PERMAINAN KARTU “MINDVENTURE” SEBAGAI REFLEKSI INNER CHILD BAGI REMAJA PEREMPUAN 18-21 TAHUN

ADISTY OCTAVIANI, . (2026) PERMAINAN KARTU “MINDVENTURE” SEBAGAI REFLEKSI INNER CHILD BAGI REMAJA PEREMPUAN 18-21 TAHUN. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

[img] Text
COVER.pdf

Download (562kB)
[img] Text
BAB 1.pdf

Download (345kB)
[img] Text
BAB 2.pdf
Restricted to Registered users only

Download (475kB)
[img] Text
BAB 3.pdf
Restricted to Registered users only

Download (1MB)
[img] Text
BAB 4.pdf
Restricted to Registered users only

Download (549kB)
[img] Text
BAB 5.pdf
Restricted to Registered users only

Download (173kB)
[img] Text
DAFTAR PUSTAKA.pdf

Download (237kB)
[img] Text
LAMPIRAN.pdf
Restricted to Registered users only

Download (1MB)

Abstract

Inner child merupakan sebuah konsep yang menggambarkan sifat dan sikap kekanak-kanakan yang dimiliki oleh seorang individu. Remaja akhir, khususnya usia 18-21 tahun berada pada fase pencarian identitas diri. Pada tahap ini, pengalaman emosional masa kanak-kanak atau inner child yang belum terselesaikan dapat memengaruhi kondisi psikologis individu, seperti kesulitan mengelola emosi dan memiliki kepercayaan diri yang rendah. Namun, pemahaman mengenai konsep inner child masih terbatas dan sering dianggap sulit untuk dibahas secara langsung. Oleh karena itu, diperlukan media alternatif yang bersifat reflektif dan mudah diterima oleh remaja akhir. Penelitian ini bertujuan untuk merancang permainan kartu sebagai media refleksi diri yang membantu remaja akhir mengenali dan memahami konsep inner child. Penelitian ini menggunakan metode kualitatif dengan pendekatan Design Thinking yang meliputi tahapan empathize, define, ideate, prototype, dan test. Pengumpulan data dilakukan melalui In-Depth Interview, yaitu wawancara secara mendalam dan kuesioner terhadap penyintas inner child terluka. Data tersebut kemudian dituangkan menjadi sebuah rancangan desain permainan kartu “Mindventure” yang mengacu pada aspek konseptual, visual, dan operasional. Kata Kunci: Inner Child, Remaja Akhir, Permainan Kartu “Mindventure” ***** The inner child is a concept that describes the childlike traits and attitudes within an individual. Late adolescence, particularly between the ages of 18-21, is a developmental phase characterized by the search for personal identity. At this stage, unresolved childhood emotional experiences, or a wounded inner child, can affect an individual’s psychological condition, such as difficulties in emotional regulation and having low self-confidence. However, understanding of the inner child concept is still limited and is often considered difficult to discuss directly. Therefore, an alternative media that is reflective and easily accepted by late adolescents is needed. This study aims to design a card game as a self-reflection medium to help late adolescents recognize and understand the concept of the inner child. This research employs a qualitative method using the Design Thinking approach, which includes the stages of empathize, define, ideate, prototype, and test. Data were collected through In-Depth Interviews and questionnaires with individuals who experiences a wounded inner child. The collected data were then made into the design of the card game “Mindventure”, which is developed based on conceptual, visual, and operational aspects. Keywords: Inner Child, Late Adolescence, Card Game “Mindventure”

Item Type: Thesis (Sarjana)
Additional Information: 1). Dr. Rizki Taufik Rakhman, S.Sn., M.Si. ; 2). Rahmawati, S.Psi., M.A.
Subjects: Kesenian > Seni Rupa, Fotografi
Kesenian > Seni Menggambar
Kesenian > Seni (umum)
Divisions: FBS > S1 Pendidikan Seni Rupa
Depositing User: Adisty Octaviani .
Date Deposited: 02 Mar 2026 07:04
Last Modified: 02 Mar 2026 07:04
URI: http://repository.unj.ac.id/id/eprint/65888

Actions (login required)

View Item View Item