Learning Pancasila Through Snakes and Ladders Game
Kurnia Setiawan, Ninawati, Meiske Yunithree Suparman
Available Online 20 May 2020.
- https://doi.org/10.2991/assehr.k.200515.058How to use a DOI?
- learning media, Pancasila, 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 improvement.
- Open Access
- This is an open access article distributed under the CC BY-NC license.
Cite this article
TY - CONF AU - Kurnia Setiawan AU - Ninawati AU - Meiske Yunithree Suparman PY - 2020 DA - 2020/05/20 TI - Learning Pancasila Through Snakes and Ladders Game BT - Tarumanagara International Conference on the Applications of Social Sciences and Humanities (TICASH 2019) PB - Atlantis Press SP - 321 EP - 327 SN - 2352-5398 UR - https://doi.org/10.2991/assehr.k.200515.058 DO - https://doi.org/10.2991/assehr.k.200515.058 ID - Setiawan2020 ER -