DESIGNING BOARD GAMES ABOUT THE INTRODUCTION OF TRADITIONAL CLOTHES FOR STUDENTS IN GRADES 3-6

Hakim, Moch.Rofi Hakim (2025) DESIGNING BOARD GAMES ABOUT THE INTRODUCTION OF TRADITIONAL CLOTHES FOR STUDENTS IN GRADES 3-6. Undergraduate thesis, UPN veteran Jawa Timur.

[img] Text (Cover)
Cover.pdf

Download (2MB)
[img] Text (Bab 1)
BAB 1.pdf

Download (342kB)
[img] Text (Bab 2)
BAB 2.pdf
Restricted to Repository staff only until 23 September 2027.

Download (3MB)
[img] Text (bab 3)
BAB 3.pdf
Restricted to Repository staff only until 23 September 2027.

Download (1MB)
[img] Text (Bab 4)
BAB 4.pdf
Restricted to Repository staff only until 23 September 2027.

Download (3MB)
[img] Text (Bab 5)
BAB 5.pdf
Restricted to Repository staff only until 23 September 2027.

Download (93kB)
[img] Text (Blibiografi)
Blibiografi.pdf

Download (139kB)
[img] Text (Lampiran)
lampiran.pdf
Restricted to Repository staff only

Download (399kB)

Abstract

Indonesia has a diverse cultural richness, one of which is traditional clothing which is a symbol of ancestral identity and heritage. Traditional clothing not only functions as clothing, but also contains philosophical values that reflect the customs, social status, and outlook of the local community. This research highlights the importance of introducing traditional clothing to elementary school (SD) and madrasah ibtidaiyah (MI) students as an effort to preserve the nation's culture. Interviews with resource persons, including Dra. Rr. Lilik Indriati, S.Pd., M.Pd., and MI Darun Najah teachers, revealed that the learning of traditional clothing in schools is currently still limited and often less interactive, so students are at risk of losing interest in the material. To overcome this, the research offers a solution in the form of designing an educational board game that introduces various Indonesian traditional clothes to students in grades 3–6. This board game is designed to combine elements of play and learning, so that it can increase student involvement, strengthen visual memory, and foster a sense of love for Indonesian culture. Thus, the use of board game media is expected to be an effective, fun, and supportive learning alternative to the archipelago's cultural preservation. Keywords: Traditional clothes, Tradition, Clothing, Archipelago, Cultural Identity. Learning Strategies. Educational Games, Educational Media

Item Type: Thesis (Undergraduate)
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorAji, Restu IsmoyoNIDN0006019502restu.ismoyo.dkv@upnjatim.ac.id
Thesis advisorArifianto, Pungky FebiNIDN0702029004pungkyarifianto.dkv@upnjatim.ac.id
Subjects: A General Works > AZ History of Scholarship The Humanities
N Fine Arts > NC Drawing Design Illustration
Divisions: Faculty of Architecture and Design > Departement of Visual Communication Design
Depositing User: mahasiswa Rofi Hakim
Date Deposited: 23 Sep 2025 08:24
Last Modified: 23 Sep 2025 08:24
URI: https://repository.upnjatim.ac.id/id/eprint/44552

Actions (login required)

View Item View Item