scholarly journals Board Game Sebagai Sarana Untuk Memperkenalkan Tokoh-Tokoh Cerita Rakyat di Jawa Timur Pada Anak Usia 7-12 Tahun

Artika ◽  
2021 ◽  
Vol 5 (2) ◽  
pp. 124-140
Author(s):  
Restu Hendriyani Magh'firoh ◽  
Yulius Widi Nugroho ◽  
Imannuel Kevin Christian
Keyword(s):  

Di era modern saat ini, banyak budaya luar yang masuk ke Indonesia. Dengan banyaknya budaya yang masuk ke Indonesia, banyak memberikan dampak positif kepada anak-anak generasi muda, karena anak-anak dapat mempelajari kebudayaan yang beragam dari budaya asing. Akan tetapi, itu semua juga berdampak buruk pada anak-anak, dengan banyaknya budaya asing yang masuk ke Indonesia, membuat anak-anak menjadi lupa dengan budayanya sendiri diantaranya adalah cerita rakyat. Perancangan ini bertujuan menciptakan seperangkat board game petualangan sebagai media interaktif untuk memperkenalkan kembali tokoh-tokoh cerita rakyat di Jawa Timur. Penelitian dilakukan dengan menggali data melalui kegiatan wawancara dengan narasumber terkait seperti guru. Selain itu melakukan studi komparator dengan board game yang sejenis untuk menggali data dan SWOT. Tahapan perancangan penulis meliputi perancangan tema, pembuatan konsep, proses desain, produksi, hingga finishing dari berbagai komponen-komponennya.Perancangan board game ditujukan untuk memperkenalkan tokoh-tokoh cerita rakyat di Jawa Timur pada anak usia 7-12 tahun. Board game berjudul Ngulandara. Board game ini memiliki genre adventure dengan menggunakan konsep yang diangkat dari tokoh-tokoh cerita rakyat di Jawa Timur. Terdapat media pendukung berupa merchandise dan media promosi. Diharapkan agar board game ini dapat membantu anak untuk lebih mengenal tokoh-tokoh cerita rakyat di Jawa Timur.

2018 ◽  
Author(s):  
Katherine Bollinger ◽  
◽  
Chadwick Baker ◽  
Falih Ahmad ◽  
John Ventura ◽  
...  
Keyword(s):  

2020 ◽  
Author(s):  
Stéphane Goria ◽  
Louise Dupet ◽  
Maëva Négroni ◽  
Gabriel Sega ◽  
Philippe Arnoux ◽  
...  

BACKGROUND most serious games and other game-based tools are designed as digital games or escape games. They are designed for learning or sometimes in the field of medicine as an aid to care. However, they can also be seen as an aid to research, in our case, to evaluate the advantages and disadvantages of imaging techniques for cancer detection. OBJECTIVE we present a case study of action research on the design of a serious board game intended to consider the advantages and weaknesses of a diagnostic method in a different ways. The goal was to better understand the principles of designing a tool using game or play. METHODS we explicitly implemented another process than gamification to develop a structure reminiscent of the game to highlight the strengths and weaknesses of different imaging techniques from the point of view of the respondents (in this case specialists not directly involved in the project). Based on this feedback and the scientific literature on this subject, we detail the main categories of games and games developed for serious use in order to understand their differences. Concerning the cancer research part to which game contributes, our method is based on questions asked to experts and practitioners of this specialty. RESULTS an expert point of view translation tool in the form of a game has been realized to apprehend a research in a different way. CONCLUSIONS we show with the help of a diagram, some possible design paths leading to this type of design result including two hidden dimensions to consider (the awareness of the game or play by the "player" and his role as a contributor or recipient).


Author(s):  
Ji Soon Kang ◽  
Jung Ae Kim ◽  
Eun Sook Jeong
Keyword(s):  

Author(s):  
Anthony Hope
Keyword(s):  

‘If love were the only thing, I would follow you-in rags if need be ... But is love the only thing?’ Anthony Hope's The Prisoner of Zenda is a swashbuckling adventure set in Ruritania, a mythical pocket kingdom. Englishman Rudolf Rassendyll closely resembles the King of Ruritania, and to foil a coup by his rival to the throne, he is persuaded to impersonate him for a day. However, Rassendyll's role becomes more complicated when the real king is kidnapped, and he falls for the lovely Princess Flavia. Although the story is set in the near past, Ruritania is a semi-feudal land in which a strong sword arm can carry the day, and Rassendyll and his allies fight to rescue the king. But if he succeeds, our hero and Flavia will have to choose between love and honour. As Nicholas Daly's introduction outlines, this thrilling tale inspired not only stage and screen adaptations, but also place names, and even a popular board game. A whole new subgenre of ‘Ruritanian romances’ followed, though no imitation managed to capture the charm, exuberance, and sheer storytelling power of Hope's classic tale.


Author(s):  
Hsiu-Yueh Liu ◽  
Ping-Ho Chen ◽  
Wun-Jyun Chen ◽  
Shan-Shan Huang ◽  
Jen-Hao Chen ◽  
...  

An oral hygiene board game was designed as an intervention tool and applied to explore the effectiveness for the oral health related knowledge (OHK) score and plaque index (PI) of adults with intellectual disability (ID). This one-group pre/post-test design study was conducted in a residential long-term care facility for 42 participants. The study had one pre-test (baseline) and three post-tests evaluated in both control and intervention stages, respectively. The participants participated in a 60-min oral hygiene board game twice a week during the intervention stage. Total OHK score and PI of the participants were recorded to determine the effectiveness of intervention. There were no differences in OHK score and PI between the two stages at baseline. The results in intervention stage demonstrated a significant gradual increase and reduction in the OHK score when compared with the control stage. A statistically significant improvement in the OHK score and PI (42.29% and −33.28%, respectively) at the end of intervention between two stages was recorded. This study proved a board game is deemed an effective education method applicable to promote the OHK and skills of ID adults.


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