Zahra, Layyin A'ziemah (2025) Media Edukasi Interaktif Untuk Museum Bahari Berdasarkan Pengembangan Board Game Jalur Rempah. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Museum Bahari merupakan salah satu museum sejarah di Kota Jakarta yang menyimpan koleksi artefak kemaritiman Indonesia. Namun, museum ini menghadapi tantangan berupa rendahnya minat pengunjung dibandingkan museum lain, terutama dari kalangan generasi muda, akibat minimnya pengembangan fasilitas baru dan keterbatasan anggaran pascakebakaran besar pada tahun 2018. Menjawab tantangan tersebut, penelitian ini bertujuan untuk mengembangkan sebuah solusi inovatif berupa media edukasi interaktif dengan tema Sejarah Rempah. Tema ini dipilih karena nilai sejarahnya yang tinggi, relevansinya dengan fungsi awal bangunan museum sebagai gudang rempah VOC , serta statusnya yang sedang diperjuangkan sebagai warisan budaya dunia oleh UNESCO. Inovasi utama dari produk yang dirancang berupa tiga unit kios permainan terletak pada pendekatan hybrid yang menggabungkan pengalaman tactile dari permainan papan manual dengan IoT (Internet of Things) yang suportif. Melalui metode interactive storytelling, pengunjung tidak lagi menjadi pengamat pasif, melainkan diundang untuk berperan aktif dalam sebuah misi naratif yang imajinatif. Pengalaman bermain ini diperkaya secara multisensorik dengan komponen fisik seperti kartu misi dan token 3D, serta stimulasi unik melalui aroma rempah asli yang dapat dicium langsung. Alur permainannya terstruktur secara progresif dalam tiga tahap: kualifikasi misi, ekspedisi berburu rempah, dan validasi memasak secara digital yang dirancang sebagai solusi low-cost dan low-maintenance untuk museum. Diharapkan, media interaktif ini tidak hanya dapat secara signifikan meningkatkan daya tarik dan keterlibatan pengunjung, tetapi juga mampu menyampaikan konten sejarah maritim dengan cara yang jauh lebih menyenangkan dan berkesan, sejalan dengan visi modernisasi museum di era digital.
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The Maritime Museum (Museum Bahari) is a historical museum in Jakarta that houses a collection of Indonesian maritime artifacts. However, the museum faces challenges of low visitor interest compared to other museums, especially among the younger generation, due to minimal new facility development and budget constraints following a major fire in 2018. In response to these challenges, this study aims to develop an innovative solution in the form of an interactive educational medium themed on the History of Spices. This theme was chosen for its high historical value, its relevance to the museum building's original function as a VOC spice warehouse, and its ongoing nomination as a UNESCO world cultural heritage. The main innovation of the designed product, consisting of three game kiosk units, lies in its hybrid approach that combines the tactile experience of a manual board game with supportive IoT (Internet of Things). Through the interactive storytelling method, visitors are no longer passive observers but are invited to take an active role in an imaginative narrative mission. This gameplay experience is multi-sensorially enriched with physical components such as mission cards and 3D tokens, as well as unique stimulation through authentic spice aromas that can be smelled directly. Its gameplay is progressively structured in three stages: mission qualification, a spice-hunting expedition, and digital cooking validation, designed as a low-cost and lowmaintenance solution for the museum. It is expected that this interactive medium can not only significantly enhance visitor attraction and engagement but also deliver maritime history content in a much more enjoyable and memorable way, in line with the vision of museum modernization in the digital age.
Item Type: | Thesis (Other) |
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Uncontrolled Keywords: | Media Interaktif, Museum Bahari, Gamifikasi Sejarah, Sejarah Rempah, Interactive Media, Maritime Museum, Historical Gamification, History of Spices |
Subjects: | A General Works > AM Museums (General). Collectors and collecting (General) A General Works > AM Museums (General). Collectors and collecting (General) D History General and Old World > D History (General) G Geography. Anthropology. Recreation > GV Recreation Leisure > GV1312 Board games. L Education > L Education (General) L Education > LB Theory and practice of education > LB1029.S53 Educational games. Simulation methods T Technology > TS Manufactures > TS171 Product design |
Divisions: | Faculty of Creative Design and Digital Business (CREABIZ) > Product Design > 90231-(S1) Undergraduate Thesis |
Depositing User: | Layyin A'ziemah Zahra |
Date Deposited: | 31 Jul 2025 06:27 |
Last Modified: | 31 Jul 2025 06:27 |
URI: | http://repository.its.ac.id/id/eprint/124709 |
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