Perancangan Board Game Tokoh Ilmuwan Untuk Meningkatkan Kemampuan Berpikir Ilmiah Bagi Remaja SMP

Malik, Bayu Hayatul (2024) Perancangan Board Game Tokoh Ilmuwan Untuk Meningkatkan Kemampuan Berpikir Ilmiah Bagi Remaja SMP. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Literasi sains adalah kemampuan seseorang menelaah, memproses, dan menyimpulkan suatu informasi yang berhubungan dengan bidang keilmuan sains. Menurut hasil PISA tahun 2018, literasi sains siswa Indonesia tergolong rendah. Hal ini dipengaruhi oleh kemampuan berpikir ilmiah siswa Indonesia yang masih kurang. Selain itu proses pembelajaran siswa Indonesia juga masih kurang dalam mengadopsi pembelajaran aktif. Dari permasalahan tersebut perlu dirancang sebuah media interaktif yang mampu melatih kemampuan berpikir ilmiah. Penelitian ini akan berfokus pada perancangan media interaktif berupa board game edukatif yang mampu meningkatkan kemampuan berpikir ilmiah dengan cara menerapkan metode penalaran ilmiah seperti logika induktif, deduktif, dan abduktif pada mekanik board game. Perancangan ini dilakukan dengan beberapa metode penelitian yaitu: pengumpulan data berdasarkan studi literatur dan studi eksisting, depth interview dengan beberapa pihak dan ahli, studi eksperimental untuk menentukan konsep desain, dan user testing kepada target user untuk menguji desain yang dibuat. Depth interview dilakukan kepada Dinas Pendidikan Surabaya selaku stakeholder penelitian, guru selaku pelaksana pembelajaran, psikolog anak untuk mengetahui ketertarikan anak, pakar board game untuk menentukan mekanik permainan.
Hasil penelitian ini berupa board game yang bernama “Lugika!” yang merupakan board game tentang tokoh ilmuwan yang bertujuan untuk melatih kemampuan berpikir ilmiah. Komponen utama board game berupa kartu yang dibagi menjadi 3 jenis yaitu: 40 Kartu Penemu, 40 Kartu Temuan, dan 40 Kartu Pertanyaan. Komponen tambahan berupa lembar informasi dan kemasan permainan. Dengan hasil perancangan ini, diharapkan mampu menjadi media interaktif yang mampu meningkatkan kemampuan berpikir ilmiah bagi siswa SMP.
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Science literacy is a person's ability to analyze, process, and conclude information related to the scientific field of science. According to the 2018 PISA results, Indonesian students' science literacy is low. This is influenced by the lack of scientific thinking skills of Indonesian students. In addition, the learning process of Indonesian students is also still lacking in adopting active learning. From these problems, it is necessary to design an interactive media that is able to train scientific thinking skills.
This research will focus on designing interactive media in the form of educational board games that are able to improve scientific thinking skills by applying scientific reasoning methods such as inductive, deductive, and abductive logic to board game mechanics. This design is carried out with several research methods, namely: data collection based on literature studies and existing studies, depth interviews with several parties and experts, experimental studies to determine design concepts, and user testing to target users to test the designs made. Depth interviews were conducted with the Surabaya Education Office as a research stakeholder, teachers as learning implementers, child psychologists to find out children's interests, board game experts to determine game mechanics. The result of this research is a board game called "Lugika!" which is a board game about scientific figures that aims to train scientific thinking skills. The main component of the board game is cards which are divided into 3 types, namely: 40 Inventor Cards, 40 Discovery Cards, and 40 Question Cards. Additional components include information sheets and game packaging. With the results of this design, it is expected to be able to become an interactive media that can improve scientific thinking skills for junior high school students.

Item Type: Thesis (Other)
Uncontrolled Keywords: berpikir ilmiah, tokoh ilmuwan; board game edukatif, scientific thinking, scientific figures, educational board game
Subjects: L Education > L Education (General)
L Education > LC Special aspects of education
L Education > LC Special aspects of education > LC156 Literacy
N Fine Arts > NC Drawing Design Illustration
Divisions: Faculty of Creative Design and Digital Business (CREABIZ) > Visual Communication Design > 90241-(S1) Undergraduate Thesis
Depositing User: Bayu Hayatul Malik
Date Deposited: 10 Feb 2024 15:10
Last Modified: 10 Feb 2024 15:10
URI: http://repository.its.ac.id/id/eprint/106720

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