KUSUMA, SANDY (2020) PERMAINAN PAPAN EDUKATIF BERTEMA HEWAN LAUT INDONESIA UNTUK ANAK-ANAK SD. S1-Sarjana thesis, Universitas Mercu Buana Jatisampurna.
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Abstract
ABSTRAK Urvilla adalah sebuah permainan board game yang mengangkat tema upaya memperkenalkan keanekaragaman hewan laut di perairan Indonesia. Permainan board game Urvilla ini dirancang dengan tujuan untuk memberikan wawasan tentang jenis-jenis hewan laut di perairan Indonesia yang dikemas dengan desain yang menarik dan interaktif. Saat ini permainan tradisional mulai ditinggalkan, anak-anak sudah mulai menggunakan smartphone belum pada waktunya. Oleh sebab itu permainan board game ini diharapkan dapat mengurangi penggunaan smartphone pada anak di usia dini. Melalui media board game ini, informasi yang dimiliki anak-anak akan bertambah dan memperluas wawasan mereka dengan cara yang mengasyikan karena keterlibatan bermain dalam pembelajaran. Aktivitas bermain memiliki beberapa manfaat seperti media pemicu kreativitas, menghadirkan kegembiraan secara emosional, melatih kepekaan, merangsang imajinasi serta membantu anak dalam pengembangan psikologis untuk menyelesaikan masalah-masalah yang terjadi. Diharapkan melalui perancangan karya ini, saya dapat membantu memberikan sebuah sarana alternatif permainan edukatif untuk anak-anak mengenai keanekaragaman hewan-hewan laut Indonesia yang efektif dimana adanya keterlibatan permainan dalam pembelajaran sehingga dapat mengundang ketertarikan anak-anak. Kata kunci : Permainan, Edukatif, Hiburan, Hewan Laut ABSTRACT Urvilla is a board game that the theme of the effort to introduce the diversity of marine animals in the waters of Indonesia. Board game Urvilla game is designed with the aim to give an insight into the kinds of marine animals in the waters of Indonesia which is packed with interesting and interactive design. While this traditional game starts left, the kids have started using the smartphone has not been on time. Therefore, game board games is expected to reduce the use of smartphones in children at an early age. Through the medium of this board game, information belonging to children will grow and expand horizons in ways that spots for you because of the involvement of play in learning. The activity of the play has some benefits such as media triggers creativity, bringing the excitement of emotionally retrain, sensitivity, as well as help stimulate the imagination of children in psychological development to solve the problems case. It is hoped through the design of this work, I can help provide an alternative means of educational games for children about sea animals diversity Indonesia is effective where the existence of complicity games in learning so can invite interest in children. Keywords: game, Entertainment, Educational, marine animals
Item Type: | Thesis (S1-Sarjana) |
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Call Number CD: | FDSK/DP 18 015 |
NIM: | 41915320010 |
Uncontrolled Keywords: | Permainan, Edukatif, Hiburan, Hewan Laut |
Subjects: | 700 Arts/Seni, Seni Rupa, Kesenian > 740 Drawing and Decorative Art/Menggambar dan Seni Dekorasi > 745 Decorative Arts/Seni Dekorasi |
Divisions: | Fakultas Desain dan Seni Kreatif > Desain Produk |
Depositing User: | Nasruddin Mansyur S.Hum |
Date Deposited: | 12 Nov 2020 03:12 |
Last Modified: | 12 Nov 2020 03:12 |
URI: | http://repository.mercubuana.ac.id/id/eprint/58107 |
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