Penerapan Design Thinking dalam Perancangan Pion Karakter Board Game Laskar Kristus untuk Usia 8-12 Tahun

Authors

  • Hanung Sekar Larasati Enggaringtyas Universitas Pembangunan Nasional “Veteran” Jawa Timur
  • Mahimma Romadhona Universitas Pembangunan Nasional “Veteran” Jawa Timur
  • Widyasari Widyasari Universitas Pembangunan Nasional “Veteran” Jawa Timur

DOI:

https://doi.org/10.55606/jurrsendem.v5i1.8622

Keywords:

Bible, Board Game, Character Design, Design Thinking, Pion

Abstract

The Fruit of the Spirit is an important theological value to teach children because it contains points for everyday behavior. However, learning about the Fruit of the Spirit often encounters obstacles and is difficult for children aged 8-12 years to understand because it is considered too abstract and difficult to convey in simple language. Furthermore, obstacles come from the learning media used which are still conventional. Therefore, effective learning media are needed that can attract the interest and motivation of children to want to learn and apply the Fruit of the Spirit in everyday life, such as board games. In board games, there are components that can attract emotions and can be used as media, namely character pawns. The method used is the Design Thinking method with descriptive analysis. This approach is used to analyze data from the results of observations, interviews, literature studies, and questionnaires, as well as to develop concepts and design results. Thus, the character pawns can be created with a human-centered design approach, which is able to create visuals that have a close relationship with children's psychology.

Downloads

Download data is not yet available.

References

Angelica, M., Hidayat, D., & Adriyanto, A. R. (2023). PENERAPAN METODE DESIGN THINKING PADA PERANCANGAN UI / UX MOBILE APPS SEBAGAI MEDIA PENDIDIKAN MORAL UNTUK ANAK-ANAK IMPLEMENTATION OF DESIGN THINKING METHOD IN UI / UX MOBILE APPS DESIGN AS A MEDIUM OF MORAL EDUCATION. 4(2), 177-186. https://doi.org/10.59997/amarasi.v4i02.2711

Erlyana, Y., Everlin, S., Yuwono, I. F., Desain, D., Visual, K., & Mulia, U. B. (2023). ANALISIS COLOR PALETTE BERDASARKAN RASA WARNA. 09(03), 396-411. https://doi.org/10.33633/andharupa.v9i03.7136

Hartiningrum, A. (2025). SEMIOTIKA VISUAL : BAHASA BENTUK PADA DESAIN KARAKTER MERI di ANIMASI JUMBO. 07(03), 1-10. https://doi.org/10.52005/3xs58918

Kreuta, K., & Hutapea, M. (2023). Dampak Gadget Terhadap Perkembangan Moral Anak Usia Remaja di Jemaat GKI Mahanaim Burere. REI MAI: Jurnal Ilmu Teologi Dan Pendidikan Kristen, 1(2), 133-139. https://doi.org/10.69748/jrm.v1i2.85

Meissy, M., & Wijayanti, T. D. (2024). Buku Ilustrasi Aktivitas Bermain Berjudul: "Bermain Asyik Belajar Buah Roh." JIIP - Jurnal Ilmiah Ilmu Pendidikan, 7(9), 10972-10978. https://doi.org/10.54371/jiip.v7i9.5856

Nabilla, Z. R., Romadhona, M., & Arifianto, P. F. (2025). Perancangan Karakter Boardgame "Jejak Karapas: Pahlawan Laut Kecil" Dengan Pemanfaatan Enam Jenis Penyu Laut di Indonesia. 18(1), 167-178. https://doi.org/10.51903/pixel.v18i1.2557

Prasetya, I. P. A., Putra, I. K. A. M., & Nandaryani, N. W. (2023). PENERAPAN GAYA VISUAL KONSEP KARTUN PADA PERANCANGAN. 4(1), 41-45.

Putri, S. A. (2021). Perancangan Board Game Sebagai Sarana Edukasi Mengenai 38 Provinsi Rumah Adat Indonesia Untuk Anak Usia 9-12 Tahun. Jurnal Desain Indonesia, 7(1).

Putri, Y. T. (2024). Penerapan Metode Role Playing Dalam Tentang Buah Roh Siswa Kelas Vi the Application of Role Playing Methods in Christian Education To. Excelsior Pendidikan, 5(1), 44.

Raihan, Tasrif, & Ida Waluyati. (2024). Bullying di Sekolah dan Dampaknya pada Perilaku Siswa Di Sekolah Dasar. Praksis: Jurnal Pendidikan, Budaya, Dan Literasi, 1(1), 56-67. https://doi.org/10.71260/jpal.v1i1.10

Santika, W. (2025). Psikologi warna dan pengaruhnya terhadap respons emosional Individu. Literacy Notes, 1(1), 5-7.

Simbolon, S. R., & Ordekoria, S. (2025). Pengembangan media pembelajaran interaktif untuk pendidkan agama kristan. Pediaqu: Jurnal Pendidikan Sosial Dan Humaniora, 4(1), 692-705.

Situmorang, F. Y., Romadhona, M., & Sutejo, A. (2024). Perancangan Desain Karakter Board Game Batik Jetis Sidoarjo. Innovative: Journal Of Social Science Research, 4(3), 1186-1196. https://doi.org/10.31004/innovative.v4i3.10297

Suga, Z., Putri, E., Universitas, B., Nasional, P., & Jawa, V. (2025). Desain Karakter untuk Board Game Edukasi Burung Endemik. 5(1), 1-12. https://doi.org/10.56633/kaisa.v5i1.1048

Sukatin Sukatin, Khairul Mutaqin, Puji Astuti, Wahyu Widiyansih, & Yulia Putri. (2023). Psikologi Perkembangan Anak Usia Dini. Jurnal Pendidikan Dan Ilmu Sosial (Jupendis), 1(3), 186-194. https://doi.org/10.54066/jupendis.v1i3.492

Widyasari, W., Yani, A. R., Wulandari, N., & Imani, E. C. (2021). PERANCANGAN BOARD GAME EDUKASI ANTI BULLYING. 07(02), 298-316. https://doi.org/10.33633/andharupa.v7i2.4243

Zulkarnain, R. R., Surabaya, U. N., Sejarah, G., Singhasari, K., & Singhasari, G. (2026). PERANCANGAN DESAIN KARAKTER UTAMA DALAM PERMAINAN VIDEO "SINGOSARI FALLEN DYNASTY" STUDI INDEPENDEN. 1(1), 16-27.

Downloads

Published

2026-03-07

How to Cite

Hanung Sekar Larasati Enggaringtyas, Mahimma Romadhona, & Widyasari Widyasari. (2026). Penerapan Design Thinking dalam Perancangan Pion Karakter Board Game Laskar Kristus untuk Usia 8-12 Tahun. Jurnal Riset Rumpun Seni, Desain Dan Media, 5(1), 345–359. https://doi.org/10.55606/jurrsendem.v5i1.8622