“PENGEMBANGAN DESAIN PERMAINAN PAPAN MONOPOLI INDONESIA”

SURI, DWI TRIYANA FATMA (2017) “PENGEMBANGAN DESAIN PERMAINAN PAPAN MONOPOLI INDONESIA”. S1 thesis, Universitas Mercu Buana Bekasi.

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Abstract

DESIGN EXPLORATION OF INDONESIA’S BOARD GAME Writen Project Report Study Program Product Design Department of Graphic Design & Multimedia Mercu Buana University Bekasi, 2017 By : Dwi Triyana Fatma Suri ABSTRACT Teaching and learning activities today are increasingly diverse, with the development of technology, learning activities more helpful because of the Internet. But not a few schools are still using the media of learning manual and monotonous so that makes children bored and less interest in learning. Even for elementary school age, should be given a fun learning method and more interactive in order to increase interest in learning. The purpose of this design is to create educational media that can be used to introduce Indonesia's wealth. The concept of adventure on this product can further add insight to Indonesia and students can also imagine around Indonesia from Sabang to Meruke. With the design of educational game products is expected to be a solution to increase the interest of children in learning. Packaged as a game, learning materials contained therein also does not cause saturated effects for children. Keywords: Game, Education Game Pertanggung jawaban Tertulis Program Studi Desain Produk – Grafis & Multimedia Universitas Mercubuana. Bekasi, 2017 Oleh : Dwi Triyana Fatma Suri ABSTRAK Kegiatan belajar mengajar dewasa ini semakin beragam, dengan berkembangnya teknologi, kegiatan belajar semakin terbantu karena adanya internet. Namun tidak sedikit juga sekolah yang masih menggunakan media belajar manual dan monoton sehingga membuat anak bosan dan kurang minat belajar. Bahkan untuk usia Sekolah Dasar, seharusnya diberikan metode belajar yang menyenangkan dan lebih interaktif agar meningkatkan minat belajar. Tujuan dari perancangan ini adalah yaitu membuat media bermain edukatif yang dapat digunakan untuk mengenalkan kekayaan Indonesia. Konsep petualangan pada produk ini dapat semakin menambah wawasan akan Indonesia dan siswa juga dapat berimajinasi mengelilingi Indonesia dari sabang sampai meruke. Dengan perancangan produk permainan edukatif ini diharapkan dapat menjadi solusi untuk meningkatkan minat anak dalam belajar. Dikemas sebagai sebuah permainan, materi pembelajaran yang terdapat didalamnya pun tidak menimbulkan efek jenuh bagi anak. Kata kunci: Permainan, Permainan Edukatif

Item Type: Thesis (S1)
Call Number CD: FDSK/DP 17 017
NIM/NIDN Creators: 41913210029
Uncontrolled Keywords: Kata kunci: Permainan, Permainan Edukatif
Subjects: 300 Social Science/Ilmu-ilmu Sosial > 370 Education/Pendidikan > 371 Educational Institutions, Schools and Their Activities/Institusi Pendidikan, Sekolah dan Aktifitasnya > 371.3 Methods of Instruction and Study/Metode Belajar Mengajar, Kegiatan Belajar Mengajar
Divisions: Fakultas Desain dan Seni Kreatif > Desain Produk
Depositing User: siti maisyaroh
Date Deposited: 11 Jul 2022 02:54
Last Modified: 11 Jul 2022 02:54
URI: http://repository.mercubuana.ac.id/id/eprint/64882

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