traditional game
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Author(s):  
Bambang Pudjoatmodjo ◽  
Amir Hasanudin Fauzi ◽  
Sazilah Salam ◽  
Tio Ahmad Muluk ◽  
Dendy Syahreza Maulana

Gobak Sodor is a traditional game that came from Indonesia. Gobak Sodor is also known as a different name in Indonesia and Malaysia, such as Panjang tangan in Riau-Sumatra, Asing in Makassar, Galah Asin in West Java, and Galah Panjang in Malaysia. Gobak Sodor is a game that is played in two groups and has a rule that one group must prevent the opponent through the line back to back. However, Indonesia's open area has gradually reduced so that people difficult to play gobak Sodor. The loss of open land for playing Gobak Sodor and game technology advances make children slowly forget the gobak sodor. In the present time, technology is common for people to support their daily life activities. One of technology implementation form is electronic game, where peoples can play without the limitation of time and space. The electronic game also give pleasure and fun as much as conventional game activities. With the form of electronic game, this research develop a game application which implements all of the gobak sodor rules. Where the players can play the gobak sodor using their mobile device and without the trouble to play on a field or open space. Using electronic game for playing Gobak Sodor gives people satisfaction, awareness. In the hope that this will preserves the traditional game Gobak Sodor. The survey found that 80% of people have an interest to play The Gobak Sodor game.


2022 ◽  
Author(s):  
I Ketut Yoda ◽  
I.P. Adi Wibowo ◽  
Ria Tri Harini Dwi Rusiawati ◽  
Ketut Chandra Adinata Kusuma ◽  
Gede Doddy Tisna

2021 ◽  
Vol 13 (3) ◽  
pp. 2651-2666
Author(s):  
Asrial Asrial ◽  
Syahrial Syahrial ◽  
Dwi Agus Kurniawan ◽  
Muhammad Dewa Zulkhi

The purpose of this study was to determine the effect on learning of incorporating the traditional game of Hide and Seek. This type of research employs a mixed-methods. This study used several variables as research categories, including response, peace-loving character, and patriotism, and enrolled a total of 44 students. Descriptive and inferential statistics were used in the data analysis. The integration took place at an Elementary School and a Madrasah Ibtidaiyah in Batang Hari, as evidenced by the response, which reflected the peace-loving nature of patriotism. The result is that each response variable, peace, love, and patriotism, has a significant effect, with a value of sig 0.05, and that each variable is dominant in the good category.


2021 ◽  
Vol 5 (1) ◽  
pp. 61-75
Author(s):  
Hartono Hadjarati ◽  
Arief Ibnu Haryanto

This study aims to survey traditional games in Boalemo Regency, Gorontalo Province. This research is a qualitative research with the main procedure involving purposeful sampling with research subjects namely children, students, local government and local traditional leaders. The results of this study show that there are several types of traditional games in Boalemo Regency, namely Pa'I, Neka, Redi, Cur-cur Pal, Tera, Palapudu, Moyo, Tenggedi Lo Buawu, Alanggaya Molo'u, Pohayato Lo Dungo Tangi Lo Bindalo, Kura -kura, Tenggedi Lo Wawohu, Wayang Buang-Buang, Puppet Poko-Poko, Kuti-kuti, Use, Ponti, Jump Rope. Meanwhile, traditional game sports in Boalemo Regency, Gorontalo Province, namely Langga. The conclusion is that there are eighteen traditional games and one traditional sport in Boalemo Regency.


2021 ◽  
Vol 6 (3) ◽  
pp. 421-432
Author(s):  
Carles Nyoman Wali ◽  
Widiyanto

The lack of training models and training creativity in creating traditional game-based training models for kenshi to improve the basic techniques of kempo becomes problems in this study. The purpose of this research is to produce a model of basic martial arts techniques of kempo through traditional games for kenshi beginners. This research is a research and development (R&D) research which was adapted into 8 steps in research: 1). Field news collection 2). Breakdown of the news that has been collected 3). Elaborating initial creation 4). Expert validation and revision 5). Small scale trial 6). Large-scale trial 7). Making the final product 8). Product effectiveness test. The small-scale trial subjects of 20 beginners kenshi were taken from 2 dojos, namely the Panjatan Junior High School dojo and the Amikom dojo. The large-scale test subjects totaling 45 beginners kenshi were taken from 3 dojos, namely Balong, Triharjo, and SD Gunung Kidul. The subjects in this study came from 5 dojos in Perkemi DIY. Data were collected through interviews, distributing questionnaires, field notes, evaluation, and assessment rubrics for beginner kenshi. The results of this study are in the form of training models for basic techniques of kempo martial arts through traditional games for beginner kenshi, and there are five training models: 1. gobak sodor, 2. yeye, 3. pahtil catfish, 4. zogdag, 5. stick dance. Based on the results of this study, it can be concluded that the traditional game-based kempo martial arts training model for kenshi beginners is feasible to use. The author's recommendation to other prospective researchers is to examine traditional games in an approach with other disciplines and use professional research subjects in other sports.


2021 ◽  
Vol 4 (1) ◽  
pp. 1
Author(s):  
Jufrida Jufrida ◽  
Fibrika Rahmat Basuki ◽  
Wawan Kurniawan

The use of gadgets can cause addiction and have a negative impact on the health and psychological development of children. The solution to overcome this problem was through outdoor learning based on local wisdom of traditional games. This activity aims to form an agent for driving traditional games to reduce the use of gadgets for children in the District of Pelayangan. The method of implementing activities was in the form of socialization, training and assistance to prospective agents who drive traditional games. The targets of the activities were students at SDN 04 / IV and SDN 10 / IV Jambi City. The activity was carried out in  July-September 2020. The evaluation was carried out by giving questionnaires to participants to determine the success of the activity. The results of this activity indicated that students at SDN 04 / IV and SDN 10 / IV Jambi City preferred traditional games. Based on the results of the questionnaire, data on the frequency of using gadgets decreased from an average of 25 hours/week to 17 hours/week. Through traditional games, students interact more frequently with peers. This activity also increases knowledge about traditional games. This traditional game also trains students' social skills and character such as cooperation, hard work, honesty, sportsmanship, obeying rules, dexterity, accepting defeat, and responsibility.


2021 ◽  
Vol 19 (1 Jan-Jun) ◽  
Author(s):  
Himawan Putranta ◽  
Heru Kuswanto ◽  
Mami Hajaroh ◽  
Siti Irene Astuti Dwiningrum ◽  
Rukiyati

Physics learning during the Covid-19 pandemic must still be done so that students can still get physics intake. This phenomenological research aims to explore physics teacher strategies in conducting traditional game-based learning in senior high schools during the Covid-19 pandemic. The research data was collected through in-depth interviews with 10 physics teachers from five senior high schools in Yogyakarta. The ten participants were taken using the purposive sampling technique. The data analysis used analytic reduction which started with identifying important statements from the interview results, determining the core theme, and interpreting the physics learning strategy essence. The research results found that traditional game-based physics learning was carried out using contextual, inquiry, project, and problem-based learning models. The physics material is integrated into traditional games which include tulup, benthik, bekelan, sulamanda, egrang, sekongan, jeblugan, and gobak sodor. Physics learning evaluation is carried out by assessing assignments, performance, presentations, tests, and the results of making students' traditional games. Traditional game-based physics learning is done through distance learning applications such as Zoom, Google Meet, Google Classroom, Google Mail, and WhatsApp. Supporting factors for learning physics based on traditional games include efficient learning, learning can be done anywhere, and students can explore their abilities widely. Inhibiting factors for learning physics based on traditional games include unstable internet networks, students’ different abilities, and never done distance learning. The physics teacher’s competence, the student’s abilities, and the facilities availability are the main factors in determining the learning physics success based on traditional games during the Covid-19 pandemic.


2021 ◽  
Vol 3 (2) ◽  
pp. 11-24
Author(s):  
Nur Wulan Machmud ◽  
◽  
Farida Samad ◽  
Rita Samad ◽  
Fatoni Achmad

Abstract: This research aims to describe locomotor motion in the traditional game of Block in Group B1 PAUD Negeri Pembina 1 Ternate City students. This type of research is qualitative research. The research subjects were 4 students of group B1 in PAUD Negeri Pembina 1 Ternate city. Data collection techniques used were observation, documentation and interviews with 2 teachers. Analysis of the research data used is a qualitative analysis technique which consists of data collection, data reduction and data verification/conclusion. This study has 1 variable, namely locomotor motion in the hitch game in which there are the following indicators: 1) changing places. 2) running and 3) jumping. The results showed that there was locomotor movement in the traditional game of Block played by students at PAUD Negeri Pembina 1 Ternate City. Based on the results of the analysis conducted by researchers of locomotor motion in the traditional game of Block played by students at PAUD Negeri Pembina 1 Ternate City is developing very well, this is evidenced by the results of direct observations by researchers who show that 4 students can play the blockade game and perform locomotor movements very well. The development of good locomotor motion in early childhood can be done by holding a traditional game development program because it is not only good for children's but can also participate in preserving traditional games that are rarely played by children today. Keywords: Locomotor Movement, Traditional Game Of Block, Children


2021 ◽  
Vol 5 (4) ◽  
pp. 574
Author(s):  
Widi Wulansari ◽  
Linda Dwiyanti

In recent years, fun learning methods have almost disappeared from school classrooms. In addition, there is a reduction in active and creative playtime so that students feel bored. This study aims to build (C5) simple mathematical concepts with the traditional game Dakon and Snakes and Ladders in developing numeracy skills in children with high and low order thinking abilities. The type of research used is quasi-experimental research (quasi-experimental) with a 2x2 factorial design. The subjects in this study were 60 children in group B. The data collection techniques used in this study were tests and observations. The instrument used is a test question, and the observation sheet uses five indicators to measure the ability to count ata analysis using Two Way ANOVA test. This research aims to build a simple mathematical concept with traditional dakon games to develop numeracy skills in children with higher-order thinking skills, which gives better results than the traditional snake and ladder game with a Mean Difference value of 1.533 and a Significance value of 0.0001. Building simple mathematical concepts with traditional dakon games to develop numeracy skills in children with low-level thinking abilities gave better results than the traditional snake and ladder game with a Mean Difference value of 2.867 and a Significance value of 0.0001. Thus, it can be concluded that the traditional dakon game is very well used to build simple mathematical concepts, especially numeracy skills.


Author(s):  
Anisa Laela Ramadhina ◽  
Citra Septiana ◽  
Melinda Pebrianti ◽  
Wahidin Wahidin

This study aims to study the relationship between mathematics and culture in Indonesia, one of which is the traditional game of Nasi Goreng Kecap and Mejikuhibiniu. This research is considered important because it teaches students to see real-world activities clearly by being integrated into mathematical ideas. This research uses an ethnographic approach and a library study (literature study) which is a type of qualitative research. The result of this research is that the traditional game Nasi Goreng Kecap and Mejikuhibiniu contains the concept of number patterns, which can be developed in a learning design for number pattern material so that it can change the student's paradigm that mathematics is still considered abstract science to be more fun mathematics


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