Penyusunan Program Literasi Tematik Sebagai Strategi Pengenalan Keparlemenan Untuk Anak Kelas Tinggi Di Perpustakaan Parlemen

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.

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Publication Details

Journal
Scinary
Published
2025-08-30
DOI
https://doi.org/10.24036/scinary.v3i3.137
Primary Topic
Educational Methods and Media Use
Type
article
Field-Weighted Citation Impact
0.00
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article

Penyusunan Program Literasi Tematik Sebagai Strategi Pengenalan Keparlemenan Untuk Anak Kelas Tinggi Di Perpustakaan Parlemen

Tirilla Jelisa, Yona Primadesi
Scinary
Educational Methods and Media Use
article

Penyusunan Program Literasi Tematik Sebagai Strategi Pengenalan Keparlemenan Untuk Anak Kelas Tinggi Di Perpustakaan Parlemen

Tirilla Jelisa, Yona Primadesi
article en

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.

ScinaryVol. 3(3)
State University of Padang (ID)
Openalex Percentile: Top 60%
Educational Methods and Media Use
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Penyusunan Program Literasi Tematik Sebagai Strategi Pengenalan Keparlemenan Untuk Anak Kelas Tinggi Di Perpustakaan Parlemen — Tirilla Jelisa, Yona Primadesi · Scinary (2025) | TGRS Research Map | TGRS