INOVASI DIGITAL MUSEUM GEDUNG SATE UNTUK MENINGKATKAN PENGALAMAN BELAJAR PENGUNJUNG MELALUI TEKNOLOGI DI KOTA BANDUNG: Studi Kasus pada Masyarakat yang Berkunjung ke Museum Gedung Sate

    Aminah, - and Iip Saripah, - (2025) INOVASI DIGITAL MUSEUM GEDUNG SATE UNTUK MENINGKATKAN PENGALAMAN BELAJAR PENGUNJUNG MELALUI TEKNOLOGI DI KOTA BANDUNG: Studi Kasus pada Masyarakat yang Berkunjung ke Museum Gedung Sate. S2 thesis, Universitas Pendidikan Indonesia.

    Abstract

    ABSTRAK Penelitian ini dilatar belakangi oleh munculnya inovasi berupa pemanfaatan teknologi digital yang diterapkan di Museum Gedung Sate. Inovasi ini diyakini menjadi salah satu faktor yang mendorong meningkatnya minat masyarakat untuk berkunjung ke museum. Indikasi tersebut diperkuat melalui data jumlah kunjungan serta hasil observasi awal peneliti terhadap respons dan ketertarikan masyarakat. Penelitian ini menggunakan teori dari Everett rogers, David kolb, Johson. Penelitian ini bertujuan untuk: 1) Mengidentifikasi bentuk inovasi melalui digitalisasi yang diterapkan di Museum Gedung Sate 2) Menganalisis strategi pengelola Museum Gedung Sate dalam memfasilitasi pembelajaran masyarakat 3) Menganalisis dampak penerapan digitalisasi di Museum Gedung Sate terhadap peningkatan pengalaman belajar Masyarakat Kota Bandung. Penelitian ini menggunakan pendekatan kualitatif dengan metode studi kasus. Teknik pengumpulan data dilakukan melalui observasi lapangan, wawancara dan studi dokumentasi. Analisis data dilakukan dengan reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukan bahwa: 1) Bentuk inovasi digital melalui teknologi yang digunakan museum gedung sate adalah interactive glass display, intective 3D scale model, wall video mapping ,audio visual room, augmented reality, virtual reality, interactive floor. 2) Strategi pengelola museum gedung sate dalam memfasilitasi pembelajaran masyarakat dengan cara menerapkan perencanaan, pelaksanaan, dan evaluasi. Tahapan perencanaan meliputi, penetapan tujuan museum, pemilihan teknologi yang digunakan, integrasi alur belajar, pemetaan sumber daya museum. Tahapan Pelaksanaan meliputi, pelaksanaan tujuh teknologi digitalisasi, penerapan integrasi alur belajar, memaksimalan peran pengelola. Evaluasi meliputi, context, input, proses, produk. 3) Dampak penerapan digitalisasi di Museum Gedung Sate terhadap peningkatan pengalaman belajar masyarakat terlihat dari jangka pendek, menengah, dan panjang. Jangka pendek meliputi, perubahan kognitif, perubahan keterampilan, perubahan emosional. Jangka menengah meliputi, perubahan sikap dan minat. Jangka panjang meliputi, terbentuknya literasi budaya dan sejarah yang lebih kuat pada masyarakat dan tersebarnya pengetahuan baru ke lingkungan sosial. Kata kunci: Museum, Inovasi digital, Pengalam belajar ABSTRACT This research is motivated by the emergence of innovation in the form of the use of digital technology applied at the Gedung Sate Museum. This innovation is believed to be one of the factors that encourages increased public interest in visiting the museum. This indication is strengthened through data on the number of visits and the results of the researcher's initial observations of public responses and interest. This research uses the theory of Everett Rogers, David Kolb, Johson. This research aims to: 1) Identify forms of innovation through digitalization applied at the Gedung Sate Museum 2) Analyze the strategies of the Gedung Sate Museum management in facilitating community learning 3) Analyze the impact of the implementation of digitalization at the Gedung Sate Museum on improving the learning experience of the Bandung City Community. This research uses a qualitative approach with a case study method. Data collection techniques are carried out through field observations, interviews and documentation studies. Data analysis is carried out by data reduction, data presentation, and drawing conclusions. The results of the study show that: 1) Forms of digital innovation through technology used by the Gedung Sate Museum are interactive glass displays, interactive 3D scale models, wall video mapping, audio visual rooms, augmented reality, virtual reality, interactive floors. 2) The strategy of the Gedung Sate Museum management in facilitating community learning by implementing planning, implementation, and evaluation. The planning stages include, determining museum objectives, selecting the technology used, integrating learning flows, mapping museum resources. Implementation includes, implementing seven digitalization technologies, implementing integrated learning flows, maximizing the role of managers. Evaluation includes, context, input, process, product. 3) The impact of implementing digitalization at the Gedung Sate Museum on improving community learning experiences can be seen from the short, medium, and long term. The short term includes, cognitive changes, changes in skills, emotional changes. The medium term includes, changes in attitudes and interests. The long term includes, the formation of stronger cultural and historical literacy in the community and the dissemination of new knowledge to the social environment. Keywords: Museum, Digital Innovation, Learning Experience

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    Official URL: https://repository.upi.edu/
    Item Type: Thesis (S2)
    Additional Information: SINTA ID DOSEN PEMBIMBING Iip Saripah: 5994097
    Uncontrolled Keywords: Museum, Inovasi digital, Pengalam belajar Museum, Digital Innovation, Learning Experience
    Subjects: A General Works > AM Museums (General). Collectors and collecting (General)
    L Education > L Education (General)
    L Education > LB Theory and practice of education
    Depositing User: Aminah
    Date Deposited: 29 Oct 2025 09:37
    Last Modified: 29 Oct 2025 09:37
    URI: http://repository.upi.edu/id/eprint/143827

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