Desain Board Game Yang Interaktif Dan Edukatif Sebagai Sarana Pendidikan Seksualitas Anak Usia 5-8 Tahun

Siregar, Kris Yuliarni (2026) Desain Board Game Yang Interaktif Dan Edukatif Sebagai Sarana Pendidikan Seksualitas Anak Usia 5-8 Tahun. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Pendidikan seksual merupakan topik yang perlu diajarkan sejak usia dini. Namun masih sering dianggap tabu di Indonesia sehingga penyampaiannya kurang optimal. Anak usia 5–8 tahun yang sedang berada pada tahap perkembangan kognitif dan emosional memerlukan pendekatan edukasi yang sesuai, interaktif, dan menyenangkan. Perancangan ini bertujuan untuk mengembangkan board game yang interaktif dan edukatif sebagai sarana pendidikan seksual bagi anak usia 5–8 tahun. Proses perancangan diawali dengan wawancara terhadap 6 informan yaitu 1 psikolog anak, 2 dokter anak dan 3 orang tua untuk mengidentifikasi kebutuhan pengguna sebagai data primer. Selain itu, dilakukan studi literatur terkait pendidikan seksual, teori bermain, dan regulasi mainan anak sebagai data sekunder. Selanjutnya dilakukan analisis yang meliputi studi literatur tentang board game, market survei, analisis kompetitor, analisis positioning produk, aspek sosial budaya, ergonomi, alur permainan, komponen dan sistem desain, hingga analisis produksi dan model bisnis sebagai dasar perumusan konsep dan perancangan board game. Board game dirancang dengan materi adaptif, sesuai dengan tahap perkembangan anak, meliputi pengenalan area privasi, hak atas tubuh serta konsen dan penolakan terhadap pelanggarannya. Konsep yang digunakan dalam perancangan ini meliputi fun and interactive, serta body autonomy and consent awareness.
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Sexuality education is a crucial topic that should be introduced at an early age. However, it is often still considered taboo in Indonesia, resulting in suboptimal delivery. Children aged 5–8, who are at a specific stage of cognitive and emotional development, require an educational approach that is appropriate, interactive, and enjoyable. This design project aims to develop an interactive and educational board game as a medium for sexuality education for children aged 5–8. The design process began with interviews with six informants—one child psychologist, two pediatricians, and three parents—to identify user needs as primary data. Additionally, a literature study on sexuality education, play theory, and child toy regulations was conducted to gather secondary data. Furthermore, a comprehensive analysis was performed covering board game literature, market surveys, competitor analysis, product positioning, socio-cultural aspects, ergonomics, game flow, components, and design systems, as well as production and business model analysis, serving as the foundation for concept formulation and board game design. The board game is designed with adaptive content suited to the child's developmental stage, covering the introduction of private body parts, bodily rights, as well as consent and the refusal of violations. The core concepts applied in this design include "fun and interactive" as well as "body autonomy and consent awareness."

Item Type: Thesis (Other)
Uncontrolled Keywords: Board Game, Pendidikan Seksual, Anak Usia Dini, Media Edukasi, Desain Interaktif, Sexual Education, Early Childhood, Educational Media,Interactive Design
Subjects: P Language and Literature > PZ Childrens literature
Divisions: Faculty of Creative Design and Digital Business (CREABIZ) > Product Design > 90231-(S1) Undergraduate Thesis
Depositing User: Kris Yuliarni Siregar
Date Deposited: 31 Jan 2026 04:33
Last Modified: 31 Jan 2026 04:33
URI: http://repository.its.ac.id/id/eprint/131486

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