Perancangan Board Game Sebagai Sarana Edukasi Mengenai 38 Provinsi Rumah Adat Indonesia Untuk Anak Usia 9-12 Tahun

  • Shinta Ameilya Putri 087820564219
Keywords: Board Game Strategi, Edukasi, Warisan Kebudayaan Indonesia,, Rumah Adat

Abstract

Currently, learning media is needed to support a good learning process that is easy to understand, especially for children, many of whom do not yet understand well about learning, especially cultural learning. Indonesian culture has an important role in education, one of the cultures is the traditional house, which currently lacks a form of education that is easy for children to understand. The aim of this research is to provide an educational medium, namely board games, for children aged 9-12 years who are categorized as understanding how to play games. Making board games the main support in this education is by implementing a learning while playing system that can be easily played. form creative thinking capital in children. The research method used is descriptive qualitative with data collection in the form of literature, interviews and questionnaires. Apart from that, the design method used in this design uses the board game design method found in the book "The Kobold Guide to Board Game Design" by Mike Selinker. The research results in the design are very good and can be understood by children aged 9-12 years so that they can know each traditional house in Indonesia without having to feel confused.

Keywords: Board Game Strategy, Education, Indonesian Cultural Heritage, Traditional Houses

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Published
2025-01-20
How to Cite
[1]
S. Putri, “Perancangan Board Game Sebagai Sarana Edukasi Mengenai 38 Provinsi Rumah Adat Indonesia Untuk Anak Usia 9-12 Tahun”, JDI, vol. 7, no. 1, pp. 15 - 24, Jan. 2025.