Adaptasi Permainan Cangkul Lidi Berbasis Digital Melalui Pendekatan Atumics Sebagai Wujud Pelestarian Budaya Generasi Milenial
DOI:
https://doi.org/10.55606/jcsr-politama.v2i3.3770Keywords:
Adaptation, Digital, PreservationAbstract
The aim of this research is to adapt the hoe stick game into a digital based game as an effort to preserve it by developing the original traditional hoe stick game without losing the cultural essence contained in it. The method used in this research uses a qualitative descriptive approach using literature study with the aim of finding several journal articles. The results of this research are adaptations that use the ATUMICS approach where there are two levels, namely the micro and macro levels. Where at the micro level it refers to the six basic elements, namely Artefack, Technique, Utility, Material, Icon, Concept, and Shape. Meanwhile, the macro level is more about enthusiasm and motivation for the products produced.
Downloads
References
Daniati, N. T. (2021). Perancangan artefak digital stiker WhatsApp bertema kearifan lokal dengan pendekatan Atumics. DeKaVe, 1(1), 10–19. https://doi.org/10.24821/dkv.v1i1.5705
Dialetika. (n.d.). 9(2), 85–95.
Dihni, V. A. (2022, February 16). Jumlah gamers Indonesia terbanyak ketiga di dunia. Retrieved February 13, 2023, from https://databoks.katadata.co.id/datapublish/2022/02/16/jumlah-gamers-indonesia-terbanyak-ketiga-di-dunia
Hakim, A. A. (2019). Survei perkembangan olahraga tradisional di Kabupaten Tuban. Jurnal Kesehatan Olahraga, 8(1), 33-38.
Hutabarat, A. G. I., & Padmasari, A. C. (2020). Rancang bangun game tradisional "Tambah Satu" berbasis platform Android. Edsence: Jurnal Pendidikan Multimedia, 2(1), 29–44. https://doi.org/10.17509/edsence.v2i1.25028
Iswinarti, & Saraswati, P. (2022). Penerapan permainan tradisional congklak lidi sebagai media membangun karakter anak sekolah dasar. Altruis: Journal of Community Services, 3(4), 1–6. https://doi.org/10.22219/altruis.v3i4.23327
Iswinarti. (2019, October). Improving children’s problem-solving skills through Javanese traditional games. Retrieved February 13, 2023, from https://scholar.unair.ac.id/en/publications/peningkatan-kemampuan-problem-solving-anak-melalui-permainan-trad
Jurnal Sosiologi Nusantara. (n.d.). 5(1), 65–76. https://doi.org/10.33369/jsn.5.1.65
Khamadi, K., & Senoprabowo, A. (2017). Adaptasi permainan papan tradisional ke dalam permainan digital dengan pendekatan Atumics: Studi kasus permainan Mul-Mulan. Proceedings Sendes Unesa. Retrieved from https://proceedings.sendesunesa.net/publications/196106/adaptasi-permainan-papan-tradisional-ke-dalam-permainan-digital-dengan-pendekata
Lindawati, Y. I. (2019). Faktor-faktor penyebab eksistensi permainan tradisional di Desa Nyangkringan. Hermeneutika: Jurnal Hermeneutika, 5(1), 13. https://doi.org/10.30870/hermeneutika.v5i1.738
Nabila, R. (2022). Komunikasi antarbudaya dalam proses penyesuaian diri (Studi kasus pada mahasiswa Turki Yayasan Ayasofya yang terkena dampak culture shock di UIN Jakarta). Retrieved from https://repository.uinjkt.ac.id/dspace/handle/123456789/65220
Nahak, H. M. (2019). Upaya melestarikan budaya Indonesia di era globalisasi.
Nasution, E. (2015). Penguatan tiga pilar pendidikan di era globalisasi.
Nugraha, A. (2012). Transforming tradition: A method for maintaining tradition in a craft and design context. Taiteen laitos Deoartemen of Art, 249.
Prasetyo, A. A. (2019). Dampak era digital terhadap perpustakaan sebagai upaya menarik generasi milenial. Tibanndaru: Jurnal Ilmu Perpustakaan dan Informasi, 3(2), 1. https://doi.org/10.30742/tb.v3i2.761
Rahayu, P. (2019). Pengaruh era digital terhadap perkembangan bahasa anak. Al-Fathin: Jurnal Bahasa dan Sastra Arab, 2(1), 47. https://doi.org/10.32332/al-fathin.v2i2.1423
Sachari, A. (2007). Budaya visual Indonesia. Jakarta: Erlangga.
Supratpto. (2021). Manifestasi preservasi koleksi digital budaya Nusantara: Implementasi tujuan pembangunan berkelanjutan (SDGs). Retrieved from http://books.uinsby.ac.id/id/eprint/84/
Volkers, M. (2019). No Title. ΕΛΕΝΗ. Αγαη, 8(5), 55.
Wahid, M., & Fauzan, A. (2021). Game online sebagai pola perilaku. Kinesik, 8(3), 275–283. https://doi.org/10.22487/ejk.v8i3.225
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2024 Journal of Creative Student Research

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.