Community Empowerment through Educational Media for Early
Learners in Ex-red Light District
Putri Dwitasari, Nurina Orta Darmawati, Senja Aprela Agustin,
Rabendra Yudistira Alamin, Didit Prasetyo
D
epartment of Visual Communication Design, Institut Teknologi Surabaya 10 Nopember, Surabaya, Jawa Timur, Indonesia
Keywords: Community empowerment, interactive learning media, Kapuas alternative schools.
Abstract: The Kapuas School (Sekolah Kapuas) in Putat Jaya, Surabaya, has a strong potential to develop and provide
alternative education for needy people in ex-red light district formerly known bas Dolly. With the number of
60 students, the facilities owned are unable to serve their learning needs. In addition, students find it difficult
to understand the lessons taught in the classroom, due to the methods and media used in the learning process
that still using conventional and makeshift systems. Even though this school is for economically poor children,
the education quality should be as close as formal school in general, namely the equality of basic learning
media. Community empowerment in Dolly, trough the education for children, must be done. The use of
conventional media such as book is still a favorite of teachers as a means of delivering material, but can cause
those students feel unmotivated to learn. Therefore, the need for an interactive learning media that can
stimulate students to learn and can be effective for many audiences is risen. In education, the use of interactive
learning media has been widely used. Hopefully that this media will be able to meet the needs of the Kapuas
school, improving the quality of teaching and learning process, and learning outcomes in general.
1 INTRODUCTION
The Kapuas alternative school is a free school for
underprivileged children in Putat Jaya village, Dolly.
The school founded by Khoiriyah, a local resident
from Dolly neighbour who saw that many kids in her
area who do not get the opportunity to go to school.
She then make her residence a place to replace school.
With various efforts this school began with
independent costs in 2004, until now it has 100
students aged 5 to 12 years. The education provided
is reading, writing, arithmetic, Islamic religious
education such as reciting (TPQ), and creative
education for students. The Kapuas School currently
has six teachers, and is managed based on financial
assistance from donors. In 2016 the school received
assistance for building small library and minor
building refinement, where the school has a school
building with 3 floors. Every year the number of
school dropouts in the Putat Jaya area is increasing,
but due to the limitations, students are given training
in science with makeshift learning media according to
their contributions.
Kapuas schools need social design to bridge the
learning facilities that they have obtained with the
increasing number of students. This effectiveness is
needed to help their learning. Social design is a design
approach for the benefit of the society, not the interest
of creating something new, but rather to improve
things that are urgent and necessary, or improve the
existing systems. Social design is essentially a way to
improve people's welfare through design outcomes.
The use of media has an important role in the
learning process in this alternative school, because
learning media can act as a tool that helps convey
messages to students more effective. Learning media
itself is a resource that students can take great
advantages of. In general, learning media has a
purpose to clarify the delivery of messages so that
they are not always verbal and able to overcome the
limitations of space, time, and sense power, just as
objects that are too large can be substituted with
images or models, expanded ideas can be accessed
easily in representative images. This can be applied to
educational-based interactive learning media
(edutoys). Edu-toys are educational toys for
children's development, so children can learn while
302
Dwitasari, P., Darmawati, N., Agustin, S., Alamin, R. and Prasetyo, D.
Community Empowerment through Educational Media for Early Learners in Ex-red Light District.
DOI: 10.5220/0008763803020307
In Proceedings of the 1st International Conference on Interdisciplinary Arts and Humanities (ICONARTIES 2019), pages 302-307
ISBN: 978-989-758-450-3
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
playing. Edu-toys actually a fun but effective way of
learning especially for children.
Figure 1: Condition of the Kapuas alternative school in
Putat Jaya Village
Figure 2: The atmosphere of the Kapuas alternative school
in Putat Jaya Village
The Kapuas school rely on books from the library
as it main learning tool. With the number of students
reaching 100 pupils today, the facility is unable to
meet student’s learning needs. In addition, students
have difficulty learning in class, due to the methods
and media used in the learning process using
conventional and temporary systems. From the above
considerations, this research plan to create certain
learning media that can accommodate a large number
of students, interactive yet more easily understood for
children. There are going to be two medias designed
to suit their curriculums.
Based on the background described above, the
main problem formulated in this study, is how to
design learning media for Kapuas schools as
disadvantaged schools in the region affected by the
selection of Dolly localization?.
Be advised that papers in a technically unsuitable
form will be returned for retyping. After returned the
manuscript must be appropriately modified.
2 METHODS AND LITERATURE
STUDY
2.1 Strategy
Data collection and preliminary studies
(Condition of the Kapuas alternative school).
Analysis of other existing non-profit schools.
Strategic observation and interviews with
shareholders, such as in-depth interviews with
alternative schools.
Library studies that study with learning media
specifically for interactive learning media
Media design methods and processes
Content
Design concepts and design alternatives
Initial design and analysis
Design implementation
Prototype
Prototype evaluation
2.2 Activity Plan
Collecting data about the alternative schools of
Kapuas, Putat Jaya Village
Interviews with speakers, students,
surrounding communities, Putat Jaya Village
as protectors
Comparative study of other alternative school
learning media
Mapping potential and design concepts.
Data analysis
Start planning, designing, developing designs
and implementing the required media.
Design implementation
Evaluation
Conclusion
2.3 Learning Media
Learning media is a tool that is used by teachers so
that learning activities take place effectively.
Sadiman (2012) Media is anything that can be used to
channel messages from senders to recipients so that
they can stimulate students' thoughts, feelings,
concerns and interests and concerns in such a way that
the learning process takes place. According to Briggs
(in Sadiman 2012) argues that media are all physical
tools that can present messages and stimulate students
to learn. Based on some of the opinions of the experts
above, the researchers concluded that learning media
is a tool used by teachers to support the success of the
Community Empowerment through Educational Media for Early Learners in Ex-red Light District
303
learning process and stimulate students to be
passionate about learning.
2.4 Types of Learning Media
Media includes all learning resources needed by
students to increase student activity in the learning
process. Learning media have many types, which can
be used according to the needs of the teacher and are
needed when learning activities take place. Rudi &
Breatz (in Trianto 2010: 201) classifies media into
seven components of the media, namely: a) audio
visual motion media, b) silent audio visual media, c)
semi-motion audio media, d) visual motion media, e)
visual media silent, f) audio media, and g) print
media.
Based on the opinions of the experts above, the
researchers concluded that the types of media that can
be applied in learning in the classroom are very
diverse. The teacher can use the media according to
his needs. In this case the researcher uses visual
media that is devoted to graphic media in the
cooperative model of thinking think pair share.
Because graphic media are considered able to activate
student learning activities in thematic learning
2.5 Eksisting
(a) (b) (c)
Figure 3: Studi Eksisting (a) Marbel Flashcard, (b)
Watermelon Math Center, (c) Pizza Preschool Counting
Activity
The following are products that support numbers
recognition and counting activities for children,
which consist of Marbel Flashcard, Pizza Preschool
Counting Activity, and Watermelon Math Center.
Marbel Flashcard is one of the developers of
interactive media for children in Indonesia, one of
which is the flashcard media. Like a flashcard in
general, Marbel Flashcard displays the numbers and
the supporting images behind them. Visuals on the
card are presented in cartoon form with colorfull
color tones made with vector techniques. Marbel
Flashcard is mass produced by printing.
While the other two are more directed at
handmade and the presentation is made simpler. In
Pizza Preschool Counting Activity and Watermelon
Math Center, the interactive impression is more
pronounced. Children as users can carry out motor
and cognitive activities when matching objects with
other objects.
3 DISCUSSION
3.1 Design Concept Media Calculates
the Panka
Based on the results of interviews, literature studies,
and previous media studies, the learning media made
by designers as a form of designer responsibility is in
the form of educational games (edutoys) by raising
basic numerical material for paud children. Edutoys
counting is not only a media that can help paud
educators in delivering numeric material to children,
but also creates interaction between educators and
their students. In addition, sticking activities are one
form of children's motor activities that can be added
to the edutoys.
Communication objectives.
creating board games: edutoys for pre-school
children using materials and techniques that are
more concise and easy to use.
creating edutoys board for paud children
involving their cognitive and motoric sensors.
providing educational calculating material for
paud students through board games: edutoys,
so learning becomes fun.
growing interaction between teaching staff and
paud students.
Verbal Strategy
The language used in supporting this media is by
using informal language, because the intended target
is that children will more easily absorb information
by using non-formal language to be relaxed and
friendly.
Visual Strategy Color
Mood that wants to be aimed at this game media,
leads to colorful colors and nuances in order to
increase children's power. Because colorful
combination colors are very related to children
games. The combination of elements is supported by
graphic elements of objects depicted by vector
techniques.
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Figure 4 : Creative Color Scheme: Colorfull
Visual Strategy Typesetting
Fonts that are suitable for children's
characteristics are fonts that have a form of
handwriting. This type of font has the impression of
being flexible, dynamic, fun, and funny. The font
category used is fancy cartoon. The typeface used is
Chubby Gothic (for titles and taglines) and Folk-
Heavy (for numbers).
Magnetic Board for Learning Numbers
Figure 5 : edutoys: PANKA – Si Papan Angka
Figure 6 : Magnet design
Material and Media:
1. The Leaderboard uses rectangular formations
horizontally. The board is made of yellow board,
which is coated with bontax stickers that contain
visual figures. Behind the layer there is a magnetic
plate as a magnetic base, where the Circle Magnetic
Stickers are attached
2. Magnetic Stickers Circles made from efafoam
(ati foam) are cut in a circle and above them are
bontax stickers containing different amounts of
objects. Behind the efafoam, a magnet is attached.
Game Technique
Learners count the number of objects on a Circle
Magnetic Sticker. Students attach it to the board on
the side that shows the number that is equal to the
number of objects on the Circle Magnetic Sticker.
Mascot Design
A game media needs a mascot so the game looks
more interactive. Dogs are chosen as mascots because
dogs are one of the animals that are good at counting.
Figure 7 : maskot edutoys: PANKA – Si Papan Angka
Community Empowerment through Educational Media for Early Learners in Ex-red Light District
305
Desain Logo
Figure 8: Edutoys logo : PANKA – Si Papan Angka.
3.2 Design Concept Interactive Book
“ALKISAH”
Based on the results of interviews with stakeholder,
children in Kapuas schools need religious education
media that can help educators to deliver religious-
themed to students with content that is in accordance
with the target so as to create interaction between
educators and their students through the concept of
interactive. This illustrated book was made to
increase children's interest in the Kapuas school to
learn more about religion, especially the story of the
Prophet.
Visual strategy
These stories show the greatness of Allah SWT. The
page will be made with layers of flip-flop systems
with square specifications with a size of 21 cm x 21
cm. Visuals from books use pastel colors and
formations which are partially implemented from the
moodboard that has been compiled.
Story Development Story criteria:
1.
Stories contain elements in the verses of the
Al-Qur’an
2.
Stories contain elements that can educate and
motivate children
3.
The story does not contain violence
Prophet Sulaiman and Bird Hud-Hud written in
Surat An-Naml (20-44). In the Letter it is told about
Prophet Solomon with all the might and advantages
given by Allah SWT. Prophet Solomon was a great
king, now the kingdom is located in the land of
Palestine. Until now, Israeli Jews are still searching
for where the palace (Solomon Temple) is located,
and they believe that the palace is located on the land
where the Al-Aqsa Mosque is now. This is the reason
why the Jews wanted to tear down the Al-Aqsa
Mosque and reconstruct the site of Solomon's palace.
Visual Concept
Figure 9: keyword
Figure 10 : Color and environtment
Figure 11: Illustration
Name Once taken from the Arabic base "Al-
Qishah" which means "story". The design concept for
the logo Once it was made with Arabic nuances with
Hijaiyah letter elements through the letters while still
having the theme of children
Figure 12 : Logo design “Al-Kisah”
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Figure 13 : Cover design
4 CONCLUSIONS
The Kapuas School has limited learning media
facilities. With the number of students reaching 100
students, these facilities are unable to serve the most
learning needs of students. In addition, students find
it difficult to understand learning in the classroom,
due to the methods and media used in the learning
process using conventional and temporary systems.
Through interactive learning media based on
educational games (edutoys) about the introduction of
numbers and counting and memorizing Hijaiyah
readings and the story of the Prophet, it is expected to
help resolve problems in the Kapuas school. Edutoys
are educational toys for children's development, so
children can learn while playing. Some edutoys are
designed in such a way to provide pleasure for the
children, while accommodate the development and
overcoming the child’s passivity because this
medium allow children to interact directly.
Furthermore, the use of this media as a new learning
approach media in the Kapuas school will enhance
the credibility of the Kapuas school as one of the
alternative school for underprivileged children in ex-
red light district area, because all children have equal
right to education in order to improve the quality of
their future.
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Rajawali Pers.
Trianto. 2010. Mengembangkan Model Pembelajaran
Tematik. Jakarta: PT Prestasi Pustaka
https://id.pinterest.com/pin/681028774878196271/?lp=tre
https://www.childcareland.com/home/watermelon-math-
center.
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