PERANCANGAN BOARD GAME SEBAGAI MEDIA EDUKASI NAPARA (PENGENALAN REMPAH NUSANTARA) UNTUK REMAJA DI WILAYAH BEKASI

Sabrina Az-Zahrah, - (2024) PERANCANGAN BOARD GAME SEBAGAI MEDIA EDUKASI NAPARA (PENGENALAN REMPAH NUSANTARA) UNTUK REMAJA DI WILAYAH BEKASI. S1 thesis, Universitas Pendidikan Indonesia.

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Official URL: https://repository.upi.edu/

Abstract

Rempah-rempah merupakan komoditas berharga dalam sejarah Indonesia, yang telah menjadi pusat persaingan global dan memicu peristiwa sejarah penting. Nusantara, sebagai produsen utama rempah-rempah, memainkan peran penting dalam sejarah, budaya, dan ekonomi. Namun, pengetahuan tentang rempah-rempah di kalangan remaja, khususnya di Bekasi, semakin berkurang. Hal ini disebabkan oleh kurangnya edukasi yang menarik dan meningkatnya preferensi terhadap makanan cepat saji. Penelitian menunjukkan bahwa banyak remaja kurang mengenal jenis dan manfaat rempah-rempah, yang disebabkan oleh kurangnya media edukasi interaktif di sekolah. Maka dari itu, penelitian ini bertujuan untuk mengetahui bagaimana proses merancang media edukasi berupa Board Game "NAPARA" yang mengenalkan rempah Nusantara kepada remaja di wilayah Bekasi dan juga untuk mengetahui hasil uji Board Game tersebut. Metode yang digunakan adalah pendekatan model ADDIE, yang meliputi 5 tahapan: Analysis, Design, Development, Implementation, dan Evaluation. Berdasarkan hasil penelitian, terdapat tanggapan dari validasi yang dilakukan oleh ahli materi sebesar 88% dengan kriteria "Valid", dan validasi media mendapatkan hasil sebesar 93.33% dengan kriteria "Valid". Selain itu, hasil respon siswa terhadap kepraktisan media ini menunjukkan skor sebesar 88.07%, yang berarti "Praktis". Peningkatan pengetahuan yang dialami siswa juga dinilai dengan n-gain score sebesar 1, yang masuk kategori "Tinggi". Sehingga penelitian ini menunjukkan bahwa Board Game "NAPARA" merupakan media edukasi yang layak dan efektif untuk memperkenalkan rempah-rempah kepada remaja, serta membantu melestarikan warisan budaya Indonesia. ------------ Spices are valuable commodities in Indonesia's history, which have been at the center of global competition and triggered important historical events. The archipelago, as a major producer of spices, plays an important role in history, culture and economy. However, knowledge about spices among teenagers, particularly in Bekasi, is diminishing. This is due to a lack of engaging education and an increasing preference for fast food. Research shows that many teenagers lack familiarity with the types and benefits of spices, which is due to the lack of interactive educational media in schools. Therefore, this research aims to find out how the process of designing educational media in the form of a Board Game "NAPARA" that introduces the spices of the archipelago to teenagers aged 13-15 years in the Bekasi area and also to find out the results of the Board Game test. The method used is the ADDIE model approach, which includes 5 stages: Analysis, Design, Development, Implementation, and Evaluation. Based on the results of the study, there were responses from validation conducted by material experts of 88% with the criteria "Valid", and media validation obtained a result of 93.33% with the criteria "Valid". In addition, the results of student responses to the practicality of this media showed a score of 88.07%, which means "Practical". The increase in knowledge experienced by students was also assessed by an n-gain score of 1, which is in the "High" category. So this research shows that the "NAPARA" Board Game is a feasible and effective educational media to introduce spices to teenagers, and help preserve Indonesia's cultural heritage.

Item Type: Thesis (S1)
Additional Information: https://scholar.google.com/citations?hl=en&user=BhgH9YcAAAAJ ID SINTA Dosen Pembimbing: Dian Rinjani: 6127196 Intan Permata Sari: 6130817
Uncontrolled Keywords: Board Game, Nusantara, Media Edukasi, Remaja, Rempah-rempah Indonesia, Board Game, Educational Media, Indonesian Spices, Nusantara, Teenagers.
Subjects: L Education > L Education (General)
L Education > LB Theory and practice of education
T Technology > T Technology (General)
Divisions: UPI Kampus cibiru > S1 Pendidikan Multimedia
Depositing User: Sabrina Az-Zahrah
Date Deposited: 09 Jan 2025 02:06
Last Modified: 09 Jan 2025 02:06
URI: http://repository.upi.edu/id/eprint/129451

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