Setiawan, Kurnia and Ninawati, Ninawati and Suparman, Meiske Y Learning Pancasila Through Snakes and Ladders Game. Learning Pancasila Through Snakes and Ladders Game.
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Abstract
This research is a continuation of the
campaign activity "Pancasila Harga Mati" which was carried out
by several community social institutions in 2012. The activities
carried out were focus group discussions, designing and
publishing the Pancasila graphic essay book, a workshop attended
by 18 teenagers from various cities and a photo exhibition at the
Antara Journalistic Photo Gallery. In March 2018, an activity
was held for 3
days, involving 45 people from various
organizations. A snakes and ladders game "Save Garuda" was
played. This inspired the using of snakes and ladders game as a
learning medium to socialize Pancasila. Then the researchers
created "Designing the Pancasila Boardgame" which was later
developed as a prototype of the Pancasila ladder design. The
research conducted was the applied product category which
produced the prototype of the Pancasila ladder to be implemented
as a learning medium. It is a multidisciplinary study, combining
the fields of design and educational psychology. The research
methods are interviews, observation and experimental. Based on
the simulations carried out the participants were enthusiastic and
received a
positive response and several suggestions for
improvement.
| Item Type: | Article |
|---|---|
| Subjects: | Penelitian > Fakultas Seni Rupa dan Desain |
| Divisions: | Fakultas Seni Rupa dan Desain > Desain Komunikasi Visual |
| Depositing User: | Puskom untar untar |
| Date Deposited: | 31 Dec 2020 08:15 |
| Last Modified: | 31 Dec 2020 08:15 |
| URI: | http://untar.idwordpres.com/id/eprint/14031 |
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