PERANCANGAN KOMUNIKASI VISUAL KARAKTER POSITIF KANCIL PADA MEDIA INTERAKTIF GAME, UNTUK ANAK USIA 4-5 TAHUN - Unika Repository

PERANCANGAN KOMUNIKASI VISUAL KARAKTER POSITIF KANCIL
PADA MEDIA INTERAKTIF GAME, UNTUK ANAK USIA 4-5 TAHUN

ESTHER HILSA ANGGRIANI

10.13.0040

PROGRAM STUDI
DESAIN KOMUNIKASI VISUAL
FAKULTAS ARSITEKTUR DAN DESAIN
UNIVERSITAS KATOLIK SOEGIJAPRANATA

SEMARANG 2014

HALAMAN PENGESAHAN

Judul :
PERANCANGAN KOMUNIKASI VISUAL KARAKTER POSITIF KANCIL
PADA MEDIA INTERAKTIF GAME, UNTUK ANAK USIA 4-5 TAHUN

Nama : Esther Hilsa Anggriani

NIM : 10.13.0040
Program Studi : Desain Komunikasi Visual
Fakultas : Arsitektur dan Desain
Universitas : Universitas Katolik Soegijapranata

Semarang, 4 Juli 2014

Mengesahkan,

Dekan Fakultas Arsitektur dan Desain

Ir. IM. Tri Hesti Mulyani, MT
NIDN. 0611086201

Kaprogdi Desain Komunikasi Visual

Koordinator Proyek Akhir DKV

Ir. Robert Rianto Widjaja, MT
NIDN. 0627066701


Ir. Robert Rianto Widjaja, MT
NIDN. 0627066701

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HALAMAN PENGESAHAN

Judul :
PERANCANGAN KOMUNIKASI VISUAL KARAKTER POSITIF KANCIL
PADA MEDIA INTERAKTIF GAME, UNTUK ANAK USIA 4-5 TAHUN

Nama : Esther Hilsa Anggriani
NIM : 10.13.0040
Program Studi : Desain Komunikasi Visual
Fakultas : Arsitektur dan Desain
Universitas : Universitas Katolik Soegijapranata

Semarang, 4 Juli 2014
Menyetujui,


Penguji I

Ir. IGN. Dono Sayoso, MSR.
NIDN. 0608075601

Pembimbing I

Pembimbing II

Ir. Robert Rianto Widjaja, MT
NIDN. 0627066701

Bayu Widiantoro, ST. MSn
NIDN. 0629077403

Penguji II

Drs. Sumbo Tinarbuko, M.Sn
NIP. 19960404 1992031002


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Penguji III

Ir. Robert Rianto Widjaja, MT
NIDN. 0627066701

PERNYATAAN ORISINALITAS

Nama: Esther Hilsa Anggriani
NIM: 10.13.0040
Program Studi: Desain Komunikasi Visual
Fakultas: Arsitektur dan Desain
Universitas: Universitas Katolik Soegijapranata

Judul Proyek Akhir:
PERANCANGAN KOMUNIKASI VISUAL KARAKTER POSITIF KANCIL
PADA MEDIA INTERAKTIF GAME, UNTUK ANAK USIA 4-5 TAHUN


Menyatakan bahwa proyek akhir ini adalah hasil karya saya sendiri serta telah mengikuti peraturan akademik dalam melakukan kutipan. Apabila dikemudian hari ditemukan adanya bukti plagiasi, manipulasi, dan/atau
pemalsuan data maupun bentuk – bentuk kecurangan yang lain, saya bersedia menerima sanksi dari Program Studi Desain Komunikasi Visual, Universitas Katolik Soegijapranata Seamarang. Demi kepentingan
akademis, maka saya bersedia dan menyetujui bentuk publikasi dari karya ilmiah ini.

Semarang, Juni 2014

Esther Hilsa Anggriani

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KATA PENGANTAR

Puji syukur penulis panjatkan kepada Tuhan Yang Maha Esa, yang telah menuntun, memberikan hikmat, anugerah dan kasih karunia-Nya yang berlimpah sehingga penyusunan Laporan Proyek Akhir yang berjudul
“PERANCANGAN KOMUNIKASI VISUAL KARAKTER POSITIF KANCIL PADA MEDIA INTERAKTIF GAME, UNTUK ANAK USIA 4-5 TAHUN” dapat terselesaikan dengan baik.
Penulis menyadari bahwa terdapat banyak kendala ketika merancang Proyek Akhir ini, namun oleh karena berkat, bantuan, bimbingan, dan kerjasama dari berbagai pihak, kendala – kendala tersebut dapat diatasi.
Pada kesempatan ini, penulis ingin mengucapkan terima kasih yang sebesar-besarnya kepada berbagai pihak yang telah membantu dan mendukung penulis selama pembuatan Laporan Proyek Akhir ini. Rasa terima
kasih penulis ucapkan kepada:
1. Bapak Bayu Widiantoro, ST. M.Sn., selaku dosen pembimbing, yang selalu membimbing dengan sabar, dan meluangkan waktunya di tengah kesibukan, dengan memberikan motivasi, arahan, dan saran – saran
yang sangat bernilai kepada penulis semasa penyusunan Proyek Akhir tersebut.
2. Seluruh Dosen Fakultas Desain Komunikasi Visual UNIKA Soegijaparanata yang telah memberikan banyak ilmu serta pengalaman yang sangat berguna bagi penulis, sejak awal perkuliahan hingga selesai.

3. Untuk teman-teman seangkatan dan seperjuangan, yang selalu bersama – sama berbagi suka dan duka, serta saling memberikan dukungan, dan semangat dalam menyelesaikan tugas ini. Khususnya untuk Maya,
Irma, Linda, Novi, Jeanny, Lina, dan Jovi.
4. Ibunda, Debora Tienje Djaja, dan ayahanda, Paulus Hani Anggrian, serta kakak Yehezkia Leonard Anggrian yang memberikan bantunl moril, material, dan semangat sejak pertama penulis menempuh perkuliahan
hingga selesai pada akhirnya.
5. Leocadia Dessy dan Ahmad Khafidz, sebagai pihak Ilmu Teknologi Unika Soegijapranata yang telah membantu dengan tulus dan ikut andil dalam pembuatan program Proyek Akhir ini.
6. Octaviana Sari, sebagai pihak pengisi suara, yang telah merepotkan diri dan menyumbang suara emasnya dalam pembuatan Proyek Akhir ini.
7. Teman dekat, Imanuel Justicia Rainaldo, yang selalu menyemangati, mendukung, dan menemani proses pembuatan Proyek Akhir ini.
8. Serta untuk semua pihak, baik itu responden yang telah memberikan waktunya, dan semua pihak yang tidak dapat penulis ucapkan satu persatu yang telah memberikan semangat dan bantuan hingga laporan ini
dapat diselesaikan dengan baik.
Dengan segala kerendahan hati, meskipun penulis telah melakukannya dengan segenap hati dan kemampuan, namun penulis menyadari bahwa laporan ini masih jauh dari sempurna. Oleh karena itu penulis
mengharapkan adanya saran maupuan kritik yang bersifat membangun demi kesempurnaan Laporan Proyek Akhir ini.
Akhir kata, penulis mengucapkan terimakasih, serta berharap agar makalah ini dapat diterima dan bermanfaat guna menambah wawasan dan ilmu pengetahuan bagi pembaca serta pihak-pihak yang membutuhkan.
Penulis

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DAFTAR ISI

HALAMAN JUDUL.............................................................................................................
HALAMAN PENGESAHAN..............................................................................................

PERNYATAAN ORISINALITAS.......................................................................................
KATA PENGANTAR...........................................................................................................
ABSTRAK.............................................................................................................................
DAFTAR ISI..........................................................................................................................
DAFTAR TABEL..................................................................................................................
DAFTAR GAMBAR.............................................................................................................
DAFTAR LAMPIRAN .........................................................................................................
BAB I PENDAHULUAN
I.1 Latar Belakang Masalah...................................................................................................
I.1.1 Perkembangan Dunia Teknologi ..............................................................................
I.1.2 Pengaruh Teknologi terhadap Anak – Anak ............................................................
I.1.3 Cerita Dongeng .........................................................................................................
I.1.4 Keteladanan Kancil bagi Anak .................................................................................
I.2 Identifikasi Masalah .........................................................................................................
I.3 Pembatasan Masalah ........................................................................................................
I.4 Perumusan Masalah .........................................................................................................
I.5 Tujuan Penelitian .............................................................................................................
I.6 Manfaat Penelitian............................................................................................................
I.7 Metode Penelitian .............................................................................................................
I.8 Sistematika Penulisan .......................................................................................................


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BAB II TINJAUAN UMUM
II.1 Kerangka Berpikir ........................................................................................................... 4
II.2 Landasan Teori................................................................................................................ 4
II.2.1 Individu ................................................................................................................... 4
II.2.1.1 Pengertian Individu ......................................................................................... 4
II.2.1.2 Teori Psikoanalisis, Sigmund Freud (1856-1939) ........................................... 4
II.2.1.3 Karakter ........................................................................................................... 4
II.2.1.4 Fase Perkembangan Psikologis Anak .............................................................. 5
II.2.1.5 Potensi Perkembangan Anak ........................................................................... 5
II.2.1.6 Tahapan Literasi Anak .................................................................................... 6
II.2.1.7 Bermain Game Sesuai dengan Tahapan Usia .................................................. 6
II.2.2 Dongeng .................................................................................................................. 7
II.2.2.1 Pengertian Dongeng ........................................................................................ 7
II.2.2.2 Kumpulan Dongeng Kancil ............................................................................. 7
II.2.3 Standar Pendidikan Anak Usia Dini ....................................................................... 8
II.2.4 Unsur Penunjang Game........................................................................................... 9

II.2.4.1 Gambar ............................................................................................................ 9
II.2.4.2 Huruf ............................................................................................................... 11
II.2.4.3 Suara ................................................................................................................ 11
II.2.4.4 Animasi ........................................................................................................... 11
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II.3 Kajian Pustaka ................................................................................................................
II.3.1 Teori Psikoanalisis ..................................................................................................
II.3.2 Fase Perkembangan Psikologis Anak .....................................................................
II.3.3 Bermain Game Sesuai dengan Tahapan Usia .........................................................
II.3.4 Dongeng ..................................................................................................................
II.3.5 Standar Pendidikan Anak Usia Dini........................................................................
II.3.6 Unsur Game............................................................................................................
II.4 Studi Komparasi..............................................................................................................

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BAB III STRATEGI KOMUNIKASI
III.1 Analisis ..........................................................................................................................
III.1.1 Identifikasi Game Kancil .......................................................................................
III.1.2 Desain Game ..........................................................................................................
III.1.3 Tujuan Pembuatan Game .......................................................................................
III.1.4 Perancangan Berbasis Kurikulum Kegiatan Taman Kanak – Kanak ....................
III.1.5 Dokumentasi Studi Karakter ..................................................................................
III.1.6 Penerapan Ilmu Desain Komunikasi Visual sebagai Penunjang Game .................
III.1.6.1 Gambar ...........................................................................................................
III.1.6.2 Huruf ..............................................................................................................
III.1.6.3 Audio ..............................................................................................................
III.1.6.4 Animasi ..........................................................................................................
III.2 Sasaran Khalayak ..........................................................................................................
III.2.1 Demografis .............................................................................................................
III.2.2 Psikografis..............................................................................................................
III.2.3 Behavior .................................................................................................................
III.3 Strategi Komunikasi ......................................................................................................
III.3.1 Lembaga Kerjasama – Unesco...............................................................................
III.3.2 Creative Brief .........................................................................................................
III.3.3 Judul Game ............................................................................................................
III.3.4 Muatan Game Berbanding dengan Pesan ..............................................................
III.3.5 Skenario Game Play...............................................................................................
III.3.6 Tahapan Promosi Pendekatan AIDA .....................................................................
III.3.7 Anggaran Biaya .....................................................................................................

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IV STRATEGI KREATIF
IV.1 Konsep Visual ...........................................................................................................
IV.1.1 Karakter Tokoh .................................................................................................
IV.1.2 Logo Game........................................................................................................
IV.2 Konsep Verbal ..........................................................................................................
IV.2.1 Karakter Tokoh .................................................................................................
IV.2.2 Logo Game........................................................................................................
IV.2.3 Background Game ............................................................................................
IV.2.4 Tipografi Game .................................................................................................
IV.2.5 Audio.................................................................................................................

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IV.3 Visualisasi Desain.....................................................................................................
IV.3.1 Tampilan Layout Game ....................................................................................
IV.3.2 Merchandise ......................................................................................................
IV.3.3 Ambience Media................................................................................................
IV.3.4 Item Bermain ....................................................................................................
IV.3.5 Booth .................................................................................................................
IV.3.6 Baju Seragam ....................................................................................................
IV.3.7 Flyer ..................................................................................................................
IV.3.8 CD dan Tempat CD ..........................................................................................

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V KESIMPULAN DAN SARAN
V.1 Kesimpulan ..................................................................................................................... 40
V.2 Saran ............................................................................................................................... 40

DAFTAR PUSTAKA ............................................................................................................ 41

LAMPIRAN .......................................................................................................................... 42

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DAFTAR GAMBAR
Gambar 2.1 Kancil dan Pak Tani ..........................................................................................
Gambar 2.2 Kancil dan Buaya ...............................................................................................
Gambar 2.3 Kancil dan Harimau ...........................................................................................
Gambar 2.4 Kancil dan Siput ................................................................................................
Gambar 2.5 Kancil dan Babi Hutan.......................................................................................
Gambar 2.6 Kancil dan Beruang ...........................................................................................
Gambar 2.7 Kancil dan Tawon ..............................................................................................
Gambar 2,8 Kancil dan Gajah ...............................................................................................
Gambar 2.9 Gink Go Paint ....................................................................................................
Gambar 2.10 Alphabet Goop .................................................................................................
Gambar 3.1 Contoh Karakter Animasi Indonesia – Songgo Rubuh......................................
Gambar 3.2 Animasi 2 dimensi Jepang .................................................................................
Gambar 3.3 Animasi Binatang ..............................................................................................
Gambar 3.4 Bambi dan Rusa .................................................................................................
Gambar 3.5 Kancil .................................................................................................................
Gambar 3.6 Orang-orangan ..................................................................................................
Gambar 3.7 Buaya .................................................................................................................
Gambar 3.8 Harimau .............................................................................................................
Gambar 3.9 Siput ...................................................................................................................
Gambar 3.10 Babi Hutan .......................................................................................................
Gambar 3.11 Beruang Coklat ................................................................................................
Gambar 3.12 Tawon ..............................................................................................................
Gambar 3.13 Gajah ................................................................................................................
Gambar 3.14 Dinding Sekolah TK ........................................................................................
Gambar 3.15 Buku Cerita dan Hasil Mewarna anak TK .......................................................
Gambar 3.16 Skema Warna ...................................................................................................
Gambar 3.17 Logo Unesco ....................................................................................................
Gambar 3.18 Perahu Bercadik ...............................................................................................
Gambar 4.1 Kancil sebagai Tokoh Utama.............................................................................
Gambar 4.2 Orang Sawah......................................................................................................
Gambar 4.3 Buaya .................................................................................................................
Gambar 4.4 Harimau .............................................................................................................
Gambar 4.5 Lebah .................................................................................................................
Gambar 4.6 Babi Hutan .........................................................................................................
Gambar 4.7 Siput ...................................................................................................................
Gambar 4.8 Beruang ..............................................................................................................
Gambar 4.9 Gajah ..................................................................................................................
Gambar 4.10 Logo Game ......................................................................................................
Gambar 4.11 Logo dalam Hitam Putih..................................................................................
Gambar 4.12 Logo dalam Grayscale.....................................................................................
Gambar 4.13 Grid Logo Standar ...........................................................................................
Gambar 4.14 Ukuran Logo Minimum ...................................................................................
Gambar 4.15 Ukuran Logo Maksimum .................................................................................
Gambar 4.16 Standarisasi Penggunaan Logo ........................................................................
Gambar 4.17 Sembilan Karakter Tokoh ................................................................................
Gambar 4.18 Konsep Verbal Logo ........................................................................................
Gambar 4.19 Lagu Kancilku .................................................................................................

Gambar 4.20 Cover game .............................................................................................................
Gambar 4.21 Map .........................................................................................................................
Gambar 4.22 Level 1 ....................................................................................................................
Gambar 4.23 Level 2 ....................................................................................................................
Gambar 4.24 Level 3 ....................................................................................................................
Gambar 4.25 Level 4 ....................................................................................................................
Gambar 4.26 Level 5 ....................................................................................................................
Gambar 4.27 Level 6 ....................................................................................................................
Gambar 4.28 Level 7 ....................................................................................................................
Gambar 4.29 Level 8 ....................................................................................................................
Gambar 4.30 About Us .................................................................................................................
Gambar 4.31 Piala Pemenang .......................................................................................................
Gambar 4.32 Merchandise ............................................................................................................
Gambar 4.33 Ambience Media .....................................................................................................
Gambar 4.34 Item Bermain ..........................................................................................................
Gambar 4.35 Booth dan Welcome Booth Game ...........................................................................
Gambar 4.36 Baju Seragam Booth ...............................................................................................
Gambar 4.37 Flyer ........................................................................................................................
Gambar 4.38 CD dan Tempat CD ................................................................................................
Gambar 4.39. Stationary ...............................................................................................................
Gambar L.1 Surat Survey .............................................................................................................
Gambar L.2 Buku Cerita Kancil ...................................................................................................

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DAFTAR TABEL
Tabel 2.1 Perkembangan Kognitif menurut Jean Piaget .........................................................
Tabel 2.2 Standar Pendidikan Anak Usia Dini (Beberapa Aspek) ..........................................
Tabel 2.3 Standar Pendidikan Anak Usia Dini ........................................................................
Tabel 3.1 Pengamatan SWOT Terhadap Permainan Kancil ....................................................
Tabel 3.2 Muatan Permainan Berbanding dengan Pesan ........................................................
Tabel 3.3 Tahapan Promosi Pendekatan AIDA ......................................................................
Tabel 3.4 Timeline Promosi Pendekatan AIDA ......................................................................
Tabel 3.5 Rincian Dana Pengeluaran ......................................................................................
Tabel 3.6 Rincian Dana Pemasukan ........................................................................................

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DAFTAR LAMPIRAN

Lampiran 1 Surat Observasi ....................................................................................................
Lampiran 2 Buku Cerita Kancil ..............................................................................................

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ABSTRAK

ABSTRACT

Personality is an important aspect in everyone's life. Therefore, it is essential instill values positive value to everyone, starting from children - early childhood. Planting the value is entered in
interactive media games.
The method used in the preparation of the final project, the qualitative method with field studies
and literature.
The fabled hare an ancestral story that should be taken down because it has many positive sides.
In making this paper has found an effective way to lower the child's fairy tale in modern times.
Making games made major contributions in the world of children - children, because children - children
not only see, but interact.

Kepribadian merupakan aspek penting dalam kehidupan setiap orang. Oleh karena itu sangatlah
penting menanamkan nilai – nilai positif kepada setiap orang, dimulai dari anak – anak usia dini.
Penanaman nilai tersebut dimasukkan dalam media interaktif game.
Metode yang digunakan dalam penyusunan proyek akhir ini, yaitu metode kualitatif dengan studi
lapangan dan studi pustaka.
Dongeng Kancil merupakan cerita peninggalan nenek moyang yang harus diturunkan karena
memiliki banyak sisi positif. Dalam pembuatan makalah ini telah menemukan cara efektif menurunkan
dongeng kepada anak di masa modern ini.
Pembuatan game memberikan sumbangan yang besar dalam dunia anak – anak, karena anak –
anak tidak hanya melihat namun berinteraksi.

Keywords: technology, games, fairy tales, deer, children - children, character, social emotional
development, positive

Kata kunci: teknologi, permainan, dongeng, kancil, anak – anak, karakter, sosial emosi, perkembangan,
positif

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