Ufairah, Rheida and Ufairah, Rheida (2026) Perancangan Mainan Edukasi Coding Unplugged Dengan Konsep Gamifikasi untuk Mengasah Logika Dasar Anak Usia 7-9 Tahun. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Kurikulum Merdeka mendorong pengenalan coding sejak Sekolah Dasar. Namun, konsep coding yang bersifat abstrak masih sulit dipahami oleh anak usia 7-9 tahun yang berada pada tahap operasional konkret. Oleh karena itu, penelitian ini bertujuan merancang mainan edukasi coding unplugged yang dapat membantu anak memahami konsep dasar coding melalui aktivitas fisik.Penelitian menggunakan metode kualitatif dengan pendekatan design thinking yang meliputi tahap discover, define, develop, dan deliver. Data diperoleh melalui studi literatur, observasi, serta wawancara dengan anak, orang tua, guru, praktisi pembelajaran coding, dan produsen mainan. Hasil perancangan berupa mainan edukasi yang terdiri atas robot coding, papan permainan modular, kartu permainan, dan pion karakter. Permainan disusun secara bertahap untuk mengenalkan konsep sequence, loop, conditional, dan debugging melalui tema petualangan luar angkasa. Sistem papan modular dua sisi memungkinkan guru menyusun variasi misi tanpa menambah banyak komponen. Hasil validasi praktisi menunjukkan bahwa susunan materi dan alur permainan telah sesuai untuk mengenalkan konsep dasar coding. Produk ini dapat menjadi alternatif media pembelajaran yang konkret, interaktif, dan tidak menggunakan layar sebagai media utama.
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The Merdeka Curriculum encourages the introduction of coding at the elementary school level. However, abstract coding concepts remain difficult for children aged 7-9 years to understand because they are still in the concrete operational stage of cognitive development. This study aims to design an unplugged coding educational toy that helps children understand basic coding concepts through physical activities. This study employed a qualitative method using a design thinking approach consisting of the discover, define, develop, and deliver stages. Data were collected through literature reviews, observations, and interviews with children, parents, teachers, coding education practitioners, and toy manufacturers. The design outcome is an educational toy consisting of a coding robot, a modular game board, game cards, and character tokens. The game introduces the concepts of sequence, loop, conditional, and debugging through progressive levels within a space-adventure theme. The double-sided modular board allows teachers to create different missions without adding many additional components. Practitioner validation indicated that the learning sequence and gameplay were appropriate for introducing basic coding concepts. Therefore, the product may serve as a concrete and interactive learning medium that does not rely on screens as its primary form of interaction
| Item Type: | Thesis (Other) |
|---|---|
| Uncontrolled Keywords: | Coding Unplugged, Desain Produk, Ergonomi kognitif, Gamifikasi, Mainan Edukasi, Coding Unplugged, Cognitive Ergonomics, Gamification, Product Design |
| Subjects: | T Technology > TS Manufactures > TS2301.T7 Toys, etc |
| Divisions: | Faculty of Creative Design and Digital Business (CREABIZ) > Product Design > 90231-(S1) Undergraduate Thesis |
| Depositing User: | Rheida Ufairah |
| Date Deposited: | 31 Jul 2026 09:37 |
| Last Modified: | 31 Jul 2026 09:37 |
| URI: | http://repository.its.ac.id/id/eprint/140134 |
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