通过蛇梯游戏学习Pancasila

K. Setiawan, Ninawati, M. Y. Suparman
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引用次数: 0

摘要

这项研究是2012年由几个社区社会机构开展的“Pancasila Harga Mati”活动的延续。开展的活动包括焦点小组讨论、设计和出版潘卡西拉图画随笔书、由来自不同城市的18名青少年参加的讲习班以及在安塔拉新闻图片库举办的摄影展。2018年3月,举办了为期3天的活动,来自不同组织的45人参加了活动。他们还玩了“拯救鹰路达”的蛇梯游戏。这激发了他们将蛇梯游戏作为社交化Pancasila的学习媒介。然后,研究人员创造了“设计Pancasila桌面游戏”,这款游戏后来被开发为Pancasila梯子设计的原型。所进行的研究是应用产品类别,它产生了Pancasila梯子的原型,作为一种学习媒介实施。这是一个多学科的研究,结合了设计和教育心理学领域。研究方法有访谈法、观察法和实验法。根据所进行的模拟,参与者都很热情,并得到了积极的回应和一些建议
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Learning Pancasila Through Snakes and Ladders Game
This research is a continuation of the campaign activity "Pancasila Harga Mati" which was carried out by several community social institutions in 2012. The activities carried out were focus group discussions, designing and publishing the Pancasila graphic essay book, a workshop attended by 18 teenagers from various cities and a photo exhibition at the Antara Journalistic Photo Gallery. In March 2018, an activity was held for 3 days, involving 45 people from various organizations. A snakes and ladders game "Save Garuda" was played. This inspired the using of snakes and ladders game as a learning medium to socialize Pancasila. Then the researchers created "Designing the Pancasila Boardgame" which was later developed as a prototype of the Pancasila ladder design. The research conducted was the applied product category which produced the prototype of the Pancasila ladder to be implemented as a learning medium. It is a multidisciplinary study, combining the fields of design and educational psychology. The research methods are interviews, observation and experimental. Based on the simulations carried out the participants were enthusiastic and received a positive response and several suggestions for
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