DESIGNING BOARD GAME AS AN ETHICS EDUCATION MEDIA BASED ON THE BIBLE STORY OF THE 'FRUIT OF THE SPIRIT' FOR CHILDREN AGE 8 – 12 YEARS (CASE STUDY: GKJW WARU)

Enggaringtyas, Hanung Sekar Larasati (2026) DESIGNING BOARD GAME AS AN ETHICS EDUCATION MEDIA BASED ON THE BIBLE STORY OF THE 'FRUIT OF THE SPIRIT' FOR CHILDREN AGE 8 – 12 YEARS (CASE STUDY: GKJW WARU). Undergraduate thesis, UNIVERSITAS PEMBANGUNAN NASIONAL "VETERAN" JAWA TIMUR.

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Abstract

The phenomenon of character decline in elementary school-aged children, marked by rampant bullying, apathy toward ethical values, and reduced sensitivity in social interactions, indicates a crisis in fundamental moral development. This condition is exacerbated by the dlominance of gadgets and excessive exposure to digital media, which has shaped Generation Alpha into an audience that finds it difficult to focus on conventional teaching methods. Amid these challenges religious institutions, especially Sunday Schools, require a shift in media paradigm to instill noble values as contained in the Nine Fruits of the Spirit, Galatians 5:22-23. which are the essence of Christian character. The failure of passive media in facilitating values requires more relevant and interactive visual communication design solutions. This research uases a qualitative-descriptive approach with a frameworkDesign Thinkingto ensure user-centered design. The process involves several stages Empathize, interviews and observations of media preferences of children aged 8-12 years at the GKJW Waru Congregation; Define, formulation of core problems; Ideate, literature studies and media comparisons; and Prototype And Test Secondary data complements the theoretical foundation, and data synthesis is used to bridge field problems with functional design solutions. Analysis shows that Generation Alpha's absorption power is kinesthetic and digital- sensitive, so the concept Board Game Interactive was formulated as the primary solution. The design concept focused on integrating the game's strategy mechanics with a Spirit Fruit-based Character Point System, where victory is derived from the player's ethical decisions through challenges. Challenge Cards Visually, board game adopting a cheerful cartoon style with typography sans seriffor maximum traction and focus retention. Planning board game The Fruit of the Spirit is hypothesized to be a significant educational tool in addressing the gap between biblical character knowledge and practice. The design's contribution lies in providing a contemporary, interactive, and conceptually tested media solution that is effective as a means of bonding family spirituality and teaching tools for the GKJW Waru Congregation community in realizing holistic character development. Keyword: Board Game, Bible, Educational Media, Children

Item Type: Thesis (Undergraduate)
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorRomadhona, MahimmaNIDN0028048804mahimma.dkv@upnjatim.ac.id
Thesis advisorWidyasari, WidyasariNIDN0020098901widyasari.dkv@upnjatim.ac.id
Subjects: B Philosophy. Psychology. Religion > BR Christianity
L Education > LB Theory and practice of education > LB1501 Primary Education
N Fine Arts > NC Drawing Design Illustration
Divisions: Faculty of Architecture and Design > Departement of Visual Communication Design
Depositing User: Hanung Sekar Larasati Enggaringtyas
Date Deposited: 26 May 2026 04:53
Last Modified: 26 May 2026 04:53
URI: https://repository.upnjatim.ac.id/id/eprint/52533

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