Perancangan Board Game Edukasi “Bible Journey” Berbasis Augmented Reality (AR) di Gereja Kristen Kalam Kudus Malang

Ayuandini, Abigael Devina and Citra Dewi Megawati, S.Sn., M.T. (2024) Perancangan Board Game Edukasi “Bible Journey” Berbasis Augmented Reality (AR) di Gereja Kristen Kalam Kudus Malang. Diploma thesis, Universitas Brawijaya.

Abstract

Gereja Kristen Kalam Kudus Malang sebagai gereja yang memiliki visi gereja yang berpusat pada Kristus dan Alkitab mempunyai peranan penting dalam edukasi dan pembinaan karakter yang sesuai dengan Alkitab, khususnya bagi anak-anak. Pembinaan sejak dini ini didukung dengan adanya kelas Sekolah Minggu, namun sayangnya metode pembelajaran di sekolah minggu Gereja Kristen Kalam Kudus Malang kurang memanfaatkan media kreatif, inovatif dan berbasis teknologi sebagai penunjang edukasi Alkitab sehingga edukasi Alkitab menjadi kurang efektif bagi anak usia 6-12 tahun yang familiar dengan teknologi, gawai, dan aplikasi Instagram. Oleh karena itu, dilakukan penelitian dengan merancang board game sebagai media penunjang edukasi Alkitab bagi anak usia 6-12 tahun berbasis Augmented Reality (AR) melalui media filter Instagram. Metode penelitian ini menggunakan Research and Development (R&D) dengan model pengembangan 4D. Luaran dari penelitian ini berupa board game berjudul “Bible Journey”, dimana pemain dapat bermain sekaligus menjawab pertanyaan, berinteraksi dengan teman dan guru sekolah minggu, mengingat kembali materi edukasi Alkitab dengan pengalaman yang baru melalui teknologi Augmented Reality (AR) menggunakan media filter Instagram

English Abstract

Kalam Kudus Christian Church Malang as a church that has a vision of a church centered on Christ and the Bible has an important role in education and character development in accordance with the Bible, especially for children. This early development is supported by the existence of Sunday School classes, but unfortunately the learning method at the Sunday School of the Kalam Kudus Christian Church Malang does not utilize creative, innovative and technology-based media to support Bible education so that Bible education becomes less effective for children aged 6-12 years who familiar with technology, devices and Instagram applications. Therefore, research was conducted by designing a board game as a media to support Bible education for children aged 6-12 years based on Augmented Reality (AR) through Instagram filter media. This research method uses Research and Development (R&D) with a 4D development model. The output of this research is a board game entitled "Bible Journey", where players can play and answer questions, interact with friends and Sunday school teachers, recall Bible educational material with new experiences through Augmented Reality (AR) technology using Instagram filter.

Item Type: Thesis (Diploma)
Identification Number: 0524170347
Uncontrolled Keywords: Gereja Kristen Kalam Kudus Malang, visi GKKK Malang, edukasi dan pembinaan karakter, kelas sekolah minggu, media keratif, inovatif, dan berbasis teknologi, interaktivitas edukasi Alkitab, anak usia 6- 12 tahun, teknologi, gawai, aplikasi Instagram, augmented reality (AR), board game, media filter Instagram-Kalam Kudus Christian Church Malang, GKKK Malang vision, character education and development, Sunday school classes, creative, innovative and technology-based media, interactivity of Bible education, children aged 6-12 years, technology, gadgets, Instagram application, augmented reality (AR), board games, Instagram filter media.
Divisions: Program Vokasi > D4 Desain Grafis
Depositing User: Sugeng Moelyono
Date Deposited: 08 Oct 2024 08:07
Last Modified: 08 Oct 2024 08:07
URI: http://repository.ub.ac.id/id/eprint/226486
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