Permainan Papan "Si Kancil yang Jujur" Sebagai Sarana Penanaman Nilai Kejujuran pada Anak Usia 8-10 Tahun

AMINA, SYAHDA SYIFA (2024) Permainan Papan "Si Kancil yang Jujur" Sebagai Sarana Penanaman Nilai Kejujuran pada Anak Usia 8-10 Tahun. S1 thesis, Universitas Mercu Buana Jakarta.

[img]
Preview
Text (HAL COVER)
01 COVER.pdf

Download (547kB) | Preview
[img]
Preview
Text (ABSTRAK)
02 ABSTRAK.pdf

Download (136kB) | Preview
[img] Text (BAB I)
03 BAB 1.pdf
Restricted to Registered users only

Download (193kB)
[img] Text (BAB II)
04 BAB 2.pdf
Restricted to Registered users only

Download (486kB)
[img] Text (BAB III)
05 BAB 3.pdf
Restricted to Registered users only

Download (559kB)
[img] Text (BAB IV)
06 BAB 4.pdf
Restricted to Registered users only

Download (449kB)
[img] Text (BAB V)
07 BAB 5.pdf
Restricted to Registered users only

Download (387kB)
[img] Text (BAB VI)
08 BAB 6.pdf
Restricted to Registered users only

Download (102kB)
[img] Text (DAFTAR PUSTAKA)
09 DAFTAR PUSTAKA.pdf
Restricted to Registered users only

Download (256kB)
[img] Text (LAMPIRAN)
10 LAMPIRAN.pdf
Restricted to Registered users only

Download (735kB)

Abstract

Honesty in children includes the process in which children learn and develop an understanding of the value of honesty through experience, social interactions and the environment. As they get older, children will learn about lying, either to protect themselves, or for negative reasons. The design of game products aims to provide honesty education to children so that their character growth and development improves. The method used uses board game media which is suitable to facilitate children's learning, without the need for gadgets and difficulties when using them so that it becomes a forum for interaction between children in learning about honesty. The benefit of designing board games is to increase insight and instill honesty values in children regarding character education so that they always behave honestly towards others. Kejujuran pada anak mencakup proses di mana anak-anak belajar dan mengembangkan pemahaman tentang nilai kejujuran melalui pengalaman, interaksi sosial, dan lingkungan. Seiring bertambahnya usia, anak akan mempelajari tentang kebohongan, baik untuk melindungi diri, atau untuk hal yang negatif. Perancangan produk permainan bertujuan untuk memberikan edukasi kejujuran pada anak agar tumbuh kembang karakternya bertambah baik. Metode yang digunakan menggunakan media permainan papan yang cocok untuk memfasilitasi pembelajaran anak, tanpa membutuhkan gadget dan kesulitan saat menggunakannya sehingga menjadi wadah interaksi antar anak dalam mempelajari tentang kejujuran. Manfaat perancangan permainan papan adalah menambah wawasan dan menanamkan nilai-nilai kejujuran pada anak tentang pendidikan karakter agar senantiasa berperilaku jujur terhadap sesama.

Item Type: Thesis (S1)
Call Number CD: FDSK/DP. 24 033
NIM/NIDN Creators: 41920010017
Uncontrolled Keywords: Permainan Papan Edukasi, Penanaman Nilai Kejujuran,
Subjects: 000 Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 020 Library and Information Sciences/Perpustakaan dan Ilmu Informasi > 028 Use of Other Information Media/Membaca > 028.5 Reading and Use of Other Information Media by Young People/Bacaan Anak dan Remaja
700 Arts/Seni, Seni Rupa, Kesenian > 740 Drawing and Decorative Art/Menggambar dan Seni Dekorasi > 745 Decorative Arts/Seni Dekorasi > 745.4 Pure and Applied Design and Decoration/Desain Dekorasi Murni dan Terapan
Divisions: Fakultas Desain dan Seni Kreatif > Desain Produk
Depositing User: ANANDA NADIRA PUTRI
Date Deposited: 30 Aug 2024 08:08
Last Modified: 30 Aug 2024 08:08
URI: http://repository.mercubuana.ac.id/id/eprint/90915

Actions (login required)

View Item View Item