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PRESERVASI KEARIFAN LOKAL BANGSA INDONESIA MELALUI KEMAS ULANG INFORMASI DALAM PRODUK BOARD GAME HOMPIMPA! GAMES

Sumita, Dewi and Christiani, Lydia (2021) PRESERVASI KEARIFAN LOKAL BANGSA INDONESIA MELALUI KEMAS ULANG INFORMASI DALAM PRODUK BOARD GAME HOMPIMPA! GAMES. Undergraduate thesis, FAKULTAS ILMU BUDAYA UNIVERSITAS DIPONEGORO.

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Abstract

Penelitian ini membahas preservasi kearifan lokal Bangsa Indonesia melalui
kemas ulang informasi dalam produk board game Hompimpa! Games. Penelitian
ini bertujuan untuk menganalisis preservasi nilai-nilai kearifan lokal Bangsa
Indonesia melalui proses kemas ulang informasi dalam produk board game
Hompimpa! Games. Metode penelitian yang digunakan pada penelitian ialah
kualitatif, dengan pendekatan studi kasus. Metode analisis yang digunakan yaitu
Model Miles dan Huberman. Hasil penelitian ini menunjukkan bahwa produk
board game Hompimpa! Games merupakan produk kemas ulang informasi yang
memuat nilai-nilai kearifan lokal. Kegiatan kemas ulang informasi dalam
pembuatan board game merupakan upaya kegiatan preservasi kearifan lokal
Bangsa Indonesia dengan mempertimbangkan penyesuaian budaya modern.
Proses kemas ulang informasi mencakup 1) Preparation of the first brief
(persiapan informasi singkat); 2) Analysis of the brief (analisis singkat); 3) Design
criteria for the massage carrier (kriteria desain pembawa pesan); 4) Production of
the message carrier (produksi pembawa pesan) dan 5) Feedback system planning
(perencanaan sistem umpan balik). Melalui kemas ulang informasi, nilai-nilai
kearifan lokal Bangsa Indonesia dikemas dalam komponen-komponen permainan
yang ketika dimainkan dapat memberikan pengetahuan bagi pemainnya tentang
nilai-nilai yang dikemas
This research discusses the preservation of local wisdom of the Indonesian nation
through repackaging information in the board game Hompimpa! Games. This
study aims to analyze the preservation of the local wisdom values of the
Indonesian nation through the process of repackaging the information in the
board game Hompimpa! Games. The research method used in qualitative
research, with a case study approach. The analytical method used is the Miles
and Huberman model. The results of this study indicate that the board game
Hompimpa! Games are a product of information packaging containing local
wisdom values. The information repackaging activity in making board games is
an effort to preserve the local wisdom of the Indonesian nation by considering
modern culture. The information repackaging process includes 1) first brief
preparation (brief information preparation); 2) short analysis (short analysis); 3)
Messenger design criteria (messenger design criteria); 4) Production of
messengers and 5) Planning of the feedback system (planning of the feedback
system). Through repackaging of information, the values of the local wisdom of
the Indonesian nation which are packaged in the components of the games played
can provide knowledge for the players about the values that are packaged.

Item Type: Thesis (Undergraduate)
Subjects: Humanities
Divisions: Faculty of Humanities > Department of Library Science
Depositing User: UPT Perpus2 Undip
Date Deposited: 04 Sep 2023 07:31
Last Modified: 04 Sep 2023 07:32
URI: https://eprints2.undip.ac.id/id/eprint/7587

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