Game Development of “Kwace Adat Bali” for The Socialization of Balinese Traditional Dress-Up Ethics
Corresponding Author(s) : Santi Ika Murpratiwi
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control,
Vol. 5, No. 3, August 2020
Abstract
Many young people have begun to violate the ethics of Balinese traditional dress up by using strict lacy blouse (kebaya), high split sarong (kamen), men sarong (kamen) that not taper on the tip and excessive accessories. Game of “Kwace Adat Bali” is expected as a means of socialization in Balinese traditional dress-up ethics appropriately. In this game, the Balinese traditional dress-up style is classified into three types, namely light traditional clothing (payas alit), middle traditional clothing (payas madya), and great traditional clothing (payas agung). The proposed method is Design Game Based-Learning Instructional Design (DGBL-ID) which is combined with a shuffle random algorithm to shuffle game items. The Game of “Kwace Adat Bali” has tested using alpha testing, beta testing, t-test, and game engagement questionnaire (GEQ). The alpha testing result was 100% game functionality has run suitable for the design. Beta testing shows that overall this game got a value of 77% from 65 respondents. There was a significant difference between user knowledge before and after playing the game of “Kwace Adat Bali” as indicated by t table value of 1.997, t value of 6.5, and the critical value of α = 0.05. The proposed method had an engagement rate of 8.7% higher than just using the DGBL-ID method in developing the game. Therefore, it can be concluded that the game feasible is considered as a new means of socialization in Balinese traditional dress up ethics for the younger generation.
Keywords
Download Citation
Endnote/Zotero/Mendeley (RIS)BibTeX
- E. Rosana, “Modernisasi Dan Perubahan Sosial,” TAPIs, vol. 7, no. 12, pp. 31–47, 2011, doi: https://doi.org/10.24042/tps.v7i1.1529.
- I. D. A. S. Suasmini, “Kebaya Sebagai Busana Ke Pura Dalam Representasi Perempuan Kontemporer Di Kota Denpasar,” MUDRA J. Seni Budaya, vol. 32, no. I, pp. 141–148, 2017, doi: https://doi.org/10.31091/mudra.v32i1.93.
- M. S. Ariantini and Y. P. Fittryani, “PERANCANGAN SISTEM INFORMASI RESERVASI PAKAIAN ADAT BALI BERBASIS WEBSITE (STUDI KASUS: BALI KLASIK WEDDING ORGANIZER),” J. Teknol. Inf. dan Komput., 2019, doi: 10.36002/jutik.v5i2.785.
- D. N. T. K. P. Putra, N. Zuryani, and G. Kamajaya, “Perubahan Gaya Berbusana Adat Ke Pura Bagi Remaja Hindu Bali Di SMA Negeri 5 Denpasar,” J. Ilm. Sosiol., vol. 1, no. 2, pp. 1–10, 2018, [Online]. Available: https://ojs.unud.ac.id/index.php/sorot/article/view/38610.
- B. Gros, “Digital Games In Education: The Design of Games-Based Learning Environments,” J. Res. Technol. Educ., vol. 40, no. 1, pp. 23–38, 2007, doi: 10.1080/15391523.2007.10782494.
- R. K. Nasution and N. I. Siregar, “Pengaruh Permainan Tradisional Pecah Piring Dan Ular Naga Terhadap Kecerdasan Interpersonal Anak Usia Dini,” Analitika, 2017, doi: 10.31289/ANALITIKA.V5I1.822.G784.
- A. Fairuzabadi and A. A. Supianto, “An Overview Of Learning Support Factors On Mathematic Games,” Kinet. Game Technol. Inf. Syst. Comput. Network, Comput. Electron. Control, vol. 4, no. 2, pp. 169–178, 2019, doi: 10.22219/kinetik.v4i2.761.
- H. Jusuf, “Penggunaan Gamifikasi dalam Proses Pembelajaran,” J. TICOM, vol. 5, no. 1, pp. 1–6, 2016.
- A. A. Syahidi, H. Tolle, A. A. Supianto, and T. Hirashima, “Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model,” Kinet. Game Technol. Inf. Syst. Comput. Network, Comput. Electron. Control, vol. 4, no. 4, pp. 325–336, 2019, doi: 10.22219/kinetik.v4i4.803.
- L. Husniah, F. Fannani, A. S. Kholimi, and A. E. Kristanto, “Game Development to Introduce Indonesian Traditional Weapons using MDA Framework,” Kinet. Game Technol. Inf. Syst. Comput. Network, Comput. Electron. Control, vol. 4, no. 1, pp. 27–36, 2018, doi: 10.22219/kinetik.v4i1.713.
- E. Pujastuti, E. H. Saputra, and A. N. Rahmi, “Implementasi Dgbl-Id Untuk Perancangan Game Edukasi ‘ Waste Management ,’” Semin. Nas. Teknol. Inf. dan Multimed. 2018, vol. 6, no. 1, 2018, [Online]. Available: https://ojs.amikom.ac.id/index.php/semnasteknomedia/article/view/2076.
- B. Harpad, Salmon, and Y. R. Paran, “Penerapan Algoritma Shuffle Random Pada Game Edukasi,” pp. 476–481, 2019.
- Z. Lubis, S. Aryza, and S. Annisa, “Perancangan Terbaru Model Pembuatan Game Shopping Habit Society Sebagai Media Edukasi Melestarikan Pasar Tradisional Menggunakan Algoritma Shuffle Random,” J. Electr. Technol., vol. 4, no. 2, pp. 59–66, 2019.
- A. Yusnita and T. Rija’i, “Implementasi Algoritma Shuffle Random pada Pembelajaran Panca Indra Berbasis Android,” JUITA J. Inform., vol. 7, no. 1, p. 19, 2019, doi: 10.30595/juita.v7i1.3647.
- F. Fujiati, F. Nasari, S. L. Rahayu, and A. Sanjaya, “Educational Game as a Learning Media Using DGBL and Forward Chaining Methods,” in 2018 6th International Conference on Cyber and IT Service Management, CITSM 2018, 2019, doi: 10.1109/CITSM.2018.8674316.
- N. A. M. Zin, A. Jaafar, and S. Y. Wong, “Digital Game-based learning (DGBL) model and development methodology for teaching history,” WSEAS Trans. Comput., vol. 8, no. 2, pp. 322–333, 2009.
- D. Tresnawati, “Edugame for prevention of dengue fever diseases,” in IOP Conference Series: Materials Science and Engineering, 2018, doi: 10.1088/1757-899X/434/1/012045.
- J. V. Moniaga, L. N. R. W. Kabinawa, S. Hambali, and Y. Chandra, “Prototype Design for Digital Game-Based Learning in Prisoner’s Dilemma for International Relations Students of Bina Nusantara University,” in Journal of Physics: Conference Series, 2017, doi: 10.1088/1742-6596/801/1/012031.
- K. L. DeLaughter et al., “Crave-Out: A Distraction/Motivation Mobile Game to Assist in Smoking Cessation,” JMIR Serious Games, 2016, doi: 10.2196/games.4566.
- P. Krebs, J. E. Burkhalter, B. Snow, J. Fiske, and J. S. Ostroff, “Development and alpha testing of quitit: An interactive video game to enhance skills for coping with smoking urges,” J. Med. Internet Res., 2013, doi: 10.2196/resprot.2416.
- N. Nazalin and A. Muhtadi, “PENGEMBANGAN MULTIMEDIA INTERAKTIF PEMBELAJARAN KIMIA PADA MATERI HIDROKARBON UNTUK SISWA KELAS XI SMA,” J. Inov. Teknol. Pendidik., 2016, doi: 10.21831/jitp.v3i2.7359.
- A. G. Harikiran, D. Vadavi, and T. Shruti, “Beta Testing an Oral Health Edutainment Card Game among 12-13-Year-Old Children in Bangalore, India,” Games Health J., 2017, doi: 10.1089/g4h.2016.0079.
- B. Permana, E. Wahyu Hidayat, and A. Rahmatulloh, “Aplikasi Ensiklopedia Pakaian Adat Dunia Berbasis Android,” J. Inform. J. Pengemb. IT, 2018, doi: 10.30591/jpit.v3i2.773.
- A. Ahmad Faiq, “Mathematics Adventure Games Berbasis Role Playing Game (Rpg) Sebagai Media Pembelajaran Mata Pelajaran Matematika Kelas Vi Sd Negeri Jetis 1,” Math. Adventure Games, 2012, doi: 10.1021/bi990738x.
- F. Noviyanto, Y. Hendriana, and B. N. Kusuma, “Educational Game ‘Saringman’ to Familiarize Hygiene to Children Since Early Stage,” Int. J. Comput. Appl. Technol. Res., 2015, doi: 10.7753/ijcatr0410.1006.
- E. Sudarmilah, E. Sudarmilah, N. Ustia, and D. N. Bakhtiar, “Learning Media based on Augmented Reality Game,” Int. J. Eng. Technol., 2019, doi: 10.14419/ijet.v8i1.1.24653.
- J. Pratami, A. S. Yazid, and A. Fatwanto, “Hijaiyah Matching Games Using Html5,” IJID (International J. Informatics Dev., 2016, doi: 10.14421/ijid.2016.05105.
- I. Afrianto and R. M. Furqon, “The Herbalist Game Edukasi Pengobatan Herbal Berbasis Android,” J. Sist. Inf. BISNIS, 2018, doi: 10.21456/vol8iss2pp141-148.
- M. F. Azim, E. W. Hidayat, and A. N. Rachman, “Android Battle Game Based on Augmented Reality with 2D Object Marker,” J. Online Inform., 2019, doi: 10.15575/join.v3i2.255.
- A. Solihin, E. W. Hidayat, and A. P. Aldya, “Application of the Finite State Machine Algorithm on 2D Platformer Rabbit Games vs Zombies,” J. Online Inform., 2019, doi: 10.15575/join.v4i1.293.
References
E. Rosana, “Modernisasi Dan Perubahan Sosial,” TAPIs, vol. 7, no. 12, pp. 31–47, 2011, doi: https://doi.org/10.24042/tps.v7i1.1529.
I. D. A. S. Suasmini, “Kebaya Sebagai Busana Ke Pura Dalam Representasi Perempuan Kontemporer Di Kota Denpasar,” MUDRA J. Seni Budaya, vol. 32, no. I, pp. 141–148, 2017, doi: https://doi.org/10.31091/mudra.v32i1.93.
M. S. Ariantini and Y. P. Fittryani, “PERANCANGAN SISTEM INFORMASI RESERVASI PAKAIAN ADAT BALI BERBASIS WEBSITE (STUDI KASUS: BALI KLASIK WEDDING ORGANIZER),” J. Teknol. Inf. dan Komput., 2019, doi: 10.36002/jutik.v5i2.785.
D. N. T. K. P. Putra, N. Zuryani, and G. Kamajaya, “Perubahan Gaya Berbusana Adat Ke Pura Bagi Remaja Hindu Bali Di SMA Negeri 5 Denpasar,” J. Ilm. Sosiol., vol. 1, no. 2, pp. 1–10, 2018, [Online]. Available: https://ojs.unud.ac.id/index.php/sorot/article/view/38610.
B. Gros, “Digital Games In Education: The Design of Games-Based Learning Environments,” J. Res. Technol. Educ., vol. 40, no. 1, pp. 23–38, 2007, doi: 10.1080/15391523.2007.10782494.
R. K. Nasution and N. I. Siregar, “Pengaruh Permainan Tradisional Pecah Piring Dan Ular Naga Terhadap Kecerdasan Interpersonal Anak Usia Dini,” Analitika, 2017, doi: 10.31289/ANALITIKA.V5I1.822.G784.
A. Fairuzabadi and A. A. Supianto, “An Overview Of Learning Support Factors On Mathematic Games,” Kinet. Game Technol. Inf. Syst. Comput. Network, Comput. Electron. Control, vol. 4, no. 2, pp. 169–178, 2019, doi: 10.22219/kinetik.v4i2.761.
H. Jusuf, “Penggunaan Gamifikasi dalam Proses Pembelajaran,” J. TICOM, vol. 5, no. 1, pp. 1–6, 2016.
A. A. Syahidi, H. Tolle, A. A. Supianto, and T. Hirashima, “Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model,” Kinet. Game Technol. Inf. Syst. Comput. Network, Comput. Electron. Control, vol. 4, no. 4, pp. 325–336, 2019, doi: 10.22219/kinetik.v4i4.803.
L. Husniah, F. Fannani, A. S. Kholimi, and A. E. Kristanto, “Game Development to Introduce Indonesian Traditional Weapons using MDA Framework,” Kinet. Game Technol. Inf. Syst. Comput. Network, Comput. Electron. Control, vol. 4, no. 1, pp. 27–36, 2018, doi: 10.22219/kinetik.v4i1.713.
E. Pujastuti, E. H. Saputra, and A. N. Rahmi, “Implementasi Dgbl-Id Untuk Perancangan Game Edukasi ‘ Waste Management ,’” Semin. Nas. Teknol. Inf. dan Multimed. 2018, vol. 6, no. 1, 2018, [Online]. Available: https://ojs.amikom.ac.id/index.php/semnasteknomedia/article/view/2076.
B. Harpad, Salmon, and Y. R. Paran, “Penerapan Algoritma Shuffle Random Pada Game Edukasi,” pp. 476–481, 2019.
Z. Lubis, S. Aryza, and S. Annisa, “Perancangan Terbaru Model Pembuatan Game Shopping Habit Society Sebagai Media Edukasi Melestarikan Pasar Tradisional Menggunakan Algoritma Shuffle Random,” J. Electr. Technol., vol. 4, no. 2, pp. 59–66, 2019.
A. Yusnita and T. Rija’i, “Implementasi Algoritma Shuffle Random pada Pembelajaran Panca Indra Berbasis Android,” JUITA J. Inform., vol. 7, no. 1, p. 19, 2019, doi: 10.30595/juita.v7i1.3647.
F. Fujiati, F. Nasari, S. L. Rahayu, and A. Sanjaya, “Educational Game as a Learning Media Using DGBL and Forward Chaining Methods,” in 2018 6th International Conference on Cyber and IT Service Management, CITSM 2018, 2019, doi: 10.1109/CITSM.2018.8674316.
N. A. M. Zin, A. Jaafar, and S. Y. Wong, “Digital Game-based learning (DGBL) model and development methodology for teaching history,” WSEAS Trans. Comput., vol. 8, no. 2, pp. 322–333, 2009.
D. Tresnawati, “Edugame for prevention of dengue fever diseases,” in IOP Conference Series: Materials Science and Engineering, 2018, doi: 10.1088/1757-899X/434/1/012045.
J. V. Moniaga, L. N. R. W. Kabinawa, S. Hambali, and Y. Chandra, “Prototype Design for Digital Game-Based Learning in Prisoner’s Dilemma for International Relations Students of Bina Nusantara University,” in Journal of Physics: Conference Series, 2017, doi: 10.1088/1742-6596/801/1/012031.
K. L. DeLaughter et al., “Crave-Out: A Distraction/Motivation Mobile Game to Assist in Smoking Cessation,” JMIR Serious Games, 2016, doi: 10.2196/games.4566.
P. Krebs, J. E. Burkhalter, B. Snow, J. Fiske, and J. S. Ostroff, “Development and alpha testing of quitit: An interactive video game to enhance skills for coping with smoking urges,” J. Med. Internet Res., 2013, doi: 10.2196/resprot.2416.
N. Nazalin and A. Muhtadi, “PENGEMBANGAN MULTIMEDIA INTERAKTIF PEMBELAJARAN KIMIA PADA MATERI HIDROKARBON UNTUK SISWA KELAS XI SMA,” J. Inov. Teknol. Pendidik., 2016, doi: 10.21831/jitp.v3i2.7359.
A. G. Harikiran, D. Vadavi, and T. Shruti, “Beta Testing an Oral Health Edutainment Card Game among 12-13-Year-Old Children in Bangalore, India,” Games Health J., 2017, doi: 10.1089/g4h.2016.0079.
B. Permana, E. Wahyu Hidayat, and A. Rahmatulloh, “Aplikasi Ensiklopedia Pakaian Adat Dunia Berbasis Android,” J. Inform. J. Pengemb. IT, 2018, doi: 10.30591/jpit.v3i2.773.
A. Ahmad Faiq, “Mathematics Adventure Games Berbasis Role Playing Game (Rpg) Sebagai Media Pembelajaran Mata Pelajaran Matematika Kelas Vi Sd Negeri Jetis 1,” Math. Adventure Games, 2012, doi: 10.1021/bi990738x.
F. Noviyanto, Y. Hendriana, and B. N. Kusuma, “Educational Game ‘Saringman’ to Familiarize Hygiene to Children Since Early Stage,” Int. J. Comput. Appl. Technol. Res., 2015, doi: 10.7753/ijcatr0410.1006.
E. Sudarmilah, E. Sudarmilah, N. Ustia, and D. N. Bakhtiar, “Learning Media based on Augmented Reality Game,” Int. J. Eng. Technol., 2019, doi: 10.14419/ijet.v8i1.1.24653.
J. Pratami, A. S. Yazid, and A. Fatwanto, “Hijaiyah Matching Games Using Html5,” IJID (International J. Informatics Dev., 2016, doi: 10.14421/ijid.2016.05105.
I. Afrianto and R. M. Furqon, “The Herbalist Game Edukasi Pengobatan Herbal Berbasis Android,” J. Sist. Inf. BISNIS, 2018, doi: 10.21456/vol8iss2pp141-148.
M. F. Azim, E. W. Hidayat, and A. N. Rachman, “Android Battle Game Based on Augmented Reality with 2D Object Marker,” J. Online Inform., 2019, doi: 10.15575/join.v3i2.255.
A. Solihin, E. W. Hidayat, and A. P. Aldya, “Application of the Finite State Machine Algorithm on 2D Platformer Rabbit Games vs Zombies,” J. Online Inform., 2019, doi: 10.15575/join.v4i1.293.