KURNIAWAN, MARSNATA JADWAA (2026) SPATIA BOARDGAME: BOARDGAME SEBAGAI MEDIA STIMULASI SPATIAL REASONING PADA ANAK 13 - 15 TAHUN. S1 thesis, Universitas Mercu Buana Jakarta.
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Abstract
Modern education requires students to develop higher-order thinking skills, one of which is spatial reasoning. This ability plays an important role in understanding spatial relationships, object orientation, shape visualization, and problem-solving processes related to STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. However, based on observations and interviews with Teachers at several junior high schools, students aged 13–15 years were found to experience difficulties in understanding geometric transformations, mental rotation, and spatial visualization. In addition, existing learning media tend to emphasize theoretical approaches and have not optimally integrated manipulative activities, strategic gameplay, and social interaction. This design project aims to develop an educational board game that stimulates spatial reasoning skills through geometric shape manipulation, pattern construction, decisionmaking, and player interaction. The design process employed a Participatory Design approach by involving teachers and students in data collection, concept development, and prototype evaluation. Data were collected through literature studies, observations, interviews, semantic differential scales, and playtesting activities. The result of this project is a strategy-based board game that utilizes geometric shape placement and connection mechanics to support the development of mental rotation, spatial visualization, strategic planning, and problem-solving skills. The visual approach adopts a modern geometric theme combined with vibrant colors to enhance user engagement. Through manipulative, competitive, and exploratory gameplay, the board game is expected to serve as an alternative educational medium for supporting the development of spatial reasoning skills among adolescents aged 13–15 years. Keywords: Spatial Reasoning, Educational Board Game, Participatory Design, Mental Rotation, Spatial Visualization. Perkembangan pendidikan modern menuntut peserta didik untuk memiliki berbagai keterampilan berpikir tingkat tinggi, salah satunya adalah spatial reasoning. Kemampuan ini berperan penting dalam memahami hubungan ruang, orientasi objek, visualisasi bentuk, serta pemecahan masalah yang berkaitan dengan pembelajaran STEAM (Science, Technology, Engineering, Arts, and Mathematics). Namun, berdasarkan hasil observasi dan wawancara terhadap guru di beberapa Sekolah Menengah Pertama (SMP), masih ditemukan siswa usia 13–15 tahun yang mengalami kesulitan dalam memahami transformasi geometri, mental rotation, dan visualisasi spasial. Selain itu, media pembelajaran yang digunakan masih cenderung berfokus pada pendekatan teoritis dan belum mengintegrasikan aktivitas manipulatif, strategi permainan, serta interaksi sosial secara optimal. Perancangan ini bertujuan mengembangkan board game edukatif yang mampu menstimulasi kemampuan spatial reasoning melalui aktivitas manipulasi bentuk geometris, penyusunan pola, pengambilan keputusan, dan interaksi antar pemain. Metode yang digunakan adalah Participatory Design dengan melibatkan guru dan siswa sebagai pengguna dalam proses pengumpulan data, pengembangan konsep, serta evaluasi rancangan. Data diperoleh melalui studi literatur, observasi, wawancara, semantic differential scale, dan playtest. Hasil perancangan berupa board game strategi berbasis penyusunan dan penghubungan bentuk geometris yang dirancang untuk melatih kemampuan mental rotation, spatial visualization, perencanaan strategi, dan pemecahan masalah. Pendekatan visual menggunakan tema geometris modern dengan warna-warna cerah untuk meningkatkan keterlibatan pengguna. Melalui aktivitas bermain yang bersifat manipulatif, kompetitif, dan eksploratif, board game ini diharapkan dapat menjadi media alternatif yang mendukung pengembangan kemampuan spatial reasoning pada remaja usia 13–15 tahun. Kata Kunci: Spatial Reasoning, Board Game Edukatif, Participatory Design, Mental Rotation, Spatial Visualization.
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