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PERANCANGAN ANIMASI 2D SEBAGAI MEDIA EDUKASI PENGENALAN PERMAINAN TRADISIONAL ENGKLEK ANAK USIA 7-9 TAHUN
ABSTRAK
Anak-anak pada era digital cenderung lebih banyak menghabiskan waktu dengan permainan berbasis teknologi dibandingkan dengan permainan tradisional, yang menyebabkan pengetahuan dan pengalaman mereka terhadap warisan budaya semakin berkurang. Penelitian ini berfokus pada perancangan media edukasi berupa animasi 2D untuk memperkenalkan permainan tradisional engklek kepada anak usia 7–9 tahun. Latar belakang penelitian ini adalah semakin berkurangnya minat anak terhadap permainan tradisional akibat dominasi permainan berbasis teknologi. Metode penelitian yang digunakan adalah kualitatif dengan analisis deskriptif, serta mengadaptasi model perancangan ADDIE (Analyze, Design, Development, Implementation, Evaluation). Data diperoleh melalui wawancara dengan guru, siswa, dan pakar budaya, serta observasi langsung di SDN 172 Andir Kidul. Teori komunikasi Lasswell digunakan untuk menganalisis efektivitas penyampaian pesan dalam animasi, sedangkan Taksonomi Bloom diterapkan untuk melihat kemampuan kognitif anak setelah menonton. Hasil penelitian menunjukkan bahwa animasi 2D ini mampu memperkenalkan kembali permainan engklek; anak-anak dapat menyebutkan nama permainan, memahami aturan bermain, serta mengingat manfaatnya bagi perkembangan motorik. Dengan demikian, animasi 2D dapat menjadi media edukasi yang menarik sebagai sarana pelestarian permainan tradisional engklek ditengah perkembangan teknologi.
Kata kunci: Permainan tradisional engklek, animasi 2D, anak usia 7-9 tahun, ADDIE.
ABSTRACT
Children in the digital age tend to spend more time playing technology-based games than traditional games, which leads to a decline in their knowledge and experience of cultural heritage. This research focuses on designing educational media in the form of 2D animation to introduce the traditional game of engklek to children aged 7–9 years. The background of this research is the decreasing interest in traditional games due to the dominance of technology-based games. The research method used was qualitative with descriptive analysis, adapting the ADDIE (Analyze, Design, Development, Implementation, Evaluation) design model. Data were obtained through interviews with teachers, students, and cultural experts, as well as direct observations at SDN 172 Andir Kidul. Lasswell's communication theory was used to analyze the effectiveness of message delivery in the animation, while Bloom's Taxonomy was applied to assess children's cognitive abilities after watching. The results showed that this 2D animation was able to reintroduce the game of engklek; children were able to name the game, understand the rules, and recall its benefits for motor development. Thus, 2D animation can be an engaging educational medium for preserving the traditional game of engklek amidst technological advancements.
Keywords: Traditional engklek game, 2D animation, children aged 7-9 years, ADDIE.
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