BOARDGAME “JALAN-JALAN NUSANTARA” BERTEMA TARIAN TRADISIONAL INDONESIA UNTUK ANAK USIA 10 SAMPAI 13 TAHUN

MASRUR, DIMAS DIYAR (2019) BOARDGAME “JALAN-JALAN NUSANTARA” BERTEMA TARIAN TRADISIONAL INDONESIA UNTUK ANAK USIA 10 SAMPAI 13 TAHUN. S1 thesis, Universitas Mercu Buana Jakarta.

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Abstract

Knowledge of cultures is very important for national identity. However, childrens tend to be more interested in playing games such as online games, internet, and other technology products. This can make cultures become forgotten, which leading the culture to be disappeared because there is none that knows, continues, and preserves it. From this problem, a game with a cultural theme is considered to be a solution to introduce cultural elements such as traditional dance to children. Where one form of that game is board game. Board games have advantages in terms of interaction, practicing critical thinking and cultural content such as dance can be incorporated into the game as a theme and become the educational side of the game. The "Jalan-Jalan Nusantara" boardgame products shows that a fun and attractive game can be used as a good medium for cultural introduction, especially for the young generation of Indonesia. Keyword: Boardgame, Culture, Indonesia, Dance, Games, Children Pengetahuan tentang kebudayaan sangat penting untuk identitas bangsa. Namun, generasi muda terutama anak-anak cenderung lebih tertarik bermain baik permainan konvensional maupun game digital seperti game online, internet, dan produk teknologi lain. Hal inilah yang menjadi salah satu hal yang bisa memicu suatu kebudayaan dilupakan yang pada akhirnya kebudayaan tersebut akan hilang karena tidak ada lagi generasi yang mengenal,meneruskan, dan melestarikan. Dari masalah tersebut, permainan dengan tema budaya dirasa bisa menjadi sebuah solusi untuk bisa mengenalkan unsur kebudayaan seperti tarian tradisional pada anak-anak. Dimana salah satu bentuk permainan tersebut adalah boardgame. Dimana dalam boardgame memiliki keunggulan dari sisi interaksi, melatih berpikir kritis dan konten budaya seperti tarian bisa dimasukkan kedalam permainan sebagai tema dan menjadi sisi edukasi permainannya. Hasil dari produk boardgame “Jalan-Jalan Nusantara” menunjukkan bahwa sebuah permainan yang fun dan dibuat menarik bisa digunakan sebagai media pengenalan budaya yang cukup baik terutama bagi generasi muda Indonesia. Kata Kunci: Boardgame, Budaya, Indonesia, Tarian, Permainan, Anak-anak

Item Type: Thesis (S1)
Call Number: SDSK/19/19/011
NIM: 41914120070
Uncontrolled Keywords: Boardgame, Budaya, Indonesia, Tarian, Permainan, Anak-anak
Subjects: 500 Natural Science and Mathematics/Ilmu-ilmu Alam dan Matematika > 510 Mathematics/Matematika > 519 Prbabilities n Applied mathematics/Matematika Terapan > 519.3 Game Theory Mathematics/Teori Permainan Matematika
700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 793 Indoor Game and Amusements/Permainan dalam Ruangan, Hiburan dalam Ruangan > 793.4 Games of Action/Permainan dengan Gerakan
700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 794 Indoor Games of Skill/Permainan Ketangkasan dalam Ruangan > 794.1 Chess/Catur > 794.15 Collections of Games/Koleksi Permainan
700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 796 Athletic and Outdoor Sports/Atletik dan Olah Raga Luar Ruangan > 796.1 Miscellaneous Games/Aneka Ragam Olah Raga Permainan > 796.13 Singing and Dancing Games/Permainan Menyanyi dan Menari
Divisions: Fakultas Desain dan Seni Kreatif > Desain Produk
Depositing User: Dede Muksin Lubis
Date Deposited: 28 Aug 2019 04:41
Last Modified: 28 Aug 2019 04:41
URI: http://repository.mercubuana.ac.id/id/eprint/50529

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