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Adib Fahrur Rozi; Syamsul Hadi; Dava Ilham Ibrahimovic; Muhammad Nashih Taufiqie; Bintang Bimantara Putra Pribadi +1 more

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Problems that often occur in brooch pins are bent wire or detached from the hook, also the possibility of the brooch coming off the pin when worn as a problem encountered. The purpose of fabrication is to obtain a 60 mm long brooch pin, 0.5 mm diameter, AISI 1045 material. Fabrication methods include: brooch pin design; selection of AISI 1045 material for 0.5 mm diameter wire and for 0.3 mm plate; cutting wire 94 mm long and sharpening one end; cutting the brooch pin end hook plate; forming the wire into a circle with a 4 mm hole for one winding; cutting a 0.3 mm thick plate in the shape according to the design; forming a pointed end hook with a punch and die; pressing the base of the wire to one side of the shape plate; electroplating with Chromium solution material; ordering and installing the customer's taste brooch; unification between the brooch and the pin stem; and quality-dimensional inspection. The fabrication results are in the form of a 60 mm long brooch pin, 0.5 mm diameter, AISI 1045 material coated with Chromium with a total cost of IDR 290,-/piece and a production duration of 90 seconds/piece which means that the brooch pin can be used for various desired accessories.

Maria Indrawati; Ketut Suryani; Veroneka Yosefpa Windahandayani

Jurnal Ilmu Kesehatan Umum, Psikolog, Keperawatan dan Kebidanan 2026 Asosiasi Riset Ilmu Kesehatan Indonesia

Hospitalization is a condition that requires a child to be admitted to the hospital. This situation causes children to experience anxiety, restlessness, and fear. One of the nursing interventions to reduce anxiety due to hospitalization is play therapy. A form of play therapy appropriate for preschool children is puzzle play therapy. Puzzle play therapy is an activity in which children arrange pieces of pictures or specific shapes to form a complete image. This therapy encourages children to develop patience, stimulates concentration, and provides feelings of comfort and enjoyment, thereby reducing anxiety. The method used in preparing this Final Nursing Scientific Paper was a descriptive case study with the implementation of puzzle play therapy. The respondents consisted of three children experiencing anxiety due to hospitalization. Puzzle play materials and the Facial Image Scale (FIS) were used as measurement tools. The intervention was conducted over three consecutive days, with a duration of 15 minutes per session. The results showed a decrease in anxiety levels after puzzle play therapy: respondent 1 decreased from anxiety scale 5 to scale 1, respondent 2 from scale 4 to scale 1, and respondent 3 from scale 5 to scale 1. It can be concluded that puzzle play therapy is effective in reducing anxiety due to hospitalization in preschool children with dengue hemorrhagic fever. The implementation of puzzle play therapy is expected to become a routine nursing intervention to reduce hospitalization-related anxiety in preschool children with dengue hemorrhagic fever.

Isman Ahadi Lebu Raya; Muhammad Fattah

Karakter : Jurnal Riset Ilmu Pendidikan Islam 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

There are various characters that can be drawn from the One Piece animation that need to be studied and explored further so that the large number of fans can emulate the relevance of Quranic characters in their favorite animation. This research stems from the phenomenon of discovering the representation of character relevance to the teachings of the Qur'an in an animation called One Piece, focusing on the research to determine how the Quranic character traits are depicted in the One Piece Arabasta Arc, and how the visualizations of these Quranic characters are presented in the One Piece Arabasta Arc. This research uses a qualitative approach. The research results illustrate that there are 18 findings in episodes 97, 99, 103, and 108 that indicate values in line with the character traits or moral teachings of the Qur'an. In episode 97, there are 4 character values: stop complaining, avoid greed and wastefulness, don't lie, and help others. In episode 99, there are 6 character values: love for the homeland, helping others, fighting for a cause, feeding the hungry, and consulting others. Meanwhile, in episode 103, there are 4 character values: obedience, fighting for a cause, friendliness, and avoiding bad assumptions. Additionally, in episode 108, there are 4 character values: helping others, fighting for a cause, and avoiding bad assumptions. Furthermore, the visualization of Quranic characters in the One Piece animation can be seen through the elements of film production, using narrative elements by observing the characters and the message of the story.

Syawli Alivian Irawan; Qori Halimatul Hidayah

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Advances in information technology have driven the transformation of banking services towards digitalization through mobile banking. Bank Central Asia (BCA), one of the largest private banks in Indonesia, offers m-BCA services to facilitate quick, practical, and efficient customer transactions. However, issues such as delayed notifications, system disruptions, and login problems still exist. This study aims to evaluate m-BCA user satisfaction using the PIECES Framework, which consists of six dimensions: Performance, Information, Economy, Control and Security, Efficiency, and Service. A descriptive quantitative approach was used, with a questionnaire distributed to 105 active m-BCA users in South Jakarta. Data were analyzed using mean values to assess satisfaction levels for each dimension, and validity and reliability tests were conducted. The results showed average scores of 4.02 for Performance, 4.08 for Information, 4.08 for Economy, 4.18 for Control and Security, 4.20 for Efficiency, and 4.09 for Service. The overall score of 4.10 falls into the "Satisfied" category. The highest score was for Efficiency, indicating strong support for users’ banking activities, while the Performance dimension scored lower, suggesting room for improvement. Overall, users are satisfied with m-BCA, but system performance improvements are needed for service stability and sustained satisfaction.

Farhan Aditya; Sandfreni Sandfreni

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The SIAP Application is an innovation developed as a solution to support the archiving business process in the Planning Bureau. Currently, most employees still use computers and a web-based cloud system developed by Pusdatin using the PHP programming language as a storage medium for files that are no longer actively used and are categorized as dynamic archives. However, the cloud system does not have a well-structured archive management system, which often causes difficulties when employees need to retrieve archived files. As a result, employees must search for files manually by checking archived documents one by one in the cloud. This process is time-consuming and may lead to problems such as difficulties in finding files and the risk of data loss. Based on these conditions, the SIAP Application was developed to improve the effectiveness and efficiency of archive management in the Planning Bureau.The SIAP Application has an advantage in the archiving process, where employees can easily search for archives using the letter number or subject that has been entered into the system. The system will automatically display the required archive, making the retrieval process faster, more accurate, and more organized compared to the previous cloud system.The development of the SIAP Application uses PHP and HTML as the programming languages, with Bootstrap and Tailwind CSS as the user interface frameworks, and MySQL as the database. The system development method used is the Waterfall model, problem analysis is carried out using the PIECES method, and system testing is conducted through black-box testing and the System Usability Scale (SUS) to measure system usability.

Shohibul Umam; Hafidz Taqiyuddin

Akhlak : Jurnal Pendidikan Agama Islam dan Filsafat 2026 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Dowry and slaves are two different things. Mahar is property or something given by a husband to his wife as part of their marriage. This is supported by a hadith from Muhammad Shallallahu 'Alaihi wa Sallam which says "Marry a woman with a dowry even if it's only a piece of egg." (Narrated by Bukhari). Meanwhile, slaves are human beings who are the same as other people and have rights that must be respected. There are several hadiths from Muhammad Shallallahu 'Alaihi wa Sallam which emphasizes protection for slaves. One example is "Indeed Allah Subhanahu wa Ta'ala will empower three people: a young man who is given an advantage by Allah in worship, a man who donates alms in secret so that his left hand does not know what his right hand is doing, and a slave owner who are honest and treat them well." (Narrated by Bukhari). This shows that slaves must be treated fairly and well by their employers and must not be seen as merchandise or exploited to work without pay.

Rusdin

ISAINTEK: Jurnal Informasi, Sains dan Teknologi 2025 Politeknik Negeri FakFak

Inventory is one of the supports for an industry in carrying out its activities, both in the grouping of a machine and the management system in machinery to improve a job. One of the efforts to improve service that can be undertaken is by increasing the amount of inventory owned. The increasing amount of inventory also requires proper inventory management using a database system. Microsoft Access to assist in database design. Before being stored in the database, data and information regarding the inventory will be grouped using the concept of Group Technology (GT) to facilitate the data storage process. Users can be obtained by gathering information from recording staff and the laboratory head through interviews. In addition to defining user needs, the design of the Entity Relationship Diagram (ERD) and Data Flow Diagram (DFD) was carried out to understand the existing system. To analyze the existing system, an analysis is conducted based on Performance, Information, Economy, Control, Efficiency, and Service (PIECES). The results of the validation test, verification test, and prototype test show that the weaknesses of the existing system can be improved and user needs can be met. To identify the weaknesses of the system, a PIECES analysis can be conducted on both the old and new systems. Meanwhile, to determine whether user needs have been met, adjustments can be made by aligning user needs with the prototype through validation and verification tests.

Aqilah, Khairunnisa; Muthia Shafa Nazahra; Rizky Suhaila Hsb; Septika Aulia Putri

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The concept of supremum is fundamental in real analysis and plays a crucial role in the optimization of single-variable real functions. In practice, not all functions attain their supremum explicitly, which necessitates numerical approaches to evaluate their behavior computationally. This study aims to analyze the supremum of several one-dimensional real functions with different characteristics using a grid-search method implemented in Python. Four functions were examined: a parabolic function, a rational function with a sharp peak, a discontinuous piecewise function, and a function with a vertical asymptote. The analysis involved modeling the functions, discretizing the domain, performing numerical approximation of the supremum, verifying the results against analytical values, and using graphical visualization to observe the function behavior near the supremum. The findings indicate that the supremum of the parabolic, rational, and piecewise functions can be accurately identified, with results consistent with analytical expectations despite minor deviations caused by grid resolution limitations in the rational function. Meanwhile, the function with a vertical asymptote yields an unbounded supremum, which cannot be attained within the domain. These results demonstrate that Python provides stable and reliable numerical estimates of the supremum across various types of one-dimensional real functions, validating the effectiveness of computational methods in supporting conceptual understanding of supremum.

Afna Nadila; Sulistyowati Sulistyowati

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Developing students' creativity at the elementary school level is an important part of shaping 21st century character and skills. One approach that can be taken is through hand training with cardboard and printed images. This student service activity aims to train the creativity of fourth grade students at SDN 3 Palangka through cardboard weaving training as an innovative learning medium. This activity is motivated by the need for more interesting, active, and enjoyable learning for students. The training is carried out through several stages, namely the compaction of basic weaving techniques, independent practice by students, and evaluation of the work produced. Students are given the freedom to be creative using pieces of used cardboard, with direct guidance from the implementation team and accompanying teachers. The results of the activity show that students are very enthusiastic about participating in this activity. They are able to produce various simple new forms with creative displays that can be used as visual aids in the learning process. In addition to producing work, this activity also forms positive student character such as cooperation, responsibility, perseverance, and courage in displaying work. This activity proves that skills-based training can be a solution to present more lively and meaningful learning. Therefore, this kind of activity is very relevant to be continued and developed as part of a sustainable school program.

Nadia Nurhafiza; Rusmin Saragih; Melda Pita Uli Sitompul

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Hirschsprung’s disease is a congenital disorder caused by abnormal nerve cell development in the large intestine, leading to chronic intestinal obstruction in infants. This condition often manifests through symptoms such as constipation, abdominal distension, vomiting, and failure to thrive. The weak immune system of infants makes them highly susceptible to bacterial infections and further complications. At Bidadari General Hospital, there were 110 patients suspected of having Hirschsprung’s disease. One of the major challenges in managing these cases is the limited number of medical specialists, particularly pediatricians and pediatric surgeons, resulting in long waiting times for accurate diagnosis, especially during peak service hours. To address this issue, this study applies the Dempster-Shafer method in an expert system to assist in diagnosing Hirschsprung’s disease based on clinical symptoms. The method effectively handles uncertainty and combines multiple pieces of medical evidence to produce more accurate diagnostic probabilities. The analysis results show that from the selected symptoms, the highest diagnosis probability corresponds to short-segment Hirschsprung’s disease with a confidence level of 71.54%. These findings suggest that the Dempster-Shafer method can serve as an effective alternative tool to support early and accurate diagnosis of Hirschsprung’s disease in infants.

zulkhaidirkadir

Mahkamah : Jurnal Riset Ilmu Hukum 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

The state has a mandate to guarantee citizens' freedom of expression by protecting symbolic representations in public spaces. However, legal construction in Indonesia tends to use the law as a tool to limit visual interpretation, including popular cultural symbols such as the One Piece flag. This study aims to explain two main aspects of the mechanism of symbol criminalization: the state's construction of symbols as threats without any basis in actual violations, and the political use of fear through the production of imaginary enemies. The research method employed a qualitative approach with a conceptual approach. The results show that the state's interpretation of visual symbols rests not on the legality of the action, but on controlling the potential meanings that develop outside the official narrative. Within this construction, the law operates as a filtering mechanism for forms of articulation deemed inconsistent with the state's ideological interests. This strategy shifts the focus from concrete violations to the surveillance of social imagination. Thus, the criminalization of symbols occurs not because of their factual content, but because they open up pathways of solidarity that cannot be institutionally controlled. A critical criminological approach demonstrates that the state uses the law to enforce symbolic domination through techniques of controlling meaning within a democratic regime that formally promises freedom of expression.

Pitutur Tustho Gumawang; Ryndhu Puspita Lokanantasari

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The Javanese wayang kulit purwa (classical shadow puppetry) is a complex performance art form in which karawitan (gamelan music) plays a primary and crucial role, serving as accompaniment, building atmosphere, and accentuating the puppet's movements. A vital musical element within the pakeliran (puppetry performance) repertoire is the gending budhalan, a musical piece used to accompany the scene of a military departure. Ki Purbo Asmoro, one of the most influential dalang (puppeteers) of the contemporary pakeliran garap (interpretive performance style) era, is renowned for his intelligent and innovative performance concepts and musical interpretations. This study aims to analyze Gending Cundaka, a piece frequently used for this departure scene, within the context of Ki Purbo Asmoro's performances. Employing an ethnomusicological and performance studies approach, this qualitative research examines three main aspects: (1) the musical structure and aesthetics of Gending Cundaka; (2) its dramaturgical function as a gending budhalan; and (3) the uniqueness of Ki Purbo Asmoro's interpretation, or garap, that distinguishes his performances. Data were collected through participatory observation of Ki Purbo Asmoro's audio-visual performance recordings, transcription of musical arrangements, and a literature review. The findings indicate that in Ki Purbo Asmoro's interpretation, Gending Cundaka functions not merely as musical illustration but as a potent narrative instrument. Its assertive melodic structure, combined with dynamic kendhangan (drumming patterns) and dramatic tempo manipulations (seseg-kendho), effectively builds the performance's atmosphere, affirms the character of the troops, and provides psychological depth to the scene. The selection and treatment of this gending reflect Ki Purbo Asmoro's artistic intelligence in blending tradition with innovation to achieve gregel (an aesthetic thrill) and evoke a profound sense of rasa (deep feeling) in the audience.  

Fauziah Nasution; Fatimah Fatimah; Ika Holpiana Sari Marbun; Siti Khairiyah; Nur Rizkiya Makhfiro Nasution

Inovasi Pendidikan dan Anak Usia Dini 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

prevalent Intrapersonal intelligence is a person's ability to understand himself. Intrapersonal intelligence can be developed through puzzle play. Puzzle is a game consisting of pieces of one 2 particular image. intrapersonal intelligence that is developed through playing puzzles, namely the ability to be responsible and the ability to obey the rules. The formulation of the problem in this study is whether children's intrapersonal intelligence can develop through puzzle-playing activities at the RA Annajamissa’adah. The purpose of this study was to determine the development of intrapersonal intelligence of children through playing puzzles in the RA Annajamissa’adah. The research approach used is a qualitative approach using the experimental method. The subjects of this study were 5 children aged 4-5 years, all of whom were male. Data collection techniques used were the initial observation (pretest) and final observation (posttest). The initial observation is carried out before the treatment is given using a media puzzle and the final observation is carried out after the treatment is given. The results of the study showed that 4 out of 5 people were capable of being responsible, and the ability to obey the rules reached a value of 3 out of 4 values, namely with the statement of DAE (Developing According to Expectations). Thus the intrapersonal intelligence of children. aged 4-5 years in the RA Annajamissa’adah Regency can develop through puzzle play.

Afna Nadila; Sabariah Sabariah; Istiyati Mahmudah

Al-Tarbiyah: Jurnal Ilmu Pendidikan Islam 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Developing students' creativity at the elementary school level is an important part of shaping 21st century character and skills. One approach that can be taken is through hand training with cardboard and printed images. This student service activity aims to train the creativity of fourth grade students at SDN 3 Palangka through cardboard weaving training as an innovative learning medium. This activity is motivated by the need for more interesting, active, and enjoyable learning for students. The training is carried out through several stages, namely the compaction of basic weaving techniques, independent practice by students, and evaluation of the work produced. Students are given the freedom to be creative using pieces of used cardboard, with direct guidance from the implementation team and accompanying teachers. The results of the activity show that students are very enthusiastic about participating in this activity. They are able to produce various simple new forms with creative displays that can be used as visual aids in the learning process. In addition to producing work, this activity also forms positive student character such as cooperation, responsibility, perseverance, and courage in displaying work. This activity proves that skills-based training can be a solution to present more lively and meaningful learning. Therefore, this kind of activity is very relevant to be continued and developed as part of a sustainable school program.

Aliyyudin Erick Kurniawan; Jati Widagdo; Sutarya Sutarya

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

In the furniture packaging process, there is one problem that often hinders the effectiveness of time and space used. Many furnitures are designed in compact or intact forms so they cannot be disassembled. This affects the process of loading goods into a truck or container which is becoming increasingly limited in quantity. If the furniture is designed as knockdown, the process of loading goods will be easier and can save time, space, and energy. The knockdown furniture designed is a chair inspired by disassembly toys such as lego, figurines or action figures, and tazos. For aesthetic impression to the product, ornaments or decorations are added with materials from wood waste. Various types of wood waste found in furniture industry locations include bark, wood pieces, wood chips, and sawdust. The use of wood waste as decorative element in designed products can reduce the amount that often piles up as waste that cannot be used. This waste is even only used as burning material for other production waste causing negative impact on the environment due to air pollution. The wood waste utilized is teak wood branch waste that cut into small circles to be glued to the knockdown chair designed.

Preti Sinta; Amelia Puspa Tamara

Ebisnis Manajemen 2025 Fakultas Ekonomi & Bisnis, Universitas Nusa Nipa

SISFOANGUD is an operational data reporting apllication developed by the Ministry of Transportation to digitalize work processes in the air transportation sector. This study aiims to analyze the implementation of SISFOANGUD (Sistem Informasi Angkutan Udara) in supporting the work efficiency of information Unit officers at Sultan Muhammad Salahuddin in Bima. The underlying issue of this research is thet information unit staff still tend to rely on manual recording, one habit that persists is writing data ob small pieces of paper first before inputting it into the application. The research employed a descriptive qualitative method, with data collected through observation, interviews, documentation, and self appraisal. The data analysis technique used was thematic analysis, with data validity tested through source and technique trianggulation. The results of the study show that the SISFOANGUD application can support the work effiency of Information Unit officers if it is used consistently, supported by clear standard operating prosedures (SOP), continuous training, a shift in work culture toward digital systems, and increased self awareness among staff.

Alberta Adinata; Sudarmiatin Sudarmiatin

International Journal of Economics and Management Sciences 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Digital transformation has reconstructed the marketing landscape, presenting TikTok as a narrative and affective space in shaping consumption decisions. This study investigates the interaction between Storytelling Marketing (STM), Electronic Word of Mouth (e-WOM), and Fear of Missing Out (FOMO) in mediating One Piece comic purchase intention. With a PLS-SEM approach to 385 respondents, it was found that STM and e-WOM not only have a direct impact on purchasing decisions, but also form a psychological resonance in the form of FOMO which strengthens consumptive urges. TikTok in this case is not just a medium, but an affective field where perceptions, emotions, and social impulses intertwine, blurring the line between narrative and economic decisions. This finding confirms the role of content strategy as a construction of meaning that activates symbolic ownership through collective emotional urgency.

Fadly Irfansyah; Oktaviana Purnamasari

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2025 STIKes Ibnu Sina Ajibarang

The Indonesian shoe industry has grown rapidly in recent decades, driven by a stable economy and increasing income. Johnson Shoes, a local brand from Bandung, Johnson Shoes collaborates with anime characters such as One Piece, My Hero Academia, Naruto and Demon Slayer, to expand the market and increase sales. In addition, Johnson shoes have interesting content in marketing their products. Related to this, the purpose of this study is to determine the content of Johnson shoes Instagram on followers, purchasing decisions on followers, and measure the influence of Instagram content on Johnson shoes purchasing decisions on followers. The theory used in this study is Instagram which includes the dimensions of Follow, Like, Comment, Feed, Caption, Instagram Stories, Profile, and for the Purchasing Decision theory includes the dimensions of Problem Recognition, Information Search, Alternative Evaluation, Purchasing Decision, Post-Purchase Prilsku. This research is a quantitative study. The research method used is a survey. The population in this study were followers of the @johnson_indonesia Instagram account with certain criteria and a population of 116 followers and a sample of 90 respondents were obtained. The data analysis technique used in this study was simple linear regression. The results of the study showed that the Instagram content of Johnson's shoe collaboration and anime characters had a strong relationship of 0.818 to purchasing decisions. The Instagram content of Johnson's shoe collaboration and anime characters had an influence on purchasing decisions of 0.670 or 67%, while the remaining 33% was influenced by other factors.

Tegowati Tegowati; Wininatin Khamimah; Dewi Urip Wahyuni; Eka Yuliati; David Efendi +1 more

POTENSI : Jurnal Pengabdian Kepada Masyarakat 2025 Fakultas Ekonomi dan Bisnis UNDARIS

Batik is the identity and characteristic of the Indonesian nation. Many regions in Indonesia have batik with unique characteristics, rich in various types and batik motifs in each region. The motifs always evolve with the times. Sidoarjo is one of the districts in East Java which has a wide variety of culture, arts and batik motifs. Batik in Sidoarjo has various kinds of flora and fauna motifs. Batik Lintang Sari Kenongo is a typical batik business from Sidoarjo. The products are written batik, stamped batik and printed batik. Kenongo batik has its own characteristics in the motifs on each piece of cloth which distinguishes it from various batiks in Sidoarjo so that it can be more easily recognized, especially the one that has long been famous, namely the bayeman motif. Lintang Sari Kenongo Batik tends to use floral motifs that express beauty, peace and fertility. The bayeman motif itself was formed from the creation of craftsmen who saw spinach plants around their house, this indicated that the land in Sidoarjo was very fertile, so it was used as proof of the name of the bayeman batik motif in Lintang Sari Kenongo batik, the craftsman patented this motif to become the standard motif that Lintang Sari Kenongo batik has to this day. Batik Lintang Sari Kenongo, which is a partner for PkM activities, has problems in terms of digital marketing and bookkeeping. So in this PkM activity training and mentoring are carried out regarding this matter. Community service activities have been carried out well, and partners have understood the basics of digital marketing, especially through Instagram and simple bookkeeping. It is hoped that the results of this activity will have the maximum impact on increasing sales of Lintang Sari Kenongo batik.

Reviana Ardila; Aryoni Ananta; Izan Qomarats

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Indonesia is a country known for its linguistic diversity, which is considered one of its national treasures. Recently, the use of the Minangkabau language has experienced a significant decline. This design is created to help foster interest in learning the Minangkabau language among elementary school students. In the field of Visual Communication Design, designing creative educational media to enhance student interest and engagement, as well as introduce local culture, can be realized through the design of a board game. The design process includes data collection through questionnaires, interviews, and analysis using the 5W+1H method. The designed board game incorporates elements that teach Minangkabau vocabulary, phrases, and sentences, as well as introduce Minangkabau culture through interactive gameplay. The design results in a mascot, board game, logo, playing pieces, and a media mix from the TITAH board game design. It is hoped that this board game can serve as an effective and engaging alternative learning medium to preserve the Minangkabau language and culture among the younger generation.