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Penyusunan Program Literasi Tematik Sebagai Strategi Pengenalan Keparlemenan Untuk Anak Kelas Tinggi Di Perpustakaan Parlemen Jelisa, Tirilla; Primadesi, Yona
Scinary Vol. 3 No. 3 (2025): Scinary: Science of Information and Library
Publisher : Departemen Informasi Perpustakaan dan Kearasipan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/scinary.v3i3.137

Abstract

This research aims to design a Thematic Literacy Program as a strategy to introduce parliamentary concepts to young children at the Indonesian House of Representatives (DPR RI) Library, addressing the challenges of incidental, unstructured, and non-parliament-specific literacy visit materials. The program seeks to enhance basic literacy while systematically and interactively introducing parliamentary concepts. The Backward Design method was employed, involving: (1) identifying learning outcomes, (2) determining assessment evidence, and (3) designing interactive activities such as storytelling and role-playing. Additionally, the Design Thinking approach was used to develop an educational game, Gigih si Garuda: Adventure in the World of Parliament, through empathize, define, ideate, prototype, and test stages. Results from a limited trial on May 7, 2025, and community testing showed positive responses to the game’s design and mechanics, proving its effectiveness as a national education tool, reinforcing the library’s role as a democratic knowledge hub.