JULITA SUKMAWATI, . (2026) PERMAINAN PAPAN NGEDEPROK SEBAGAI MEDIA UNTUK MEMPERKENALKAN KOTA DEPOK. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Pengetahuan Generasi Z terhadap Kota Depok masih terbatas. Informasi yang diperoleh cenderung berasal dari pemberitaan di media sosial yang belum menggambarkan Kota Depok secara menyeluruh. Penciptaan karya ini bertujuan merancang permainan papan sebagai media pengenalan Kota Depok bagi Generasi Z. Penciptaan karya menggunakan metode kualitatif dengan pendekatan Design Thinking melalui studi literatur, observasi, wawancara, dan Focus Group Discussion (FGD). Hasil penciptaan berupa permainan papan Ngedeprok yang mengangkat aspek Destinasi, Kuliner, Budaya, dan Fenomena Kota Depok dalam konsep permainan interaktif. Visual permainan menggunakan ilustrasi bergaya kartun, warna cerah, serta elemen identitas Kota Depok yang disesuaikan dengan karakteristik Generasi Z. Proses produksi dilakukan melalui pengolahan data, pengembangan mekanisme permainan, digitalisasi desain, pencetakan prototipe, serta tahap validasi dan uji coba. Hasil pengujian menunjukkan bahwa permainan papan Ngedeprok dapat menjadi media pengenalan Kota Depok bagi Generasi Z. ***** Generation Z's knowledge of Depok City remains limited. The information they obtain tends to come from social media coverage, which does not comprehensively represent the city. This creative project aims to design a board game as a medium for introducing Depok City to Generation Z. The project employed a qualitative method with a Design Thinking approach through a literature review, observations, interviews, and Focus Group Discussions (FGDs). The final work is a board game entitled Ngedeprok, which introduces the city's Destinations, Culinary, Culture, and Phenomena through an interactive gameplay concept. The visual design features cartoon-style illustrations, vibrant colors, and elements representing the identity of Depok City that are tailored to the characteristics of Generation Z. The production process involved data processing, visual and gameplay design, design digitization, prototype production, validation, and user testing. The testing results indicate that the Ngedeprok board game can serve as a medium for introducing Depok City to Generation Z.
| Item Type: | Thesis (Sarjana) |
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| Additional Information: | 1). Siti Khodijah Lestari, M.Ds. ; 2). Dr. Rizki Taufik Rakhman, S.Sn., M.Si. |
| Subjects: | Kesenian > Seni Rupa, Fotografi |
| Divisions: | FBS > S1 Pendidikan Seni Rupa |
| Depositing User: | Julita Sukmawati . |
| Date Deposited: | 24 Aug 2026 03:08 |
| Last Modified: | 24 Aug 2026 03:08 |
| URI: | http://repository.unj.ac.id/id/eprint/73009 |
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