PERANCANGAN BOARD GAME SEBAGAI MEDIA PEMBELAJARAN PANCASILA UNTUK KELAS 3 SD MENGGUNAKAN MEKANIK CO-OPERATIVE PLAY
DOI:
https://doi.org/10.33633/andharupa.v5i2.2396Abstract
AbstrakPancasila adalah ideologi masyarakat Indonesia. Pancasila digunakan sebagai pedoman untuk membangun karakter bangsa. Namun pada kenyataannya, nilai Pancasila di masyarakat terutama di kalangan anak-anak mulai memudar terlihat pada perilaku anak-anak yang seperti tidak memiliki moral. Salah satu penyebab pudarnya nilai-nilai Pancasila adalah pendidikan di Indonesia yang kurang menanamkan nilai Pancasila di dalam kelas dan metode pembelajaran yang membosankan sehingga membuat siswa kurang bersemangat ketika mempelajari Pendidikan Kewarganegaraan. Penelitian ini menghasilkan board game yang dirancang menggunakan metode perancangan studio game Kummara sebagai media pembelajaran inovatif.  Selain itu, penelitian ini juga bertujuan untuk menarik minat belajar siswa dan menanamkan nilai karakter secara tidak langsung lewat aturan dalam permainan dan secara langsung lewat bimbingan yang diberikan saat permainan. Respon baik diberikan oleh murid-murid, dimana murid-murid merasa senang belajar Pancasila dengan board game ini dan adanya peningkatan nilai dari hasil tes yang diberikan kepada murid-murid. Kata Kunci: Pancasila, Board Game, Pendidikan, Sekolah Dasar    AbstractPancasila is the ideology of the Indonesian people. Pancasila be used as a guideline to build national character. But in reality, the value of Pancasila in the community especially among children began to fade which children act as immoral. One of the causes of the fading values of Pancasila is an education in Indonesia was less imparts the value of Pancasila in the classroom and bores methods of learning, so it makes students less enthusiasm when studies the Citizenship Education. This research produced a board game designed by using the Kumara Studio game method design as innovative media learning. Moreover, this research purpose is also to attract the attention of students to study and implantation the value of a character indirectly through rules in gameplay and directly through guidance given by during playtimes. Responded well given by students and students feel joyful when learning Pancasila using board games. There is also an increase in the grade of students' test results. Keywords: Board Game, Education, Elementary School, PancasilaReferences
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