PERANCANGAN CARD GAME SEBAGAI PENGENALAN WISATA HERITAGE KAMPUNG PENELEH UNTUK
USIA 9-12 TAHUN
Kampung Heritage Peneleh merupakan merupakan kawasan wisata sejarah di Surabaya yang memiliki nilai historis tinggi, namun belum didukung media edukasi interaktif yang sesuai bagi anak usia 9–12 tahun. Penelitian ini bertujuan menghasilkan perancangan card game sebagai media pengenalan wisata heritage Kampung Peneleh bagi anak usia 9–12 tahun. Metode yang digunakan adalah Design Thinking yang meliputi tahapan empathize, define, ideate, prototype, dan test. Pengumpulan data dilakukan melalui observasi, wawancara, studi pustaka, kuesioner, dan analisis SWOT. Produk yang dihasilkan berupa card game Peneleh Quest beserta buku panduan, kemasan, dan media pendukung. Kelayakan produk diuji melalui validasi ahli materi dan ahli media, kemudian dilanjutkan dengan uji coba kepada 10 anak usia 9–12 tahun sebagai target pengguna. Hasil validasi menunjukkan bahwa ahli materi memberikan nilai kelayakan sebesar 94,8% dengan kategori layak digunakan dengan sedikit revisi, sedangkan validasi ahli media tahap akhir memperoleh nilai 96,6% dengan kategori layak digunakan tanpa revisi setelah dilakukan penyempurnaan terhadap aspek materi dan visual. Hasil uji coba menunjukkan bahwa Peneleh Quest mudah dimainkan, menarik secara visual, mampu meningkatkan interaksi antarpemain, serta membantu anak memahami informasi mengenai situs-situs heritage Kampung Peneleh melalui pengalaman belajar yang menyenangkan. Dengan demikian, card game yang dirancang dinyatakan layak digunakan sebagai media edukasi dan pengenalan wisata heritage bagi anak usia 9–12 tahun. Kebaruan penelitian ini terletak pada pengembangan card game bertema heritage lokal yang mengintegrasikan mekanisme quiz, memory matching, action card, dan point collection dalam satu permainan edukatif yang dirancang secara khusus sesuai karakteristik kognitif anak usia 9–12 tahun.
Kata kunci: educational card game, wisata heritage, Kampung Peneleh, media edukasi, Design Thinking.
Peneleh Heritage Village is one of the historical tourism destinations in Surabaya with significant historical value. However, its level of recognition among children aged 9–12 years remains low due to the dominance of digital entertainment and the limited availability of interactive educational media. This study aims to design and develop an educational card game medium to introduce the heritage tourism of Peneleh Heritage Village in an engaging, educational, and age-appropriate manner. The study employed the Design Thinking method, consisting of five stages: empathize, define, ideate, prototype, and test stages. Data were collected through observation, interviews, literature review, questionnaires, and SWOT analysis. The developed product was a card game entitled Peneleh Quest, which consists of heritage card games, point tokens, a game guidebook, packaging, and supporting promotional media. The product feasibility was evaluated through expert validation involving a material expert and a media expert, followed by user testing with 10 children aged 9–12 years as the target users. The validation results showed that the subject matter expert awarded a feasibility score of 94.8%, indicating that the product was feasible with minor revisions, while the final media expert validation achieved a score of 96.6%, indicating that the product was highly feasible without further revisions after improvements to both the content and visual aspects. The results of user testing showed that Peneleh Quest was easy to play, visually appealing, capable of encouraging interaction among players, and effective in helping children understand information about the heritage sites of Peneleh Heritage Village through an enjoyable learning experience. Therefore, the developed card game is considered suitable as an educational medium for introducing heritage tourism to children aged 9–12 years. The novelty of this study is in the development of a local heritage-themed card game that integrates quiz, memory matching, action card, and point collection mechanics into a single educational game specifically designed to suit the cognitive characteristics of children aged 9–12 years.
Keywords: educational card game, heritage tourism, Peneleh Heritage Village, educational media, Design Thinking.