CERIA PRATIWI, . (2026) PENGEMBANGAN MEDIA PEMBELAJARAN BOARD GAME SEJARAH SENI RUPA INDONESIA UNTUK MENINGKATKAN KEMAMPUAN APRESIASI SENI RUPA SISWA SMP. Magister thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Kemampuan apresiasi seni rupa merupakan salah satu kompetensi penting dalam pembelajaran Seni Rupa di SMP. Namun, pembelajaran masih cenderung berfokus pada kegiatan berkarya, sementara pemanfaatan sejarah seni rupa Indonesia sebagai konteks pembelajaran apresiasi belum optimal. Kondisi tersebut menyebabkan siswa memiliki keterbatasan dalam memahami hubungan antara karya seni dengan konteks sejarah, budaya, dan sosial yang melatarbelakanginya. Penelitian ini bertujuan untuk: (1) mendeskripsikan hasil analisis kebutuhan sebagai dasar pengembangan media pembelajaran board game sejarah seni rupa indonesia untuk meningkatkan kemampuan apresiasi seni rupa siswa SMP (2) menghasilkan desain media pembelajaran board game sejarah seni rupa indonesia untuk meningkatkan kemampuan apresiasi seni rupa siswa SMP (3) menentukan tingkat kelayakan media pembelajaran board game sejarah seni rupa indonesia berdasarkan hasil validasi ahli dan uji coba terbatas, dan (4) mengetahui efektivitas awal media pembelajaran board game sejarah seni rupa indonesia dalam meningkatkan kemampuan apresiasi seni rupa siswa SMP. Penelitian ini menggunakan metode Research and Development (R&D) de ngan model Four-D. Media yang dikembangkan berupa Board Game Jelajah Rupa yang mengintegrasikan pendekatan historiografi seni sebagai dasar penyusunan materi sejarah seni rupa Indonesia, teori apresiasi seni Feldman sebagai landasan pengembangan kemampuan apresiasi, teori konstruktivisme sosial Vygotsky sebagai dasar aktivitas pembelajaran kolaboratif, serta teori perkembangan kognitif Piaget sebagai dasar perancangan media yang sesuai dengan karakteristik siswa SMP. Kelayakan produk dinilai oleh tiga ahli (materi, media, dan pembelajaran). Efektivitas awal produk diuji melalui developmental testing terhadap 12 siswa kelas IX SMP. Data dianalisis secara deskriptif melalui hasil validasi ahli, perhitungan N-Gain, dan angket respon siswa. Hasil penelitian menunjukkan Board Game Jelajah Rupa memperoleh tingkat kelayakan rata-rata 90,83% dengan kategori Sangat Layak. Hasil developmental testing menunjukkan peningkatan kemampuan apresiasi seni rupa dengan nilai rata-rata N-Gain sebesar 0,7935 yang termasuk kategori tinggi. Selain itu, respons siswa terhadap media memperoleh persentase rata-rata 92,78% dengan kategori Sangat Baik, yang menunjukkan bahwa board game Jelajah Rupa menarik, mudah digunakan, serta membantu siswa meningkatkan kemampuan apresiasi seni. Dengan demikian, media dinyatakan layak dan menunjukkan efektivitas awal dalam meningkatkan kemampuan apresiasi seni rupa siswa SMP. Kata Kunci: media pembelajaran, board game, apresiasi seni rupa, sejarah seni rupa Indonesia ***** Art appreciation is an important competency in Visual Arts education at the Junior High School level. However, instruction tends to focus primarily on art-making activities, while the use of Indonesian art history as a context for art appreciation learning remains suboptimal. This condition limits students ability to understand the relationship between artworks and the historical, cultural, and social contexts in which they were created. This study aimed to: (1) describe the results of a needs analysis as the basis for developing an Indonesian art history board game as instructional media to improve Junior High School students art appreciation skills; (2) develop the design of an Indonesian art history board game as instructional media to improve Junior High School students art appreciation skills; (3) determine the feasibility of the Indonesian art history board game based on expert validation and a limited trial; and (4) examine the initial effectiveness of the Indonesian art history board game in improving Junior High School students art appreciation skills. This study employed a Research and Development (R&D) method using the Four-D model. The developed media, Jelajah Rupa, integrates an art historiographical approach as the basis for organizing Indonesian art history content, Feldman’s art appreciation theory as the foundation for developing students art appreciation skills, Vygotsky’s social constructivist theory as the basis for collaborative learning activities, and Piaget’s cognitive development theory as the basis for designing media appropriate to the characteristics of Junior High School students. Product feasibility was assessed by three experts in subject matter, instructional media, and art education. The initial effectiveness of the product was examined through developmental testing involving 12 ninth-grade Junior High School students. The data were analyzed descriptively using expert validation results, N-Gain calculations, and student response questionnaires. The results showed that Jelajah Rupa Board Game achieved an average feasibility score of 90.83%, which falls into the highly feasible category. The developmental testing results indicated an improvement in students art appreciation skills, with a mean N-Gain score of 0.7935, which falls into the high category. In addition, students responses to the media yielded an average percentage of 92.78%, which falls into the very good category, indicating that the Jelajah Rupa board game was engaging, easy to use, and helped students improve their art appreciation skills. Therefore, the media was considered feasible and demonstrated initial effectiveness in improving junior high school students’ art appreciation skills. Keywords: instructional media, board game, art appreciation, Indonesian art history
| Item Type: | Thesis (Magister) |
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| Additional Information: | 1). Dr. Indro Moerdisuroso, M.Sn. ; 2). Dr. Rizki Taufik Rakhman, M.Si. |
| Subjects: | Pendidikan > Media Pembelajaran Kesenian > Seni (umum) |
| Divisions: | FBS > S2 Pendidikan Seni |
| Depositing User: | Ceria Pratiwi . |
| Date Deposited: | 15 Oct 2026 06:21 |
| Last Modified: | 15 Oct 2026 06:21 |
| URI: | http://repository.unj.ac.id/id/eprint/74131 |
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