GAMEBRENG JELAJAH WISATA PRIORITAS INDONESIA SEBAGAI PERMAINAN MOTORIK KASAR ANAK USIA 5-6 TAHUN MELALUI PLAYMAT

HIKMAH ADLIA, . (2026) GAMEBRENG JELAJAH WISATA PRIORITAS INDONESIA SEBAGAI PERMAINAN MOTORIK KASAR ANAK USIA 5-6 TAHUN MELALUI PLAYMAT. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Perkembangan motorik kasar merupakan aspek penting bagi anak usia 5–6 tahun sebagai persiapan memasuki jenjang Sekolah Dasar. Keterbatasan ruang bermain dan meningkatnya penggunaan gawai menyebabkan anak memiliki kesempatan yang lebih sedikit untuk melakukan aktivitas fisik. Penelitian ini bertujuan merancang playmat edukatif bertema wisata Indonesia, Labuan Bajo dan Danau Toba sebagai media permainan yang dapat menstimulasi motorik kasar sekaligus mengenalkan budaya Indonesia kepada anak usia 5–6 tahun. Penelitian menggunakan metode kualitatif dengan pendekatan design thinking yang meliputi tahap Inspiration, Ideation, dan Implementation. Data diperoleh melalui studi pustaka, observasi, wawancara, dan dokumentasi. Hasil penelitian berupa playmat edukatif yang dilengkapi buku panduan, keping tempat, peta, dan tas petualangan. Layout permainan disusun mengikuti bentuk geografis Danau Toba dengan ilustrasi bergaya informatif. Hasil validasi ahli dan uji coba menunjukkan bahwa media dapat digunakan sesuai tujuan perancangan. Anak mampu memahami alur permainan, mengikuti aktivitas motorik secara berurutan, serta menunjukkan antusiasme selama bermain. Dengan demikian, playmat edukatif bertema Danau Toba dapat menjadi alternatif media pembelajaran untuk menstimulasi motorik kasar sekaligus memperkenalkan budaya Indonesia kepada anak usia 5–6 tahun. Kata Kunci: playmat, motorik kasar, anak usia 5-6 tahun. ***** Gross motor skill development is a crucial aspect for children aged 5–6 as they prepare to enter primary school. Limited play space and the increasing use of digital devices have reduced opportunities for children to engage in physical activity. This study aims to design an educational playmat themed around Indonesian tourist destinations—specifically Labuan Bajo and Lake Toba—serving as a play medium that stimulates gross motor skills while introducing Indonesian culture to children aged 5–6. The research employs a qualitative method using the design thinking approach, comprising the Inspiration, Ideation, and Implementation stages. Data were gathered through literature reviews, observations, interviews, and documentation. The final product is an educational playmat accompanied by a guidebook, game pieces, a map, and an adventure bag. The game layout mirrors the geographical shape of Lake Toba and features informative-style illustrations. Expert validation and trials indicate that the medium functions effectively according to its design objectives. Children were able to grasp the game mechanics, follow the sequence of motor activities, and demonstrate enthusiasm while playing. Thus, the Lake Toba-themed educational playmat serves as an alternative learning tool for stimulating gross motor skills and introducing Indonesian culture to children aged 5–6. Keywords: playmat, gross motor skills, children aged 5–6.

Item Type: Thesis (Sarjana)
Additional Information: 1). Siti Khodijah Lestari, M.Ds.; 2). Desy Sugianti, M.Sn.
Subjects: Kesenian > Seni Grafika
Divisions: FBS > S1 Pendidikan Seni Rupa
Depositing User: Hikmah Adlia .
Date Deposited: 27 Aug 2026 04:58
Last Modified: 27 Aug 2026 04:58
URI: http://repository.unj.ac.id/id/eprint/73165

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