DETAIL KOLEKSI

Perancangan board game edukasi bertema rumah adat nusantara sebagai upaya meningkatkan kesadaran budaya pada generasi muda


Oleh : Dina Puspitadewi

Info Katalog

Penerbit : FSRD - Usakti

Kota Terbit : Jakarta

Tahun Terbit : 2026

Pembimbing 1 : Virginia S Setiadi

Pembimbing 2 : Ekananda Haryadi

Kata Kunci : educational board game, Nusantara traditional houses, curtural awareness, young generation

Status Posting : Published

Status : Lengkap


File Repositori
No. Nama File Hal. Link
1. 2026_SK_SDK_091302200023_Halaman-Judul.pdf
2. 2026_SK_SDK_091302200023_Surat-Pernyataan-Revisi-Terakhir.pdf 1
3. 2026_SK_SDK_091302200023_Surat-Hasil-Similaritas.pdf 1
4. 2026_SK_SDK_091302200023_Halaman-Pernyataan-Persetujuan-Publikasi-Tugas-Akhir-untuk-Kepentingan-Akademis.pdf 1
5. 2026_SK_SDK_091302200023_Lembar-Pengesahan.pdf 1
6. 2026_SK_SDK_091302200023_Pernyataan-Orisinalitas.pdf 1
7. 2026_SK_SDK_091302200023_Formulir-Persetujuan-Publikasi-Karya-Ilmiah.pdf 1
8. 2026_SK_SDK_091302200023_Bab-1.pdf
9. 2026_SK_SDK_091302200023_Bab-2.pdf
10. 2026_SK_SDK_091302200023_Bab-3.pdf
11. 2026_SK_SDK_091302200023_Bab-4.pdf
12. 2026_SK_SDK_091302200023_Bab-5.pdf
13. 2026_SK_SDK_091302200023_Bab-6.pdf
14. 2026_SK_SDK_091302200023_Daftar-Pustaka.pdf
15. 2026_SK_SDK_091302200023_Lampiran.pdf

I Indonesia memiliki kekayaan budaya yang tercermin melalui keberagaman rumah adat dari 38 provinsi. rumah adat tidak hanya berfungsi sebagai tempat tinggal, tetapi juga merepresentasikan nilai filosofis, identitas, dan kearifan lokal masyarakat. namun, pengaruh globalisasi menyebabkan generasi muda cenderung lebih tertarik pada budaya asing, sehingga pengetahuan dan kesadaran terhadap rumah adat nusantara semakin berkurang. board game dapat menjadi media edukasi budaya yang interaktif dan menyenangkan, tetapi belum ditemukan board game yang secara khusus mengangkat tema rumah adat nusantara. oleh karena itu, penelitian ini bertujuan merancang board game edukasi bertema rumah adat nusantara beserta media sosialisasinya sebagai upaya meningkatkan kesadaran budaya generasi muda, khususnya remaja tingkat sma. penelitian ini menggunakan metode kualitatif melalui studi pustaka, observasi produk sejenis, dan wawancara, yang dianalisis menggunakan metode 5w1h dan swot. proses perancangan menggunakan pendekatan design thinking melalui tahapan empathize, define, ideate, prototype, dan test. hasil perancangan berupa board game berjudul “saka nusantara” dengan papan berbentuk lingkaran yang merepresentasikan keberagaman rumah adat dari 38 provinsi indonesia. permainan ini mengadaptasi mekanisme monopoli yang dipadukan dengan sistem restorasi wilayah, kartu edukasi, dan poin pelestari sebagai indikator kemenangan. gaya visual stylized cartoon dengan nuansa earthy-vintage digunakan untuk menciptakan kesan historis yang tetap menarik bagi remaja. media sosialisasi dirancang melalui poster dan instagram untuk menjangkau target audiens secara lebih luas. board game ini diharapkan dapat menjadi media pembelajaran interaktif dan menyenangkan dalam mengenalkan serta meningkatkan kesadaran generasi muda terhadap kekayaan rumah adat nusantara.kata kunci: board game edukasi, rumah adat nusantara, kesadaran budaya, generasi muda.

I Indonesia possesses a rich cultural heritage reflected in the diversity of traditional houses across its 38 provinces. traditional houses not only function as residences but also represent the philosophical values, identity, and local wisdom of their communities. however, the influence of globalization has led younger generations to become more interested in foreign cultures, resulting in a decline in their knowledge and awareness of nusantara traditional houses. board games can serve as an interactive and enjoyable medium for cultural education; however, no board game has been specifically designed to focus on nusantara traditional houses. therefore, this research aims to design an educational board game themed around nusantara traditional houses, along with its socialization media, as an effort to increase cultural awareness among the younger generation, particularly high school students. this research employed a qualitative method through literature review, observation of similar products, and interviews, which were analyzed using the 5w1h and swot methods. the design process applied the design thinking approach through the stages of empathize, define, ideate, prototype, and test. the result of the design is a board game entitled “saka nusantara,” featuring a circular board that represents the diversity of traditional houses from indonesia’s 38 provinces. the game adapts monopoly mechanics combined with a territory restoration system, educational cards, and preservation points as the winning indicator. a stylized cartoon visual style with an earthy-vintage aesthetic was applied to create a historical impression while remaining appealing to teenagers. socialization media were designed through posters and instagram to reach the target audience more broadly. this board game is expected to serve as an interactive and enjoyable learning medium for introducing and increasing the younger generation’s awareness of the richness of nusantara traditional houses.keywords: educational board game, nusantara traditional houses, curtural awareness, young generation.

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