BOARD GAME SEBAGAI MEDIA PENGENALAN PARIWISATA JAKARTA

MALIK ILYASA, . (2026) BOARD GAME SEBAGAI MEDIA PENGENALAN PARIWISATA JAKARTA. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.

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Abstract

Penelitian ini bertujuan merancang board game sebagai media untuk memperkenalkan pariwisata di Jakarta. Latar belakang penelitian berangkat dari kebutuhan akan media promosi pariwisata yang lebih menarik dan partisipatif, terutama bagi generasi muda. Selama ini, promosi wisata Jakarta masih didominasi oleh media satu arah seperti brosur dan video yang informatif namun kurang melibatkan audiens secara aktif. Melalui permainan papan, informasi wisata dapat disampaikan dengan cara yang menyenangkan, edukatif, dan interaktif. Penelitian ini menggunakan metode kualitatif dengan pendekatan Design Thinking yang meliputi lima tahap, yaitu empathize, define, ideate, prototype, dan test. Data diperoleh melalui observasi destinasi wisata di Jakarta, wawancara, penyebaran kuesioner, dan studi literatur. Hasil penelitian menghasilkan rancangan board game yang menampilkan enam wilayah Jakarta dengan lima destinasi wisata utama di setiap wilayah. Karya ini diharapkan dapat menjadi alternatif media promosi dan pembelajaran yang efektif dan menarik, sekaligus menumbuhkan kesadaran serta kebanggaan terhadap potensi pariwisata dan budaya Jakarta. Kata Kunci: board game, media edukasi, pariwisata, Jakarta, design thinking ***** This research aims to design a board game as an interactive medium to introduce the tourism potential of Jakarta. The background of this study arises from the need for more engaging and participatory tourism promotion media, especially for younger generations. Currently, Jakarta’s tourism promotion is still dominated by one-way media such as brochures and videos, which are informative but lack active audience engagement. Through board games, tourism information can be presented in a fun, educational, and interactive way. This research employs a qualitative method with a Design Thinking approach consisting of five stages: empathize, define, ideate, prototype, and test. Data were collected through observations of tourist destinations in Jakarta, interviews, questionnaires, and literature studies. The study resulted in the design of a board game featuring six regions of Jakarta, each represented by five main tourist destinations. This research is expected to serve as an alternative medium for promotion and education that is both effective and engaging, while fostering awareness and pride in Jakarta’s tourism and cultural potential. Keywords: board game, educational media, tourism, Jakarta, design thinking

Item Type: Thesis (Sarjana)
Additional Information: 1. Dr. Rizki Taufik Rakhman, S.Sn., M.Si. 2. Desy Sugianti, M.Sn.
Subjects: Kesenian > Seni Rupa, Fotografi
Kesenian > Seni (umum)
Divisions: FBS > S1 Pendidikan Seni Rupa
Depositing User: Malik Ilyasa .
Date Deposited: 03 Mar 2026 02:54
Last Modified: 03 Mar 2026 02:54
URI: http://repository.unj.ac.id/id/eprint/65907

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