Kujang And Batik Bogor Educational Games To Grow Millennial Generation Enthusiasm For Local Wisdom Through Digital Media

Eneng Tita Tosida

Abstract


Educational game is a game that raises local wisdom in which there are values of local wisdom that can be remembered and implemented by users in everyday life. in this educational game made in accordance with the rules needed in the world of education. starting from the elements of game design and techniques used in making games. This application was built using MDLC (Multimedia Development Live Cycle) combined with FSM (Finite State Machine) so that this educational game is very easy to understand and understand by users, especially millennial generation. after the socialization to the millennial generation there was an increase in understanding of the local wisdom of Bogor, especially the Kujang and the batik of Bogor.


Keywords


MDLC; FSN; Education; Game; Kujang; Batik

Full Text:

PDF

References


Aryani, A. S., & Anggraeni, I. (2019). DESIGN DATABASE FOR APPLICATION INTRODUCTION OF BOGOR BATIK MOTIF WEB-BASED. Journal of Science Innovare. https://doi.org/10.33751/jsi.v2i2.1528

Chen, P., Liu, X., Cheng, W., & Huang, R. (2017). Innovations in Smart Learning. A Review of Using Augmented Reality in Education from 2011 to 2016 Peng. https://doi.org/10.1007/978-981-10-2419-1

De-Marcos, L., Domínguez, A., Saenz-De-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers and Education. https://doi.org/10.1016/j.compedu.2014.01.012

Deterministic Part-of-Speech Tagging with Finite-State Transducers. (2020). In Finite-State Language Processing. https://doi.org/10.7551/mitpress/3007.003.0009

Eneng Tita Tosida, Agung Djati Waluyo, M. I. S. (2017). SUSTAINABILITY AND IMAGING OF LOCAL WISDOM STRENGTHENING : COLLABORATION OF ECO‐EDU TOURISM. Qardhul Hasan: Media Pengabdian Kepada Masyarakat.

Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers and Education. https://doi.org/10.1016/j.compedu.2014.08.019

Mavridou, A., & Laszka, A. (2018). Designing Secure Ethereum Smart Contracts: A Finite State Machine Based Approach. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). https://doi.org/10.1007/978-3-662-58387-6_28

Monga, A. (2012). Finite State Machine based Vending Machine Controller with Auto-Billing Features. International Journal of VLSI Design & Communication Systems. https://doi.org/10.5121/vlsic.2012.3202

Moore, E. F. (2016). Gedanken-Experiments on Sequential Machines. In Automata Studies. (AM-34). https://doi.org/10.1515/9781400882618-006

Mytkowicz, T., Musuvathi, M., & Schulte, W. (2014). Data-parallel finite-state machines. In International Conference on Architectural Support for Programming Languages and Operating Systems - ASPLOS. https://doi.org/10.1145/2541940.2541988

Nah, F. F. H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014). Gamification of education: A review of literature. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). https://doi.org/10.1007/978-3-319-07293-7_39

Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning. Educational Psychologist. https://doi.org/10.1080/00461520.2015.1122533

Rosnidah, I., Muna, A., Musyaffi, A. M., & Siregar, N. F. (2019). Critical Factor of Mobile Payment Acceptance in Millenial Generation: Study on the UTAUT model. https://doi.org/10.2991/isseh-18.2019.30

Sánchez-Acevedo, M. A., Sabino-Moxo, B. A., & Márquez-Domínguez, J. A. (2018). Mobile Augmented Reality. In Virtual and Augmented Reality. https://doi.org/10.4018/978-1-5225-5469-1.ch010

Sari, A. C., Fadillah, A. M., Jonathan, J., & Prabowo, M. R. D. (2019). Interactive gamification learning media application for blind children using android smartphone in Indonesia. In Procedia Computer Science. https://doi.org/10.1016/j.procs.2019.09.018

Setiawan, satria aji, & Puspitasari, N. (2018). Jurnal Borneo Administrator THE PREFERENCE OF ORGANIZATION STRUCTURE FOR. Jurnal Borneo Administrator.

Tsai, M. J., Huang, L. J., Hou, H. T., Hsu, C. Y., & Chiou, G. L. (2016). Visual behavior, flow and achievement in game-based learning. Computers and Education. https://doi.org/10.1016/j.compedu.2016.03.011

Udjaja, Y., Guizot, V. S., & Chandra, N. (2018). Gamification for elementary mathematics learning in Indonesia. International Journal of Electrical and Computer Engineering. https://doi.org/10.11591/ijece.v8i5.pp3859-3865

Urh, M., Vukovic, G., Jereb, E., & Pintar, R. (2015). The Model for Introduction of Gamification into E-learning in Higher Education. Procedia - Social and Behavioral Sciences. https://doi.org/10.1016/j.sbspro.2015.07.154

Yan, X., Yang, L., Lan, S., & Tong, X. (2012). Application of HTML5 multimedia. In Proceedings - 2012 International Conference on Computer Science and Information Processing, CSIP 2012. https://doi.org/10.1109/CSIP.2012.6308992

Zhamanov, A., Yoo, S. M., Sakhiyeva, Z., & Zhaparov, M. (2018). Implementation and evaluation of flipped classroom as IoT element into learning process of computer network education. International Journal of Information and Communication Technology Education. https://doi.org/10.4018/IJICTE.2018040103




DOI: https://doi.org/10.46336/ijbesd.v1i2.35

Refbacks

  • There are currently no refbacks.


Add comment

Copyright (c) 2020 International Journal of Business, Economics, and Social Development

Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.

Published By: 

IJBESD: Jalan Riung Ampuh No. 3, Riung Bandung, Kota Bandung 40295, Jawa Barat, Indonesia


IJBESD Indexed By:

width=width=width= width= width= width= 

 

Creative Commons License This work is licensed under a Creative Commons Attribution 4.0 International License.