Seudanti, Naila (2026) PERANCANGAN BOARD GAME SEBAGAI MEDIA EDUKASI NILAI-NILAI ISLAM DI MIT NURUL IMAN AL-AZHARY DEPOK. Diploma thesis, Politeknik Negeri Media Kreatif.
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Abstract
The design of the “Asmaul Husna” board game was carried out as an educational medium to support Akidah Akhlak learning at MIT Nurul Iman Al-Azhary Depok. The learning process is still predominantly conducted through textbooks and direct instruction, resulting in limited variation of learning media used during the teaching process. Therefore, an educational medium is needed to support students in understanding the Asmaul Husna material along with the Islamic values embedded within it. The data collection methods employed in this project included observation, interviews, literature review, and data analysis. The final outcome of this project is an educational board game equipped with a game board, Hafal (Memorize) cards, Pahami (Understand) cards, Teladani (Apply) cards, and character pawns. This board game is expected to serve as an educational medium that supports the learning process of Asmaul Husna through play-based activities within the school environment.
Keywords: Board Game, Asmaul Husna, Educational Media, Islamic Values, Madrasah Ibtidaiyah
Perancangan board game “Asmaul Husna” dilakukan sebagai media edukasi pendukung pembelajaran Akidah Akhlak di MIT Nurul Iman Al-Azhary Depok. Metode pembelajaran masih didominasi oleh penggunaan buku ajar dan penyampaian materi secara langsung sehingga variasi media yang digunakan dalam proses pembelajaran masih terbatas, maka diperlukan media edukasi yang dapat mendukung peserta didik dalam memahami materi Asmaul Husna beserta nilai-nilai Islam yang terkandung di dalamnya. Metode pengumpulan data meliputi observasi, wawancara, studi pustaka, analisis data. Hasil dari perancangan ini berupa board game edukasi, dilengkapi dengan papan permainan, kartu Hafal, kartu Pahami, kartu Teladani, dan pion karakter. Board game ini diharapkan menjadi salah satu media edukasi pendukung pembelajaran yang dapat melengkapi proses pembelajaran Asmaul Husna melalui aktivitas bermain di lingkungan sekolah.
Kata Kunci: Papan Permainan, Asmaul Husna, Media Edukasi, Nilai-Nilai Islam, Madrasah Ibtidaiyah
| Item Type: | Thesis (Diploma) |
|---|---|
| Additional Information: | 1. Yayah Nurasiah, M.Pd., sebagai Dosen Pembimbing I; 2. Citrani Eka Lamda Nur, S.Sn., M.I.Kom., sebagai Dosen Pembimbing II |
| Uncontrolled Keywords: | Board Game, Asmaul Husna, Educational Media, Islamic Values, Papan Permainan, Asmaul Husna, Media Edukasi, Nilai-Nilai Islam, Madrasah Ibtidaiyah |
| Subjects: | 700 - Seni dan Rekreasi > 790 Olahraga, permainan dan hiburan > 793 Permainan dalam ruangan, hiburan dalam ruangan 700 - Seni dan Rekreasi > 790 Olahraga, permainan dan hiburan > 795 Permainan untung-untungan |
| Divisions: | Jurusan Desain > Program Studi Desain Grafis |
| Depositing User: | Naila Seudanti |
| Date Deposited: | 01 Oct 2026 21:51 |
| Last Modified: | 01 Oct 2026 21:51 |
| URI: | https://repository.polimedia.ac.id/id/eprint/6924 |
