Salsabila, Nafidza Ainun (2026) Media Pembelajaran Interaktif Pengenalan Hewan Beserta Habitatnya Untuk Usia 10-12 Tahun. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Pembelajaran pada anak usia 10–12 tahun menuntut pendekatan yang tidak hanya informatif, tetapi juga mampu melibatkan siswa secara aktif dan menyenangkan. Tantangan dalam implementasi Kurikulum Merdeka, khususnya pada pembelajaran IPAS dan matematika di sekolah dasar, menunjukkan perlunya media pembelajaran yang kontekstual, interaktif, dan sesuai dengan karakteristik perkembangan kognitif anak. Penelitian ini berfokus pada perancangan media pembelajaran interaktif berupa board game yang mengenalkan hewan beserta habitatnya dengan mengintegrasikan konsep-konsep dasar matematika. Perancangan dilakukan melalui metode studi literatur, wawancara dengan guru sekolah dasar, analisis kebutuhan pengguna, serta pengembangan dan pengujian prototipe. Media pembelajaran dirancang berbasis permainan papan tiga dimensi yang mendorong eksplorasi, kolaborasi, dan pemecahan masalah, sehingga siswa dapat memahami materi sains dan matematika secara simultan melalui aktivitas bermain. Hasil perancangan menunjukkan bahwa media ini berpotensi meningkatkan keterlibatan belajar siswa, membantu pemahaman konsep hewan, habitat, dan numerasi, serta mendukung interaksi sosial di dalam kelas. Penelitian ini diharapkan dapat menjadi alternatif media pembelajaran yang aplikatif dan relevan untuk mendukung proses belajar yang holistik di jenjang sekolah dasar.
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Learning for children aged 10–12 years requires an approach that is not only informative but also able to actively engage students in a fun and engaging way. Challenges in implementing the Independent Curriculum, particularly in science and mathematics learning in elementary schools, demonstrate the need for learning media that is contextual, interactive, and appropriate to the characteristics of children's cognitive development. This research focuses on the design of interactive learning media in the form of a board game that introduces animals and their habitats by integrating basic mathematical concepts. The design was carried out through literature study methods, interviews with elementary school teachers, user needs analysis, and prototype development and testing. The learning media was designed based on a three dimensional board game that encourages exploration, collaboration, and problem-solving, so that students can understand science and mathematics materials simultaneously through play activities. The design results indicate that this media has the potential to increase student learning engagement, help understand the concepts of animals, habitats, and numeracy, and support social interaction in the classroom. This research is expected to become an alternative learning media that is applicable and relevant to support the holistic learning process in elementary schools.
| Item Type: | Thesis (Other) |
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| Uncontrolled Keywords: | Edukasi, Hewan, Interaktif, Menyenangkan, Education, Animals, Interactive, Fun, Boardgame |
| Subjects: | L Education > L Education (General) |
| Divisions: | Faculty of Creative Design and Digital Business (CREABIZ) > Product Design > 90231-(S1) Undergraduate Thesis |
| Depositing User: | Nafidza Ainun Salsabila |
| Date Deposited: | 10 Mar 2026 05:07 |
| Last Modified: | 10 Mar 2026 05:07 |
| URI: | http://repository.its.ac.id/id/eprint/132689 |
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