Desain Media Pengenalan Kesenian Jaran Kencak Di Museum Lumajang untuk Anak Usia 6-9 Tahun dengan Konsep Interaktif

Vianahar, Naila Maharani (2018) Desain Media Pengenalan Kesenian Jaran Kencak Di Museum Lumajang untuk Anak Usia 6-9 Tahun dengan Konsep Interaktif. Undergraduate thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Pada tahun 2015 Pemerintah Kabupaten Lumajang membangun Museum Lumajang sebagai sarana belajar sejarah dan budaya. Penelitian ini disusun bertujuan membuat sarana pengenalan Jaran Kencak di Museum Lumajang dengan konsep interaktif untuk anak usia sekolah dasar (6-9 tahun) sehingga dapat mengenalkan Jaran Kencak sebagai ciri khas Lumajang, menanamkan nilai edukasi dan meningkatkan pengunjung museum Lumajang. Melalui studi rekonstruksi sejarah dan analisis atribut desain/ kostum Jaran Kencak diharapkan dapat memberikan informasi yang otentik sesuai nilai sejarah dan budaya Jaran Kencak. Analisis roleplay permainan dan mekanisme mainan Jaran Kencak dilakukan untuk mendesain sebuah wahana interaktif yang melibatkan anak dalam alur cerita sejarah Jaran Kencak. Anak mendapatkan informasi di arena informasi sejarah, melakukan proses interpersona menjadi petapa dengan memakai kostum di arena kostum, menunggangi mainan kuda maju dan mundur di arena menari serta mengembalikan properti mainan ke tempatnya. Permainan ini bertujuan menanamkan nilai budaya, melatih kecerdasan kognitif, motorik, sosial dan emosi============================================================================================================================In 2015, the Government of Lumajang Regency built Lumajang Museum as a means of learning history and culture. This research is aimed to introduce Jaran Kencak at Lumajang Museum with an interactive concept for elementary school age children (6-9 years old) to introduce Jaran Kencak as Lumajang characteristic, to instill the value of education and increase the Lumajang museum visitors. Through historical reconstruction studies and analysis of attributes/costume of Jaran Kencak expected to provide authentic information according to historical and cultural values of Jaran Kencak. Analysis of game roleplay and Jaran Kencak ride on toy mechanism was done to design an interactive ride on toy involving children in the historical storyline of Jaran Kencak. Children get information in the zone of historical information, interpersonal process into a hermit by wearing costumes in the costume zone, riding a ride on toy forward and backward in the dance zone and return the property toy into place. The game aims to instill cultural values, train cognitive, motor, social and emotional intelligence.

Item Type: Thesis (Undergraduate)
Additional Information: RSDP 792.026 Via d
Uncontrolled Keywords: Budaya, Jaran Kencak, Lumajang, Permainan, Interaktif, Culture, Jaran Kencak, Lumajang, Game, Interactive
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)
D History General and Old World > D History (General) > D880 Developing Countries
G Geography. Anthropology. Recreation > G Geography (General) > G155 Tourism
G Geography. Anthropology. Recreation > GR Folklore
Divisions: Faculty of Architecture, Design, and Planning > Industrial Product Design > 90231-(S1) Undergraduate Thesis
Depositing User: Vianahar Naila Maharani
Date Deposited: 06 Dec 2018 07:31
Last Modified: 15 Oct 2020 03:27
URI: http://repository.its.ac.id/id/eprint/59367

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