Anugrah, Adelia Awanda (2022) Perancangan Board Game Edukasi Perkembangan Kognitif Anak untuk Usia 5-6 Tahun. Undergraduate thesis, UPN Veteran Jawa Timur.
|
Text (COVER)
18052010005-cover (2).pdf Download (953kB) | Preview |
|
|
Text (BAB I)
18052010005-bab1.pdf Download (143kB) | Preview |
|
|
Text (BAB II)
18052010005-bab2.pdf Download (1MB) | Preview |
|
Text (BAB III)
18052010005-bab3.pdf Restricted to Registered users only until 2 June 2024. Download (393kB) |
||
Text (BAB IV)
18052010005-bab4.pdf Restricted to Registered users only until 2 June 2024. Download (883kB) |
||
Text (BAB V)
18052010005-bab5.pdf Restricted to Registered users only until 2 June 2024. Download (827kB) |
||
Text (BAB VI)
18052010005-bab6.pdf Restricted to Registered users only until 2 June 2024. Download (3MB) |
||
|
Text (BAB VII)
18052010005-bab7.pdf Download (6kB) | Preview |
|
|
Text (DAFTAR PUSTAKA)
18052010005-Daftar Pustaka.pdf Download (232kB) | Preview |
Abstract
Cognitive development is a process by which individuals can improve their ability to use their knowledge. The monitored aspects of cognitive development are 4 types, namely auditory, tactile, kinestic and visual. Of these aspects, visual development becomes the most effective aspect of development. However, visual development is still a less noticed thing among children. Data obtained from the results of interviews with kindergarten teachers and psychologists state that there are most children with vulnerable ages 5-6 years are still lacking in the form of numbers. In an effort to develop the character and potential of children, good handling of various components is needed, including from teachers who design the learning process and the environment. Not only these components, the media used in learning for children also needs to be considered. Based on these phenomena and problems, this study uses two stages, namely the preparation and creation stages. With the media board game, it is expected that the target audience can learn while playing, dance interest in learning, and can learn more productively in the future In this design, there are several methods used, namely qualitative and quantitative methods. Qualitative methods include observation and in-depth interviews, while quantitative methods include questionnaires. In addition, literature studies and competitor and comparator studies were also conducted to support the design data. During the design, the data analysis process was also carried out using qualitative descriptive analysis methods and 5W+1H. The analysis is carried out to find a design solution from the data that has been collected. From the analysis stage, a keyword "enjoy to discover and learning" is obtained, which means happy to find and learn. With the keyword, it can be used as a reference in making the concept of a board game design for children's cognitive development. The design concept includes board game media, information that will be conveyed with interesting and educational game concepts for children. It is hoped that this will educate children to know more about shapes and numbers.. Keyword: Education, Board Game, Cognitive
Item Type: | Thesis (Undergraduate) | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Contributors: |
|
||||||||||||
Subjects: | N Fine Arts > NC Drawing Design Illustration | ||||||||||||
Divisions: | Faculty of Architecture and Design > Departement of Visual Communication Design | ||||||||||||
Depositing User: | Adelia Awanda Anugrah | ||||||||||||
Date Deposited: | 03 Jun 2022 09:03 | ||||||||||||
Last Modified: | 03 Jun 2022 09:03 | ||||||||||||
URI: | http://repository.upnjatim.ac.id/id/eprint/6633 |
Actions (login required)
View Item |