Perancangan Board Game Sebagai Media Pengenalan Tanaman Obat Di Indonesia

Dwitariniki, Alyya Fadia (2022) Perancangan Board Game Sebagai Media Pengenalan Tanaman Obat Di Indonesia. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Trend menggunakan tanaman obat mulai meningkat sejak adanya pandemi COVID-19. Hal itu disebabkan karena masyarakat memilih tanaman obat sebagai alternatif pengobatan alami, meskipun banyak masyarakat terutama remaja yang tidak tahu khasiat tanaman tersebut. Media edukasi tentang tanaman obat jarang diberikan untuk remaja, karena biasanya penyampaian ilmu tanaman obat hanya bersifat sosialisasi untuk ibu-ibu. Remaja memiliki rasa ingin tahu yang tinggi dan berjiwa kompetitif, maka media yang tepat untuk memberikan informasi tanaman obat dapat menggunakan board game. Dengan permainan yang dikemas menjadi game bernilai edukasi, pengenalan informasi seputar tanaman obat dapat berlangsung secara interaktif antara permainan dan teman sebaya. Perancangan ini bertujuan untuk membuat board game sebagai media edukasi dan bermain untuk menambah pengetahuan dengan mengenalkan tanaman obat kepada remaja. Metode yang digunakan dalam perancangan board game ini yaitu pengumpulan data kuantitatif yang berasal dari kuesioner desain, serta data kualitatif yang didapat dari proses riset literature reviews, depth interviews, observation, concept mapping, mechanic study, user testing, serta telah dilakukan post test dengan target market yang menghasilkan konsep board game dengan sistem permainan ketika masing-masing pemain saling bersaing untuk mengoleksi kartu dan memenuhi objektif permainan. Hasil akhir perancangan ini berupa board game berjudul Herbaken yang menggunakan mekanik sistem card drafting, push your luck, dan worker placement. Board game ini dapat dimainkan 2-4 pemain dengan waktu penyelesaian 40 menit hingga 1 jam. Komponen board game berisi board wilayah, board pemain, player aid, rulebook, dan box kemasan. Selain itu dibuat media pendukung berupa video motion tutorial cara bermainnya. Perancangan board game ini dapat memberikan informasi sebagai media pendukung edukasi tentang pengenalan tanaman obat, mulai dari nama, bentuk, warna visual tanaman, serta manfaatnya bagi remaja hingga dewasa.
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The trend of using medicinal plants has begun to increase since the COVID-19 pandemic. This is because people choose plants as alternative natural remedies, even though many people, especially teenagers, do not know the benefits of these plants. Educational media about medicinal plants are rarely given to teenagers, because usually the delivery of plant knowledge is only socialization for mothers. Teenagers have a high curiosity and competitive spirit, so the right media to provide information on medicinal plants can be used through board games. With games packaged into educational games, the introduction of information about medicinal plants can take place interactively between games and peers. This design aims to create a board game as a medium of education and play to increase knowledge by introducing medicinal plants to teenagers. The method used in the design of this board game is the collection of quantitative data derived from the design questionnaire, as well as qualitative data obtained from the literature review research process, in-depth interviews, observation, concept mapping, mechanical studies, user testing, and post-test with the target. a market that produces the concept of a board game with a game system where each player competes with each other to collect cards and fulfill game objectives. The final result of this design is a board game entitled Herbaken which uses mechanical system card drafting, push your luck, and worker placement. This board game can be played by 2-4 players with a turnaround time of 40 minutes to 1 hour. The board game component contains the regional board, player board, player aid, rulebook, and packaging box. In addition, supporting media is made in the form of motion video tutorials on how to play. The design of this board game can provide information as a supporting media for education about the introduction of medicinal plants, ranging from names, shapes, visual colors of plants, as well as benefits for teenagers to adults.

Item Type: Thesis (Other)
Uncontrolled Keywords: Tanaman obat, Board game, Edukasi, Remaja, Medicinal plants, Board game, Education, Youth
Subjects: N Fine Arts > N Visual arts (General) For photography, see TR
Divisions: Faculty of Creative Design and Digital Business (CREABIZ) > Visual Communication Design > 90241-(S1) Undergraduate Thesis
Depositing User: Mr. Marsudiyana -
Date Deposited: 05 Jan 2026 05:57
Last Modified: 05 Jan 2026 05:57
URI: http://repository.its.ac.id/id/eprint/129257

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