Perancangan Board Game sebagai Media Edukasi Inklusif untuk Murid Tuli SDN 2 Bengkala dengan pendekatan Design Thinking

Authors

  • Muhammad Garil Zanardi Program Studi Desain Komunikasi Visual, Sekolah Tinggi Desain Indonesia
  • Garick Gisala Kurnia Program Studi Desain Komunikasi Visual, Sekolah Tinggi Desain Indonesia
  • Endira Fitriasti Julianda Program Studi Desain Komunikasi Visual, Sekolah Tinggi Desain Indonesia

DOI:

https://doi.org/10.33197/visualideas.vol6.iss1.2026.3228

Keywords:

Kata Kolok, Media Edukasi, Board Game, Design thinking, Sekolah Inklusif

Abstract

SDN 2 Bengkala inclusive school needs the role of Visual Communication Design (VCD) to help deaf sixth graders understand solar system material that is difficult to convey due to the lack of scientific terms in Kata Kolok, the local sign language of Bengkala. This study aims to design an educational board game called “Sangkasa” as an inclusive learning medium, utilizing a qualitative-interpretative approach through design thinking and ethnographic methods. Data was obtained from interviews with interpreter teachers, historians, and Kolok students, as well as through focus group discussions and the creation of low-fidelity prototypes. The results of the study show that Sangkasa is effective in helping deaf students understand the characteristics of planets through Kolok sign cards and the Kolok dictionary, while also increasing learning motivation and inclusive interaction between deaf and non-deaf students.


Keywords: Kata Kolok, Educational Media, Board Game, Design Thinking, Inclusive School.

Downloads

Download data is not yet available.

References

Aisyah, A. (2017). Permainan warna berpengaruh terhadap kreativitas anak usia dini. Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini, 1(2), 118.

Bragi, T. C., Sagirani, T., Wahyuningtyas, N., & Wulandari, S. H. E. (2023). Evaluasi dan perbaikan desain antarmuka aplikasi GOBIS menggunakan design thinking. JITET (Jurnal Informatika dan Teknik Elektro Terapan), 13 (1). http://dx.doi.org/10.23960/ jitet.v 13i1.5693

Cahya, L. S. (2013). Buku Anak untuk ABK. Yogyakarta: Familia.

Mourin, L., Gunta, A. B., Naafi, M. R. I., Putri, A., Pratama, A. R., & Nurhayati, E. (2024). Ekplorasi Pengaruh Warna Terhadap Perkembangan Psikologi dan Mental Anak di SDN Kalirungkut 1 Surabaya. Socius: Jurnal Penelitian Ilmu-Ilmu Sosial, 2(5).

Pagarra, H., Syawaluddin, A., & Krismanto, W. (2022). Media pembelajaran.

Pratiwi, J. C. (2016). Sekolah inklusi untuk anak berkebutuhan khusus: tanggapan terhadap tantangan kedepannya. Prosiding Ilmu Pendidikan, 1(2).

Santoso, J. (2017). Media Pembelajaran Kamus Kolok Bengkala dengan Unity3D. E- Proceedings KNS&I STIKOM Bali, 847-852.

Wirawan, Adhicipta. (2022). Yuk Bikin Board Game Edukasi (cet.2). Surabaya: Mekanima Inspira Nagara.

Downloads

Published

2026-02-28

How to Cite

Muhammad Garil Zanardi, Kurnia, G. G., & Julianda, E. F. (2026). Perancangan Board Game sebagai Media Edukasi Inklusif untuk Murid Tuli SDN 2 Bengkala dengan pendekatan Design Thinking. Jurnal Visual Ideas, 6(1), 1–12. https://doi.org/10.33197/visualideas.vol6.iss1.2026.3228

Most read articles by the same author(s)