Implementation of Health Protocol Social Distancing on Children Educational Toy

T. Wijaya, Hanif Azhar, Fajar Sadika, Naufal Arya Putra Nurjaman, Antonio Junico Da Cruz Soares, Devi Eka Agustin
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Abstract

Nearing the end of 2019 a virus broke out causing the world to be in the state of a pandemic. With the virus spreading easily through droplets, the government of Indonesia issued the people to wear masks and keep a distance minimum of 1 meter. Public places such as schools, restaurants and religious places are to be closed and to operate through online media. Through 2 years of the pandemic the virus spreading decreased and the government allowed for public places to open again with a strict health protocol. Schools also begin the education onsite but this raises a new problem for the schools and children to face, especially children of 4-6 years old. These ages are where children begin to socialize with their peers. With the limitations of online meeting, children can not interact with their peers resulting in their social skills not developing optimally. Even when schools started onsite again the interaction period is limited by the health protocol such as wearing masks and social distancing. The method used in this study is a mixed method, combining both qualitative and quantitative to gather data both descriptive and number in order to produce the design. The design process uses SCAMPER (Substitute, Combine, Adapt, Modify, Put to Other Use, Eliminate, Reverse) method to adapt and combine two toys into a new one. This study hopes to design educational toys which encourage the interaction of children while abiding the health protocol. 
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在儿童益智玩具上实施保持社会距离的健康议定书
接近2019年底时,一种病毒爆发,导致世界处于大流行状态。由于病毒很容易通过飞沫传播,印度尼西亚政府要求人们戴上口罩,并保持至少1米的距离。学校、餐馆和宗教场所等公共场所将关闭,并通过网络媒体运营。经过两年的大流行,病毒的传播减少了,政府允许公共场所再次开放,并制定了严格的卫生协议。学校也开始了现场教育,但这给学校和孩子们带来了一个新的问题,尤其是4-6岁的孩子。这些年龄是孩子们开始与同龄人交往的年龄。由于网络会议的限制,孩子们不能与同龄人互动,导致他们的社交技能没有得到最佳发展。即使学校重新开学,互动时间也受到戴口罩和保持社交距离等健康协议的限制。本研究中使用的方法是一种混合方法,结合定性和定量来收集描述性和数量的数据,以产生设计。设计过程采用SCAMPER (Substitute, Combine, Adapt, Modify, Put to Other Use, Eliminate, Reverse)的方法,将两个玩具适配组合成一个新的玩具。本研究希望设计出既能鼓励儿童互动,又能遵守健康协议的益智玩具。
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