Perancangan Board Game Mengenai Pengelolaan Limbah Elektronik Untuk Remaja (LITHUM)

Yolanda Taneva Rahmi, Aditya Januarsa

Abstract


Limbah elektronik telah menjadi permasalahan serius di berbagai belahan dunia, pesatnya perkembangan teknologi serta tingginya permintaan perangkat elektronik di kalangan masyarakat, menjadikan masa pakai perangkat elektronik semakin singkat dan mengakibatkan penumpukan limbah elektronik yang dapat membahayakan lingkungan serta kesehatan makhluk hidup. Indonesia sebagai salah satu Negara di Asia yang belum memiliki kebijakan khusus mengenai pengelolaan limbah elektronik, pada 2005 telah merasakan dampak dari permasalahan limbah elektronik tersebut. Hingga tahun 2019 tercatat limbah elektronik di Indonesia mencapai 1.618 kiloton, dan dari total limbah tersebut hanya 17,4% yang dapat didaur ulang kembali. Permasalahan limbah elektronik disebabkan karena masih minimnya informasi mengenani penanganan dan pengelolaan limbah elektronik kepada masyarakat khususnya remaja. Hal tersebut berdampak pula pada rendahnya rasa peduli remaja terhadap permasalahan limbah elektronik. Maka dari itu perlunya suatu informasi mengenai pengelolaan limbah elektronik untuk meningkatkan rasa peduli remaja terhadap permasalahan tersebut melalui media yang menarik dan menyenangkan.

Kata kunci: perancangan board game, limbah elektronik, pengelolaan

 

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Electronic waste has become a serious problem in various parts of the world, the rapid development of technology and the high demand for electronic devices among the public, make the life of electronic devices shorter and result in the accumulation of electronic waste that can harm the environment and the health of living things. Indonesia as one of the countries in Asia that do not yet have a specific policy regarding e-waste management, in 2005 had felt the impact of the e-waste problem. Until 2019, it was recorded that electronic waste in Indonesia reached 1,618 kilotons, and of the total waste only 17.4% could be recycled. The problem of electronic waste is caused by the lack of information regarding the handling and management of electronic waste to the public, especially teenagers. This also has an impact on the low awareness of adolescents about the problem of electronic waste. Therefore, there is a need for information about electronic waste management to increase youth's sense of concern for these problems through interesting and fun media.

Keywords: Board game design, e-waste, management


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References


Engelstein, G., & Shalev , I. (2019). Building Blocks of Tabletop Game Design. London: CRC Press.

Fort, V. (2020). The Global E-waste Monitor 2020. Quantities, flows, and the circular economy potential, 1-119.

Greenpeace. (2005). Eliminating Hazardous Substances and Industry Taking Responsibly for E-waste.

Ministry of Environment, R. o. (2013). E-Waste Management in Indonesia (National Regulation Draft).

Nugroho, E., & Haryadi, a. a. (n.d.). Creative Learning and Research Through Modern Board Game.


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