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      PERANCANGAN PERMAINAN INTERAKTIF REMAJA DI MUSEUM WAYANG JAKARTA

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      Date
      2026
      Author
      NURAINI, MELANI OKTA
      Patabang, Melewanto
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      Abstract
      ABSTRAK MELANI OKTA NURAINI. Perancangan Permainan Interaktif Remaja di Museum Wayang Jakarta. Dibimbing oleh MELEWANTO PATABANG. Museum Wayang Jakarta telah menyediakan permainan interaktif sebagai media edukasi, namun belum terdapat permainan yang secara khusus mengenalkan tokoh dan alur cerita Mahabharata serta Ramayana kepada pengunjung remaja. Penelitian ini bertujuan mengidentifikasi ketersediaan permainan interaktif bagi remaja di Museum Wayang Jakarta, menganalisis preferensi dan kebutuhan pengunjung remaja terhadap permainan interaktif berbasis karakter wayang, serta merancang permainan yang sesuai dengan preferensi pengunjung dan tujuan edukatif museum. Penelitian dilaksanakan pada November 2025 hingga Maret 2026. Pengumpulan data dilakukan melalui observasi, wawancara, studi literatur, dan penyebaran kuesioner kepada 208 responden remaja. Data dianalisis menggunakan analisis kualitatif dan kuantitatif, sedangkan penyusunan luaran dilakukan menggunakan metode Design Thinking. Hasil penelitian menunjukkan bahwa permainan interaktif yang tersedia di Museum Wayang Jakarta belum membahas tokoh dan alur cerita Mahabharata serta Ramayana secara khusus. Pengunjung remaja cenderung menyukai permainan yang mudah dipahami, interaktif, kompetitif, dan memuat unsur edukatif mengenai pewayangan. Berdasarkan temuan tersebut, dirancang permainan interaktif dengan nama Jelarama (Jelajah Lakon Mahabharata dan Ramayana) yang diuji kepada 8 remaja dan dinilai mampu membantu pengenalan tokoh serta alur cerita wayang. Hasil perancangan permainan ini dapat dimanfaatkan sebagai media intepretasi edukasi bagi pengunjung remaja dan menjadi referensi pengembangan permainan interaktif di Museum Wayang Jakarta.
       
      Museum Wayang Jakarta has provided interactive games as educational media, however, no game has been specifically designed to introduce the characters and storylines of the Mahabharata and Ramayana to teenage visitors. This study aimed to identify the availability of interactive games for teenagers at Museum Wayang Jakarta, analyze teenagers’ preferences and needs regarding character-based wayang interactive games, and design a game that aligns with visitor preferences and the museum’s educational objectives. The study was conducted from November 2025 to March 2026. Data were collected through observation, interviews, literature review, and questionnaires distributed to 208 teenage respondents. The data were analyzed using qualitative and quantitative approaches, while the output was developed using the Design Thinking method. The results showed that the existing interactive games at Museum Wayang Jakarta do not specifically focus on the characters and storylines of the Mahabharata and Ramayana. Teenage visitors tend to prefer games that are easy to understand, interactive, competitive, and contain educational elements related to wayang. Based on these findings, an interactive game called Jelarama (Jelajah Lakon Mahabharata dan Ramayana) was designed and tested with eight teenagers and was found to support the introduction of wayang characters and storylines. The results of this game design can be utilized as an educational interpretation medium for teenage visitors and serve as a reference for the development of interactive games at Museum Wayang Jakarta.
       
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      http://repository.ipb.ac.id/handle/123456789/175237
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      Copyright © 2020 Library of IPB University
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      Contact Us | Send Feedback
      Indonesia DSpace Group 
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