’s gardens found within public gardens were typically in a botanical garden and were added after the public gardens were formed. Most of the children’s gardens had a stated purpose of providing children with environmental education by allowing them to experience the natural environment through play. Most children’s gardens occupied a small proportion, less than 1 acre, of the overall size of a public garden. We also found that demographic and socioeconomic factors influenced the development of children’s gardens within public gardens and public gardens in general.


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