ac

A PENGEMBANGAN GAME EDUKASI PAKAIAN TRADISIONAL INDONESIA BERBASIS ANDROID

Authors

  • Ardian Arifin IKIP PGRI Pontianak , Kalimantan Barat
  • Ferry Marlianto IKIP PGRI Pontianak , Kalimantan Barat
  • Aris Budiman Politeknik Putra Bangsa, Kalimantan Barat

DOI:

10.47709/cnapc.v1i2.99

Keywords:

Android Aplication for Education

Dimension Badge Record



Abstract

Culture in Indonesia has a lot of diversity. Indonesia which has many provinces also has many cultures. One of the cultures that exist in Indonesia is raditional clothing. Traditional clothing, a characteristic of adat and culture in each region and also used in each traditional ceremony. Along with the development of the times, the concern for the preservation of national culture, especially traditional clothing, was very minimal. For example, the lack of recognition and socialization of Indonesian culture in the community is one of the important factors why people's interest is lacking in traditonal clothing. This study aims to develop the development of an Android-based educational game on traditional Indonesian clothing. The method used in this study uses Research and Development methods. The results of this study were developed an educational game "Introduction to Traditional Clothing in Indonesia" on the Android platform that provides information to users about any traditional musical instruments in Indonesia. Educational games are expected to help in the introduction of existing cultures and can be used as a way to provide insight to children. From the results of testing carried out with the black box method, it can be concluded that this application can function well. And can provide users of Android smartphone games that are educational.
Keywords: Educational Games, Traditional Clothing, Android Smartphones

Downloads

Download data is not yet available.
Google Scholar Cite Analysis
Abstract viewed = 603 times

References

Heriyanto, T. (2014).detikinet. Retrieved February 28, 2014, from detik: http://inet.detik.com/read/2014/02/03/171002/2485920/317/indonesia-masuk-5-besar-negara-pengguna-smartphone

Skalanews. (2012). Kemdikbud Baru Mencatat 67.273 Warisan Budaya Indonesia. Dipetik 15 Februari 2016, dari skalanews.com: http://skalanews.com/news/detail/128316/2/kemdikbud-baru-mencatat-67.273-warisan-budaya-indonesia-.html

Kramer, W. (2000). What is a Game ? Retrieved April 31, 2014, from The Games Journal: http://www.thegamesjournal.com/articles/WhatIsaGame.shtml

Malone, T. W., & Lepper, M. R. (1987).Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning. Aptitude, Learning, and Instruction Volume 3: Conative and Affective Process Analyses.

Cook, J. L., & Cook, G. (2005). Child Development : Principles & Perspectives.Allyn and Bacon.

Departemen Agama .Mushaf Al-Quran Terjemah. Depok: 2002.

Desmita.(2005). Psikologi Perkembangan. Bandung: Remaja Rosdakarya. Ensiklopedi National Indonesia.1990. Jilid 11, cetakan pertama. Jakarta:PT.Cipta Adi Pustaka

Granic, I., Lobel, A., & Engels, C. R. (2014). The Benefits of Playing VideoGames. American Psychologist.

Griffiths, M. (2002).The educational benefits of video games.Education andHealth.

Sedyawati. 1992. Sejarah Kebudayaan Indonesia: Seni Pertunjukan dan SeniMedia. Jakarta: RajaGrafindo Persada.

Sudono, A. (2000). Sumber belajar dan alat permainan untuk pendidikananak usia dini. Grasindo.

Sadiman, A. (2011). Media Pendidikan: Pengertian, Pengembangan, danPemanfaatannya. Jakarta: Pustekom Depdikbud dan CV Rajawali.

Safaat,Nazarudin. 2012.PemogramanAplikasi Mobile Smartphone dan TabletPC Berbasis Android. Informatika:Bandung.

Ahsan. 2015. Game Pengenalan Makanan Khas Sulawesi Selatan Berbasis Android. Skripsi. Makassar: UIN Alauddin Makassar.

Mirza. 2014. Analisis Pengembangan Game Edukasi “Indonesiaku” Sebagai Pengenalan Warisan Budaya Indonesia untuk Anak Usia 12-15 Tahun. Skripsi.Yogyakarta.Universitas negeri Yogyakarta.

Rizko. 2012. Rancang Bangun Aplikasi Game untuk Mengenal Tokoh Kemerdekaan Berbasis Desktop. Skripsi. Makassar: UIN Alauddin Makassar.

Willoughby, T., Adachi, P. J., & Good, M. (2011). A Longitudinal Study of the Association Between Violent Video Game Play and Aggression Among Adolescents. Developmental Psychology. Retrieved February 14, 2016, from Berita Satu

Virvou, M., Katsionis, G., & Manos, K. (2005).Combining Software Games with Education: Evaluation of its Educational.Educational Technology & Society.

Felicia, P. (2011, March). What evidence is there that digital games can be better than tradisional methods to motivate and teach students? Retrieved May 2014,19,fromhttp://linked.eun.org/c/document_library/get_file?p_l_id=17135&folderId=23949&name=DLFE-750.pdf

AppBrain. 2014. Most Popular Google Play Categories. Retrieved March 25, 2014, from AppBrain: http://www.appbrain.com/stats/android-market-app-categories

Manar, G. (2012). Budaya, Elemen Penting Pembangunan Sebuah Bangsa. Retrieved February 6, 2014,fromhttp://www.undip.ac.id/index.php?option=com_content&view=article&id

=2541:budaya-elemen-penting-pembangunan-sebuah-bangsa-&catid=78:latest-news&Itemid=1092.

Salim dan Salim. 1991. Dikutip 12Mare 2016 dari googleweblight.com/lite_url=http://cara.pro/pengertian-fungsi-jenis-contoh-musik--nusantara-.html

Tumbijo. 1977. Dikutip 12 Maret 2016 dari googleweblight.com/lite_url=http://cara.pro/pengertian-fungsi-jenis-contoh-musik--nusantara-.html

Downloads

ARTICLE Published HISTORY

Submitted Date: 2019-05-23
Accepted Date: 2019-07-16
Published Date: 2019-05-23

How to Cite

Arifin, A., Marlianto, F., & Budiman, A. (2019). A PENGEMBANGAN GAME EDUKASI PAKAIAN TRADISIONAL INDONESIA BERBASIS ANDROID. Journal of Computer Networks, Architecture and High Performance Computing, 1(2), 10-15. https://doi.org/10.47709/cnapc.v1i2.99