Perancangan Permainan Papan Sebagai Media Pendukung Pembelajaran Bahasa Jawa Krama Untuk Anak Sekolah Dasar Kelas 5

Nabilah, Atsilia Hasna (2016) Perancangan Permainan Papan Sebagai Media Pendukung Pembelajaran Bahasa Jawa Krama Untuk Anak Sekolah Dasar Kelas 5. Undergraduate thesis, Institut Teknologi Sepuluh Nopember Surabaya.

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Abstract

Bahasa Jawa merupakan kebudayaan peninggalan leluhur secara turun temurun. Bahasa Jawa terutama bahasa Jawa Krama yang dulu menjadi bahasa sehari-hari masyarakat telah memudar dengan kian menurunnya generasi penerus yang mengetahui dan menggunakan bahasa Jawa Krama sesuai “Unggahungguhing Basa”, khususnya siswa SD di Surabaya yang menerima bahasa Jawa sebagai salah satu muatan lokal dalam kurikulum pembelajaran. Pada masa perkembangan generasi penerus tingkat SD umumnya masih melalui tahapan antara bermain dan belajar. Menginjak usia 8-11 tahun anak-anak telah mengenal metode games with rules yang diterapkan pada boardgame. Metode riset yang digunakan penulis dalam penelitian ini adalah observasi, depth interview dengan guru bahasa Jawa, shadowing serta studi literatur mendalam tentang psikologi bermain anak, kurikulum bahasa Jawa dan boardgame. Media permainan papan ini anak-anak diharapkan dapat membangkitkan semangat belajar dan lebih mudah memahami bahasa Jawa Krama. Serta menjadikan boardgame ini sarana pelestarian dan menjaga kebudayaan bahasa daerah
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Javanese language is one of cultural heritage that’s also a heredity to its successors. Java culture becomes an identity of Javanese community. Javanese language, especially Krama language which was main language that majorly used by people, is becoming extinct by fewer generations that know and use proper Krama language which is known as “Unggah Ungguhing Basa”, especially primary student in Surabaya, only have a little time to learn Javanese Language in school because of the curriculum system. The growth of primary student is commonly do the “learn and play” method. Starting from the age of 8 until 11 years old, they’ll learn “games with rules” method that applied on boardgame. This research method that is used by the writer is observation, depth interview to Javanese language teacher, shadowing and also literature study about psychology of kid’s play, Javanese education curriculum, and board game. With this boardgame media, children is expected to uplifting learning and easier to understand Krama language . And also made boardgame to keep and conserve culture and local language.

Item Type: Thesis (Undergraduate)
Additional Information: RSDP 794 Nab p
Uncontrolled Keywords: media pembelajaran, boardgame, bahasa Jawa Krama, Pendidikan Dasar
Subjects: L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods
Divisions: Faculty of Architecture, Design, and Planning > Industrial Product Design > 90231-(S1) Undergraduate Thesis
Depositing User: EKO BUDI RAHARJO
Date Deposited: 03 Jun 2020 03:03
Last Modified: 03 Jun 2020 03:03
URI: http://repository.its.ac.id/id/eprint/76072

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