Professional Documents
Culture Documents
SIN - B018 - Anung B. Studyanto - Edited
SIN - B018 - Anung B. Studyanto - Edited
AECon 2020
Vol. 0, No. 0, 2020, Halaman 00-00 (by editor)
Abstract
Given resolving the smell of chicken livestock in the middle of residential areas and utilizing a previous chicken
coop building, Taman Omah Aneka Satwa dan Seni (OASSE) Kayuhan was established by residents of
Sidowayah Village. Seizing the availability of wood waste in the Dukuh Kayuhan environment, the activity's
objectives are; 1) the utilization of wood waste to create innovative products; 2) development of educational
game designs using abasia wood waste. This qualitative research employed experimental methods used to
determine the feasibility of wood waste material to become a potential material for educational game design and
structural/construction, finishing, and aesthetic aspects. The response of the Dukuh Kayuhan residents was
excellent, as an effort to increase the quantity and quality of creative economic activities for youth organizations
and homemakers. The utilization of wood waste as an educational game is expected to attract visitors to Oasse
Park, Sidowayah Tourism Village.
Keywords: educational games, Sidowayah, Oase park, wood waste
INTRODUCTION
The residents of Kayuhan Sub-village, Sidowayah Village, Polanharjo Subdistrict are
those residents with an excellent response to the Kotaku concept. As quoted from the
Sidowayah Village Development Proposal, awareness of the importance of living in a
beautiful, clean, organized, and healthy environment could only be achieved after reflecting
on slum cases in Kotaku cycle activity. Pioneered by Wawan Rohmad Widodo UPL from
LKM (Microfinance Institution) AMANAH [and the RPLP/Residential Environment
Planning document drafting team] as well as Sidowayah Village officials as the Head of
Development. Communities started to realize that the environment they lived in an
environment that appears to be a slum. Almost all roads have no drainage. When it rained,
roads changed their function to become water streams. Besides, a chicken coop was in the
middle of the residential area, which released a foul smell and flies and dust flying around,
causing skin irritation. (1)
Given resolving the smell of chicken livestock in the middle of residential areas and
utilizing a previous chicken coop building, each family member paid IDR 500 thousand to
reconstruct the building. As a result, the previously empty building has become a park called
Omah Aneka Satwa dan Seni (OASSE). In managing and developing tourism off the OASSE
[Animals and Arts] Park, residents do not rely on the government's financial assistance. A
total of 45 family heads in Dukuh Kayuhan, with their funds, contribute to developing
educational tourism for children. (1)
'… it began with the community's enthusiasm to participate in developing tourism
in Sidowayah Village. And then we agreed to make a regular contribution from each
family. There is also no coercion here; it is purely from the residents' awareness to invest."
said resident Rohmat Widodo. (2)
Omah Aneka Satwa dan Seni OASSE [Animals and Arts] Park Kayuhan, Sidowayah
Village was inaugurated on December 8, 2017, by the Regent of Klaten
To maintain sustainability, extend the lifetime, and preserve the results of infrastructure
development, especially the Oasse Park Kayuhan, the following efforts are arranged:
1. A new neighborhood association is formed to optimize the activities at the
neighborhood level.
2. In collaboration with family welfare in neighborhood association of DK.
Kayuhan to develop green open space in the form of flower/fruit garden or
horticulture in every yard, space, or side of the road.
3. In collaboration with Youth Organization in neighborhood association to
develop a MINI ZOO, Archery, Culinary and Painting Studio at Mbah Amad
Danuri's (deceased) house.
4. Establish cooperation with government agencies [central/provincial government
and universities], the private sector, and state-owned enterprises.
Lack of attractiveness of Oasse Park and the need for innovations to attract visitors,
thus referring to the above problems, the objectives of this research cover; [1] Identification
and classification of wood waste materials in Sidowayah Tourism Village, [2] Finding the
correct method in utilizing wood waste as a material to create innovative products, and [3]
Utilizing wood waste as an educational game to attract visitors to the Oase Park, Sidowayah
Tourism Village.
In this modern era, the development of technology and information is increasing. It also
happens in children's games. In the past, children's games are more challenging to find and
play for children growing up in big cities. Electronic technology dominates through
television, cellphones, and game consoles. The educational element is not necessarily
included in children's games that are currently circulating. It even possesses a negative
potential for child development. However, there are also games with positive brain growth
values, and it is not easy to find educational games for children today. (3)
Educative Game Tools (APE) currently on the market still use many ready-to-use
©2020 by Faculty of Teacher Training and Education
Universitas Muhammadiyah Purwokerto
3
ANUNG B STUDYANTO, JOKO L AMBORO, SETYAWAN, RAHMANU WIDAYAT, YAYAN SUHERLAN. FELIX A DARTONO, AMBAR MULYONO
UTILIZATION OF WOOD WASTE FOR EDUCATIONAL GAMES AT OASSE PARK IN SIDOWAYAH KLATEN
goods or games. On the other hand, the utilization of natural potentials or natural raw
materials has not been much prioritized. (4) In this globalization era, the demand for wood
increases synonymously with the increasing population, technology advancement, industry,
and science. For example, in the construction sector, wood remains essential in its use though
it competes with other materials. In many areas, industries using wood have much developed.
(5)
For children's development, play has a significant role. According to Hetherington and
Parke in Heru Kurniawan et al., there are three main functions of play; [1] Cognitive
Functions, [2] Social Functions, and [3] Emotional Functions. (6)
The utilization of waste wood needs to be improved. In rural communities, waste
wood is used more as firewood for cooking purposes. Waste wood has the opportunity as an
educational game product, with simple and precise technology that can create waste wood to
become an innovative product with more practical and economic value. (7)
Specifically, this research can contribute to Oase Park Management by [1]
Empowering wood waste into innovative products in Sidowayah Village [2] Developing
educational game designs made from waste wood [3] Increasing the quantity and quality of
creative economic activities for the management of Oasse Park.
RESEARCH METHODS
The research method was conducted through:
1. The experimental method used to determine the feasibility of wood waste material
becomes potential material for educational game design. Inventory types and
dimensions of existing wood waste [logs, boards, and wood powder/grajen]
2. In qualitative methods, the findings are not obtained through statistical procedures or
other forms of calculation. (8). In this case, finding the quality of wood waste and
processed products visually
The research site was conducted in Sidowayah Village, in Oasse Park Kayuhan. The
research was done for six months in 2020. Data sources were obtained from; [1] the existing
wood waste; [2] the exploration process to become a wooden material educational game
prototype [3] development of the educational game design for wooden materials at Oase Park
Kayuhan Sidowayah, and [4] informants consisting of product designers, economists, and the
wooden toy industry players.
Data collection techniques were carried out through [1] literature study on articles that
have been published in scientific journals related to Educational Games, Waste Utilization,
Design Development, and Finishing [2] Interviews were carried out separately or individually
or in the panel, which is interviewing several people at the same time. There are two forms of
interviews, which are structured and unstructured interviews called in-depth interviews. (9)
Interviews were conducted with the Management of Oase Educational Park, the processed
wood business owner in Sidowayah Village, the community where the wood is processed,
Sidowayah Village Officials, Product Designers, Educative Game Tool [APE] Craftsmen,
Children from the Oasse Educational Park. [3] Observations were used to extract data from
data sources in the form of existing wood game products [Cil-cil Craf, Tatanen Wood
Working]
Data analysis is to examine the educational game products made of wood, to find out
[1] materials, [2] structure/construction, [3] finishing, [4] aesthetics and to be able to evaluate
the data collected to produce a design or shape of educational games. The design would be
produced into working drawings and visualized in 3 dimensions through engineering
drawings, 3D modeling, and prototyping.
Figure 7. Logs, residues from processed plywood in Karangpandan (Photo. Team, 2020)
The log material was cut to obtain logs with a thickness of 2cm and a length of 50cm. The
pieces of wood used by the wood processing factory in Sidowayah become plywood.
Figure 8. Wooden planks, residues from logs become the primary material of plywood in Sidowayah Village
(Photo. Team, 2020)
a b c d e f g h i j
k l m n o p q r s t
- - you v w x y z - -
1 2 3 4 5 6 7 8 9 0
Figure 9. A simple pattern of puzzle
The primary material used in this educational game is Albasia wood waste, which is
often found around Oasse Park. For construction purposes, a combination of other wood
materials is needed to obtain a more functional educational game design. Plywood and Dutch
teak wood, as well as Mahogany wood, are alternatives in material combinations.
Figures 10 and 11. Abasia wood puzzle, the primary material of educational game creation (Photo. Team,
2020)
Figure 12 and 13 Side view and projection of joints of spawning tongue and groove
Figure14, and 15. Profiled Albasia wood waste for construction purpose
(Photo. Team, 2020)
2. Rabbet joints/profiles are a type of connection that is very simple, weak joint
strength because each is notched in half, so it is used for stems whose all surfaces
are blocked (e.g., wall beam/murplate).
Figure 18 and 19. The rabbet joint/profile application in making of the educational game
made of albasia waste wood (Photo. Team, 2020)
3.3.1. Transparan
Alternatives for transparent finishes include France polish, Melamic, Nitro Cellulose
(NC), Polyurethane (PU), and Water-based water-based lacquer. Water-based lacquer was
selected from those transparent finishes, considering it is environmentally friendly and more
comfortable for children. Water-based lacquer uses pure water and resin, which is left on the
surface of the wood. The coating is waterproof and scratch-resistant. It uses pure water
liquefaction and resin left on the surface of the wood. The coating is waterproof and scratch-
resistant.
3.3.2.
Figure 20, 21, and 22. Application of water-based water-based lacquer finish in making
educational games made of Albasia wood waste (Photo. Team, 2020)
Non-Transparan
Transparent finishes widely circulating in the market include Duco Paint, Laminate,
Veneer, HPL (High-Pressure Laminate), PVC (Polyvinyl Carbonate), Decosheet, and
Tacon/Tacosheet. Duco paint is a method of spraying Duco paint on the surface of
educational games as an option in the exploration of non-transparent finishes. The colors are
varied, such as regular and striking colors suitable for educational games with modern,
minimalist nuances. The price is relatively high, and when it is painted, the original fiber
cannot be restored. The application uses a spray or brush. With the advancement of the
current technology and design, it now has long color shades, and various motifs can be
created from this paint, such as the motif of stone, marble, crackle, silver, copper, and gold.
Figure 23. The application of Duco paint finish in making educational games made of Albasia wood waste
(Photo. Team, 2020)
Figure 24 and 25. The application of combination finish, acrylic paint, and water-based lacquer in making
educational games made of Albasia wood waste (Photo. Team, 2020)
This study's results indicate a correlation between the initial assumptions and the final
results of the study, in which the presence of wood waste in Oase Educational Park,
Sidowayah Village, can be processed into educational game products. The character
limitations of Albasia wood can be backed up by various alternatives of finishing and
construction systems. The tiny dimensions of Albasia wood waste can be managed with a
sound design processing, without leaving aesthetics value behind. On the other hand, this
educational game prototype made from albasia wood waste can be actively produced by
Sidowayah Village residents without requiring special equipment and skills. It is essential to
resolve Albasia wood waste's availability and the empowerment of Sidowayah Village
residents around the Oasse Educational Park.
In line with previous studies probing wood waste as a product of educational games,
there is a common problem: the need for exploration of forms, construction, and finishing. On
the other hand, aesthetics also need to be resolved. In this case, the role of design is vital.
However, there is something different from some of the results of previous research, such as
the processing of Albasia wood waste for educational game purposes.
With all the shortcomings in the characteristics of Albasia wood, those become
particular challenges in its design. Commonly, Albasia wood is widely used for building
materials, and its waste is mostly used for cooking purposes. This study's results are expected
to become a model in wood waste processing in general and Albasia wood in particular.
The utilization of Albasia wood waste, which is expected to reduce waste, makes the
living environment healthier and cleaner. Furthermore, Albasia wood waste can be formed
into innovative products that positively impact the surrounding environment, whether from an
educational or economic perspective.
CONCLUSION
This article departs from the research 'Utilization of Wood Waste for Educational
Games at Oasse Park in Sidowayah Educational Tourism Village, Klaten' as an effort to
realize the concept of Integrated Tourism Planning of Sidowayah, as a Government and
Education Center, Tourism Area, Agro Complex, Trade and Services Area, Creative
Industries, Conservation Buffer Zones, and Commercial Areas.'
The enthusiasm of the management of Oasse Park was very high in this research
product, so they wish assistance in the design development and production of educational
games made from wood waste in the next follow-up activity.
Using wood waste in Sidowayah Village as material to make educational games per
writing this article had not yet reached the post-production evaluation stage. It is necessary to
conduct trial testing on children in the Oasse Park Dk. Kayuhan, Sidowayah Village, and
more in-depth observations to obtain useful evaluation results for the development of
educational game designs in the future stage.
ACKNOWLEDGMENT
We want to thank LPPM (Institute of Research and Community Service) UNS for
providing the 2020 PNBP (Non-Tax State Revenue) Research Grant, as well as to the
Sidowayah Village Officials and Bumdes (village-owned enterprises). They have allowed the
Research Team to conduct research activities. We will always remember and be grateful to
the management of Oasse Park Dk Kayuhan as partners in this research.
REFERENCES
1. Sidowayah PD, Polanharjo K, Klaten K. Mengubah Masalah Menjadi Potensi [Desa
Sidowayah Desa Wisata, Desa Mandiri, Desa Inovasi]. Klaten; 2018.
2. Ayub M. OASSE Sidowayah, Hasil Patungan Warga Hingga Jadi Wisata Edukasi dan Kebun
Binatang. Sorot Klaten [Internet]. 2017; Available from: https://klaten.sorot.co/berita-4164-
oasse-sidowayah-hasil-patungan-warga-hingga-jadi-wisata-edukasi-dan-kebun-binatang.html
3. Lisa M, Mustika A, Lathifah NS. Alat Permainan Edukasi ( APE ) Meningkatkan
Perkembangan Motorik Halus pada Anak Usia 4-6 Tahun Educational Game Equipment
Promotes Fine Motoric Development in Children 4-6 Years. J Kesehat [Internet]. 2020;11:125–
32. Available from: http://ejurnal.poltekkes-tjk.ac.id/index.php/JK
4. Laila AN, Candraloka OR. Pemanfaatan Potensi Alam sebagai Alat Permainan Edukatif di
PAUD Delima Jobokuto Jepara. E-Dimas J Pengabdi Kpd Masy. 2019;10(1):76.
5. Jumawan F, Ali MY. USAHA KREATIF PENGOLAHAN LIMBAH KAYU DI
KABUPATEN SOPPENG. J Pendidik dan Pengabdi Masy. 2020;2(3):148–53.
6. Kurniawan H, Marwany, Laely TA. Bermain Dan Permainan Anak Usia Dini. 1st ed. Adi
Asmara, editor. Bandung: PT. Remaja Rosdakarya; 2020.
7. Dimyati J. Pengembangan Alat Permainan Edukatif ( Ape ) Jenis Balok Untuk Meningkatkan
Kualitas Pembelajaran Di Taman Kanak-Kanak. Khazanah Pendidikan, Vol 3, Iss 2 [Internet].
2011;(2). Available from: http://proxy.library.nyu.edu/login?
url=http://search.ebscohost.com/login.aspx?
direct=true&db=edsdoj&AN=edsdoj.454bf35c567141f8b3747ccddbb6f573&site=eds-live
8. Anselm S, Corbin J. Dasar-dasar Penelitian Kualitatif Tatalangkah dan Teknik-teknik
Teoritisasi Data [Terj]. 1st ed. Shodiq M, Muttaqien I, editors. Yogyakarta: Pustaka Pelajar;
2003.
9. Sutopo HB. Metode Penelitian Kualitatif. Surakarta: UNS Press; 2002.
10. Jarot. 5 Fakta Unik Kayu Albasia dan Ciri-ciri Kayu Albasia [Internet]. 2020. Available from:
https://courtina.id/kayu-albasia/amp/
11. Sa’idah N, Farida YE, Widagdo J. Pemanfaatan Limbah Kayu Melalui Puzzle Wayang sebagai
Media Pengenalan Budaya untuk Anak Usia Dini. E-Dimas J Pengabdi Kpd Masy.
2020;11(1):66.
12. Sutanto J, P CG, Tedjokoesoemo PED. Upcycle Limbah Kayu Palet Jati Belanda Menjadi
Wadah Modular Serbaguna Untuk Anak-Anak (Studi Kasus: Kota Surabaya). Intra.
2017;15(1):26–34.
13. Indarto, Ariyanto AF. STUDI PUSTAKA FINISHING RAMAH LINGKUNGAN
PEKERJAAN INTERIOR [Internet]. ISI SUrakarta. Surakarta; 2017. Available from:
http://repository.isi-ska.ac.id/3389/