Ruang bermain terhubung

Yuwananda, Putri Andina (2015) Ruang bermain terhubung. Undergraduate thesis, Institut Teknologi Sepuluh Nopember.

[img]
Preview
Text
3211100096-Undergraduate_Theses.pdf - Accepted Version

Download (3MB) | Preview
[img]
Preview
Text
3211100096-paper.pdf - Accepted Version

Download (229kB) | Preview
[img]
Preview
Text
3211100096-presentation.pdf - Presentation

Download (1MB) | Preview

Abstract

Maraknya pembangunan fasilitas yang memenuhi kebutuhan orang dewasa membuat Jakarta kehilangan lahan kosong tempat dimana anak-anak bermain. Anakanak pada umur dini banyak menghabiskan waktu bermain dengan gadget maupun video games. Hal tersebut membuat anak kurang melatih kemampuan yang seharusnya dilatih sejak dini seperti kemampuan motoric, sensorik, kreatifitas dan lain sebagainya. Dapatkah sebuah arsitektur menjawab permasalahan tersebut dan merubah perspektif orang tua juga anak-anak untuk mengembalikan aktifitas bermain yang seharusnya mereka lakukan sejak umur dini? Dengan metode milik David Kelley – dimana pada tahap pertama dalam metoda desain ini dapat mempengaruhi keberhasilan hasil rancangan – semua dapat memberi masukan dan tanggapan desain, “Everyone is a designer”. Ruang Bermain Terhubung mencoba menjadi sebuah jawaban dari masalah tersebut. Melalui tahap Emphatize, diharapkan segala kebutuhan pada perilaku anak dalam kegiatan bermain dan belajar dapat memenuhi dan ditransformasikan ke dalam desain secara keseluruhan. Ruang Bermain Terhubung merupakan arsitektur yang menyediakan fasilitas bermain sekaligus belajar untuk anak-anak sejak umur dini hingga sekolah dasar (usia 2 – 12 tahun). ========== The rising of construction facilities that accommodate the needs of adults causing Jakarta loss its play area for children. Children at an early age mostly spend their spare time playing with gadget also video games. That makes a child training their capability less than it should be trained at an early age, such as motoric abilities, sensory, creativity, et cetera. Could Architecture be the answer to these problems and change the parents as well as children’s perspective to restore the play activities they should be doing from an early age? With a method presented by David Kelley – where the first stage in this method can affect the whole process and produce a successful design – everybody can contribute and present their idea also hand a feedback, “Everyone is a designer”. Connected Play Space attempts to be the answer to these problems. Through ‘Emphatize’, the first stage of this method, might fulfill all the needs of children behavior in play and learning activities and transformed into the overall design. Connected Play Space is an architecture that provides a facility to play while learning for children from an early age to elementary school (2-12 years old).

Item Type: Thesis (Undergraduate)
Additional Information: RSA 796.068 Yuw r 3100015063186
Uncontrolled Keywords: Aktifitas Anak, Anak, Belajar, Bermain, Ruang Bermain, Umur Dini, Activity, Children, Early Age, Learning, Play, Play Space
Subjects: G Geography. Anthropology. Recreation > GV Recreation Leisure > GV423 Playgrounds.
Divisions: Faculty of Architecture, Design, and Planning > Industrial Product Design > 90231-(S1) Undergraduate Thesis
Depositing User: - Davi Wah
Date Deposited: 12 Dec 2019 03:55
Last Modified: 12 Dec 2019 03:55
URI: http://repository.its.ac.id/id/eprint/72280

Actions (login required)

View Item View Item