The game application is one of the leading choices of cellular media users, according to a report from the Ministry of Communication and Information of Indonesia, at least 30 million are children and adults. However, there is a sharp perception that interactive games hinder children's education, which impacts lazy children to learn. This article aims to convey the implementation of thematic games for children's education. Social improvement activities emphasize the thematic patterns of this educational game. The game developed is asynchronous, which means that the teacher must see students evaluate learning outcomes. This study uses the R&D method through the procedures carried out as well as through pre and post-tests in the control class and experimental class. Data observation methods consisted of visual concepts, cultural patterns as game content ideas, research related to character education, and fundamental knowledge related to character education material. The results showed that the efficiency of the game showed that there was an increase in child socio-physical expertise and skills, as well as changes in learning models for children and assessment models by the teacher. The importance of this research is the development of educational media in improving the character quality of early childhood.
Strengthening the quality of education, especially in the arts and culture, in Indonesia is very important. This can be achieved via the application of technology. Malang is a city that has a lot of traditional cultures, such as masks (Topeng), of which there are about 67 designs. It is a challenge in developing learning materials for Topeng Malang. The influence of the inclusion of modern styles is one of the factors stimulating the decline of Malang people’s insights related to traditional culture such as Topeng Malang. This research is related to the strengthening of Topeng Malang education media material by using AR technology. This research focuses on insightful content relating to characters in Topeng Malang, especially for supporting models. This research is carried out through descriptive procedural models, which must be followed to produce a development product — data was obtained by interview, data observation, and documentation. Observation data consisted of reference data for the description of supporting character models namely Pranajiwa and Emban, visuals in the form of Topeng Malang, library data and surveys from the target audience. Keywords: Topeng Malang, Augmented Reality, Support character model
The preservation of the cultural and artistic heritage of our ancestors is important for us to persevere as a species. The purpose of this research was to introduce Indonesian culture, especially Topeng Malang, to the Indonesian society, particularly the teenagers, using 3D character media, implemented through augmented reality. The study followed the development research method of Borg WR and Gall MD. 3D characters were designed using the low poly subdivision surface technique, with a minimum number of poly but maintaining the detail of the character. Based on the results of the data analysis, the following essential points were obtained: (1) The character design of the Topeng Malang adopted the figures of Dewi Sekartaji and Dewi Walangwati. (2) The character design of the Topeng Malang character represented the posture, nature, and characteristics of the style. The result of this design was the implementation of 3-dimensional masks and character transformation in augmented reality media. Based on the results and the questionnaires used by the author to gather users’ knowledge of the character shape of the augmented reality media of the mask, 49.3% of the responses were found to be very good and 46.4% good. These results certainly add to the positive values of utilizing the 3D character media as a medium to introduce Wayang Topeng Malangan. Keywords: Topeng Malang, 3D character model
Digital storytelling has been a popular part of education used as a medium for telling stories. A digital storytelling platform can facilitate the development of collaborative stories. If the storytelling process is facilitated properly, it will lead to the creation of stories that enhance the relationship between the players. Wayang Topeng is one of the traditional performing arts in Indonesia that needs to be told digitally so that students become more interested in and understand the stories about Wayang Topeng Malang. This is an R&D research that has used the modified Borg and Gall concept. Data were collected through observation, interviews and documents. The result of this study was the development of a digital introduction of the characters of Wayang Topeng Malang in the form of 2D animation. The digital storytelling application was uploaded on YouTube, making the content accessible to everyone. Keywords: digital storytelling, Wayang Topeng
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.