Perancangan Buku Panduan Berupa Permainan untuk Meningkatkan Pemahaman Pelajar Terhadap Koleksi Galeri Nasional Indonesia
Abstract
Galeri Nasional Indonesia menghadapi permasalahan pada tingkat pemahaman pengunjung pelajar terhadap materi seni rupa yang disajikan di ruang pameran. Pelajar jenjang sekolah menengah cenderung menunjukkan perilaku pasif selama mengikuti kegiatan kunjungan. Kondisi tersebut menunjukkan perlunya media pendamping yang mampu meningkatkan keterlibatan dan pemahaman pelajar terhadap karya seni. Penelitian ini bertujuan merancang media pendamping berupa buku permainan yang dapat digunakan secara mandiri selama kunjungan. Penelitian dilaksanakan di Galeri Nasional Indonesia pada Januari hingga Juni 2026. Peneliti mengumpulkan data dari 335 pelajar melalui observasi, kuesioner, dan wawancara. Hasil analisis menunjukkan bahwa pelajar memiliki ketertarikan terhadap media aktivitas berupa teka-teki bergambar. Mayoritas pelajar menyukai buku cetak yang ringkas, dilengkapi ilustrasi menarik, serta menggunakan warna cerah. Peneliti menghasilkan rancangan buku panduan permainan sebagai media edukasi mandiri yang interaktif bagi pelajar. Media tersebut diharapkan mampu meningkatkan keterlibatan pelajar dalam memahami informasi dan karya seni rupa selama kunjungan di Galeri Nasional Indonesia. The National Gallery of Indonesia faces challenges regarding the level of understanding among student visitors concerning the visual art materials presented in its exhibition spaces. Students at the secondary school level tend to exhibit passive behavior during their visits. This situation highlights the need for supplementary materials capable of enhancing student engagement with and understanding of the artworks. This study aims to design a supplementary resource in the form of a game book that students can use independently during their visits. The research was conducted at the National Gallery of Indonesia between January and June 2026. Data were collected from 335 students through observations, questionnaires, and interviews. Analysis revealed that students were interested in activity-based materials featuring picture puzzles. The majority of students preferred a compact printed book that included engaging illustrations and bright colors. The study resulted in the design of a game-based guidebook serving as an interactive, self-directed educational tool for students. This resource is expected to foster greater student engagement in comprehending information and visual artworks during visits to the National Gallery of Indonesia.
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