BOARD GAME RAYA SEBAGAI MEDIA BELAJAR BUDAYA DAERAH UNTUK ANAK USIA 8 SAMPAI 12 TAHUN

DESTYARINI, GAYATRI (2021) BOARD GAME RAYA SEBAGAI MEDIA BELAJAR BUDAYA DAERAH UNTUK ANAK USIA 8 SAMPAI 12 TAHUN. S1 thesis, Universitas Mercu Buana Jakarta.

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Abstract

Indonesia is a very rich country, starting from human resources (HR), natural resources (SDA), and especially in terms of culture. It is proven that Indonesia has a diversity of local cultures from Sabang to Merauke, ranging from traditional regional clothing, dance, culinary arts, weapons, and traditional houses. Therefore, our own cultural wealth must be introduced to the next generation, for example through art performances, art competitions, quizzes on culture, toys and games with cultural themes, as well as other interesting things that can inspire those who are studying it. The sense of pride and concern in knowing one's own culture is less embedded in the younger generation of Indonesia today because of the lack of information about the wealth of the Indonesian nation. So the need for media that can provide enthusiasm for the younger generation in learning about Indonesian regional culture, namely through a game. Through this game, it is hoped that it will provide useful knowledge such as introducing Indonesian regional culture from a variety of traditional regional clothing in game activities. Keywords: Game, Board Game, Culture, Play Indonesia adalah negara yang sangat kaya, mulai dari sumber daya manusia (SDM), Sumber daya Alam (SDA), dan terutama dari segi kebudayaan. Terbukti Indonesia memilki keanekaragaman budaya lokal dari Sabang sampai Merauke, mulai dari busana tradisional daerah, seni tari, kuliner, senjata, dan rumah adat. Oleh sebab itu, kekayaan kebudayaan kita sendiri harus tetap diperkenalkan kepada generasi penerus bangsa, contohnya melalui pentas seni, lomba kesenian, kuis mengenai kebudayaan, mainan dan games dengan tema budaya, serta hal menarik lainnya yang dapat memberikan semangat bagi mereka yang sedang mempelajarinya. Rasa bangga dan kepedulian dalam mengenal budaya sendiri kurang tertanam pada generasi muda Indonesia saat ini karena kurangnya informasi mengenai kekayaan yang dimiliki Bangsa Indonesia. Maka diperlukannya media yang dapat memberikan semangat bagi para generasi muda dalam belajar mengenal kebudayaan daerah Indonesia yaitu melalui sebuah permainan. Melalui permainan ini nantinya diharapkan dapat memberikan pengetahuan yang bermanfaat seperti mengenalkan budaya daerah Indonesia dari ragam busana tradisional daerah dalam aktivitas permainan. Kata Kunci: Permainan, Permainan Papan, Budaya, Bermain

Item Type: Thesis (S1)
NIM/NIDN Creators: 41917110012
Uncontrolled Keywords: Permainan, Permainan Papan, Budaya, Bermain
Subjects: 700 Arts/Seni, Seni Rupa, Kesenian > 790 Recreational and Performing Arts/Olah Raga dan Seni Pertunjukan > 790.1-790.9 Standard Subdivisions of Recreational and Performing Arts/Subdivisi Standar dari Olah Raga dan Seni Pertunjukan > 790.1 Recreational Activities, Games/Aktivitas Rekreasi, Permainan
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
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
Divisions: Fakultas Desain dan Seni Kreatif > Desain Produk
Depositing User: Dede Muksin Lubis
Date Deposited: 31 Dec 2022 03:10
Last Modified: 31 Dec 2022 03:10
URI: http://repository.mercubuana.ac.id/id/eprint/72987

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