MEDIA BOARDGAME "JEJAK: JELAJAH EDUKASI JATI DIRI ADAT DAN KISAH" BERTEMA CERITA RAKYAT GUNUNG KIDUL UNTUK REMAJA (Skripsi)

AFIYA DESTIYANTI, . (2026) MEDIA BOARDGAME "JEJAK: JELAJAH EDUKASI JATI DIRI ADAT DAN KISAH" BERTEMA CERITA RAKYAT GUNUNG KIDUL UNTUK REMAJA (Skripsi). Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Afiya Destiyanti. 2026. “Media Boardgame “JEJAK; Jelajah Edukasi Jati diri Adat dan Kisah” Bertema Cerita Rakyat GunungKidul Untuk Remaja”. Menurunnya minat remaja terhadap cerita rakyat akibat perkembangan media digital mendorong perlunya media edukasi budaya yang lebih interaktif. Penelitian ini bertujuan merancang boardgame JEJAK sebagai media pembelajaran budaya berbasis cerita rakyat dan kesenian Jathilan GunungKidul. Metode yang digunakan adalah design thinking melalui tahapan empathize, define, ideate, prototipe, dan test. Data diperoleh melalui studi pustaka, observasi, wawancara, kuesioner, validasi ahli, dan uji coba kepada remaja. Hasil penelitian menunjukkan bahwa boardgame JEJAK layak digunakan sebagai media edukasi budaya dengan mekanisme permainan yang mudah dipahami, visual yang menarik, serta mampu mengenalkan cerita rakyat dan kesenian Jathilan GunungKidul secara interaktif. Boardgame ini diharapkan bisa menjadi alternatif media pembelajaran yang inovatif sekaligus mendukung pelestarian budaya lokal. Kata Kunci: boardgame, pendidikan budaya, cerita rakyat, Jathilan, Gunungkidul, remaja. ***** Afiya Destiyanti. 2026. "JEJAK Boardgame Media: Journey of Self-Identity, Customs, and Stories – A Gunungkidul Folklore-Themed Boardgame for Teenagers." The declining interest of teenagers in folklore due to the rapid development of digital media has created the need for more interactive cultural education media. This study aims to design JEJAK (Journey of Self-Identity, Customs, and Stories), a boardgame developed as a cultural learning medium based on the folklore and Jathilan traditional performing art of Gunungkidul. The research employed the design thinking method, consisting of the stages of empathize, define, ideate, prototype, and test. Data were collected through literature review, observation, interviews, questionnaires, expert validation, and user testing involving teenagers. The results indicate that the JEJAK boardgame is suitable as a cultural education medium, featuring easy-to-understand game mechanics, appealing visual design, and an interactive approach to introducing Gunungkidul folklore and the traditional Jathilan performance. The boardgame is expected to serve as an innovative alternative learning medium while supporting the preservation of local cultural heritage. Keywords: boardgame, cultural education, folklore, Jathilan, Gunungkidul, teenagers.

Item Type: Thesis (Sarjana)
Additional Information: 1) Zaitun Y.A. Kherid, M.Pd. ; 2) Leny Suryani, S.Pd. M.Sn
Subjects: Geografi, Antropologi > Cerita Rakyat
Geografi, Antropologi > Budaya, Adat Istiadat
Kesenian > Seni Menggambar
Kesenian > Seni Grafika
Kesenian > Seni (umum)
Divisions: FBS > S1 Pendidikan Seni Rupa
Depositing User: Afiya Destiyanti .
Date Deposited: 28 Aug 2026 02:36
Last Modified: 28 Aug 2026 02:36
URI: http://repository.unj.ac.id/id/eprint/73405

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