PERANCANGAN LOGO ˜BATAR FUN™ SEBAGAI IDENTITAS VISUAL DALAM BOARD GAME MATEMATIKA
DOI:
https://doi.org/10.24114/gr.v13i01.58802Keywords:
Batar Fun Logo, Board Game, Visual IdentityAbstract
Educational games are games designed for educational purposes. ˜Batar Fun™ is a board game designed to implement education in it. ˜Batar Fun™ is an educational board game that discusses learning mathematics using flat shapes. Board game are designed to attract children™s interest in learning, especially fourth grade elementary school. This entity was appointed because it saw the importance of mathematics in various aspects of life which is a challenge for most children. However, in this case, the board game does not yet have a visual identity that can represent the game itself. The aim of this research is to produce a visual identity in the form of a logo for the board game ˜Batar Fun™. The design method refers to Robin Landa™s method, namely the Five Phases of the Graphic Design Process which consists of 5 stages, namely, orientation, analysis, conceptual design, design development, and implementation. The result of this design produce a visual identity in the form of a logo that can represent the ˜Batar Fun™ board game, supporting media, and other promotional media to support and introduce the ˜Batar Fun™ board game product to the public. The resulting logo is in accordance with the board game background so that it can present the contents of the board game. The logo also has a simple appearance and is easy for the public to remember.Keywords: Batar Fun Logo, Board Game, Visual IdentityAbstrakGame edukasi merupakan permainan yang dirancang untuk tujuan pendidikan. ˜Batar Fun™ sebagai salah satu board game yang dirancang dengan mengimplementasikan edukasi di dalamnya. ˜Batar Fun™ merupakan salah satu board game edukatif yang membahas mengenai pembelajaran matematika pada materi bangun datar. Board game dirancang untuk menarik minat belajar anak khususnya pada anak Sekolah Dasar kelas IV. Entitas ini diangkat karena melihat pada pentingnya matematika dalam berbagai aspek kehidupan yang menjadi tantangan tersendiri bagi sebagian besar anak. Namun dalam hal ini, board game tersebut belum memiliki identitas visual yang dapat merepresentasikan permainan itu sendiri. Tujuan dari penelitian ini adalah untuk menghasilkan identitas visual berupa logo pada permainan Board Game ˜Batar Fun™. Metode perancangan merujuk kepada metode dari Robin Landa yaitu Five Phases of the Graphic Design Process yang terdiri dari 5 tahapan yaitu, orientation, analysis, conceptual design, design development, dan implementation. Hasil dari perancangan ini menghasilkan identitas visual berupa logo yang dapat mempresentasikan board game ˜Batar Fun™, media pendukung, dan media promosi lainnya guna mendukung dan memperkenalkan produk board game ˜Batar Fun™kepada publik. Logo yang dihasilkan sudah sesuai dengan latar belakang board game sehingga dapat mempresentasikan isi dari board game tersebut. Logo juga memiliki tampilan yang simpel dan mudah untuk diingat oleh publik.Kata Kunci: Board Game, Identitas Visual, Logo Batar Fun. Authors:Eti Fitri Nurhandayani : Institut Seni Indonesia Padang PanjangAsril : Institut Seni Indonesia Padang PanjangRizwel Zam : Institut Seni Indonesia Padang Panjang ReferencesAhmad, Asrullah, Aldo Susanto, and Erwin Candrawira. 2023. œIklan Layanan Masyarakat Terkait Pentingnya Investasi Digital. Jurnal Desain 10(3): 493“512.Alim, Bulan, and Edy Chandra. 2023. œRebranding Umkm Mentai Melalui Perancangan Identitas Visual. Gorga¯: Jurnal Seni Rupa 12(1): 174.Aulia, Fauzan, Hendra Afriwan, and Dini Faisal. 2021. œKonsistensi Logo Dalam Membangun Sistem Identitas. Gorga¯: Jurnal Seni Rupa 10(2): 439“44.Calvin, L, B A Hananto, and C D Zuki. 2022. œAnalisis Kebutuhan Perancangan Identitas Visual Pada Board Game ˜Antapura: Poerwakala.™ Prosiding Konferensi Mahasiswa Desain Komunikasi Visual (KOMA DKV) 2: 288“93.Cuaca, Michelle Angela, Jayanto Ginon Warjoyo, and Budi Darmo. 2023. œPerancangan Ulang Identitas Visual Sebuah Usaha Elektronik Rumah Tangga. Gorga¯: Jurnal Seni Rupa 12(1): 26.Fadli, Arizal, Suharno, and Akhmad Arif Musadad. 2017. œDeskripsi Analisis Kebutuhan Media Pembelajaran Berbasis Role Play Game Education Untuk Pembelajaran Matematika. Prosiding Seminar Nasional Teknologi Pendidikan (1): 52“57.Kelvin, and Brian Alvin Hananto. 2021. œPerancangan Ulang Brand Identity Board Board ˜Si Anak Nakal.™ Prosiding Konferensi Mahasiswa Desain Komunikasi Visual 1(1): 472“81.Lemuela, Jemima Katherine, and Edy Chandra. 2023. œPerancangan Identitas Visual Layanan Mobile Grooming Hi Pets. Gorga¯: Jurnal Seni Rupa 12(02).Ningtiyas, Retnoningtiyas, Pujiyanto Pujiyanto, and Mahendra Wibawa. 2020. œSebuah Perancangan Brand Identity Oina Craft Sebagai Identitas Perusahaan Kriya Di Kota Malang. MAVIS¯: Jurnal Desain Komunikasi Visual 2(2): 58“66.Rahmadianto, Sultan Arif. 2021. œPerancangan Logo Dan Media Promosi Le Jaune Patisserie. Jurnal Desain Komunikasi Visual Asia 4(2): 59“68.Rizkha, Ida Aminahrul, and Meirina Lani Anggapuspa. 2022. œPerancangan Board Game Pengenalan Gizi Seimbang Sebagai Media Edukasi Anak Usia 9-12 Tahun. Jurnal Barik 4(1): 175“89. https://ejournal.unesa.ac.id/index.php/JDKV/article/view/48614.Subianto, Ismail Bambang, and Dhika Quarta Rosita. 2023. œRedesain Logo UMKM A4 Photography. Jurnal Desain 10(3): 627.Sujanto, Angela Maria Nadya et al. 2021. œPerancangan Poster Dan Kalender Sebagai Bentuk Implementasi Display Type Malangka Berdasarkan Studi Vernakular Tana Toraja. de-lite: Journal of Visual Communication Design Study & Practice 1(2): 69“76.Tiffany, F, M Hartono, and G Sujatmiko. 2019. œPerancangan Board Game Sebagai Souvenir Khas Kota Surabaya. Calyptra 7(2): 1434“45.Wijaya, Priscilia, Arief Agung, and Jacky Cahyadi. 2016. œPerancangan Board Game Untuk Mengenalkan Rambu Lalu Lintas Terhadap Anak Usia 5-6 Tahun. Jurnal DKV Adiwarna 1(8): 1“8.Wulandari, Murini, Ayu Purba, and Rinanda. 2021. œPerancangan Board Game Edukatif Tentang Budaya Indonesia Untuk Anak Sekolah Dasar. Jurnal FSD 2(1): 163“76. https://e-journal.potensi-utama.ac.id/ojs/index.php/FSD/article/view/1197.Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Eti Fitri Nurhandayani, Asril Asril, Rizwel Zam
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Copyright
Authors published in this journal agree to the following terms:
- The copyright of each article is retained by the author (s).
- The author grants the journal the first publication rights with the work simultaneously licensed under the Creative Commons Attribution License, allowing others to share the work with an acknowledgment of authorship and the initial publication in this journal.
- Authors may enter into separate additional contractual agreements for the non-exclusive distribution of published journal versions of the work (for example, posting them to institutional repositories or publishing them in a book), with acknowledgment of their initial publication in this journal.
- Authors are permitted and encouraged to post their work online (For example in the Institutional Repository or on their website) before and during the submission process, as this can lead to productive exchanges, as well as earlier and larger citations of published work.
- Articles and all related material published are distributed under a Creative Commons Attribution-ShareAlike 4.0 International License.
License
Gorga : Jurnal Seni Rupa is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.