DEVELOPMENT OF INTERACTIVE GANE BASED ON INDONESIAN TRADITIONAL FOLKLORE OF ”SANG KANCIL” (EDUCATION GAME FOR ELEMENT SCHOOL AGED CHILDREN)

In this sophisticated era of information and communication technology, global culture has been takon along with western culture, entered human’s personal life spaces, even influenced their future life behaviour. With the support of this technology, global culture has delivered various mass media...

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Bibliographic Details
Main Author: PURWANTORO (NIM 27107035); Pembimbing : Dr. Iman Santosa, M.Sn. dan Dr. Ir. Aciek Ida W.D., EDI
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/15475
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Institution: Institut Teknologi Bandung
Language: Indonesia
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Summary:In this sophisticated era of information and communication technology, global culture has been takon along with western culture, entered human’s personal life spaces, even influenced their future life behaviour. With the support of this technology, global culture has delivered various mass media such as radio, television, film, intenet, hand phone and game technology, that can change behaviour. <br /> <br /> <br /> <br /> Game technology, generally called interactive game, has been developed rapidly lately. It has become the comsumption of not only children or teenagers but also adults, because it can be accssed anywhere in the form of video game, console game, personal computer game, on-line game, game watch, to game phone cell. The types are also various, from skill & action, strategy to multimedia massive role playing game (MMPRG), so witching yhat the users can sit for hours playing with this modern technology software. <br /> <br /> <br /> <br /> Game is not only entertainment media but also learning and education media. Game as simulation represents the real life world. Game is considered as a part of culture, even older than the culture itself. Therefore, although game is play activity, the contents of it <br /> <br /> <br /> <br /> should be seriously noted attentively, because for children as the palyers, a game can influence their attitudes and behaviour in their development age as well as their future time. <br /> <br /> <br /> <br /> The problem is that not all the contents of interactive game from global culture reflects the Indonesian culture. This will lead young neneration to have identity crisis, especially for elementery school age children, because they are not acquainted with their own <br /> <br /> <br /> <br /> culture root and they do not have self confidence toward their own culture. To prevent such a big global culture flow, there is a need to provide comparable media to penetrate culture as well as to arouse the children’s self confodence by introducing Indonesian culture as identity and a strong base where they stand. <br /> <br /> “Sang Kancil” fairy tale as a part of Indonesian traditional culture has meaningful stories and education values; and symbolizes ideal caharacters of Indonesian children in the past, among others are smart, clever and always avoid violence. Yet, in accordance with development of era, Sang Kancil character is almost dissappeared and forgotten along with the global culture flow. Therefore, Sang Kancil cahracter becomes an interesting theme of gamepaly in interactive game based on Indonesian traditional culture. <br /> <br /> <br /> <br /> Another Interesting thing is that Indonesian traditional visual language which tends to use flat-time-space or Ruang-Waktu-Datar (RWD) has similar structure to that wimba method at the interface of some exiting interactive games; and makes it possible to become fine art material related to the concept of visual communication design in interactive game. <br /> <br /> <br /> <br /> By employing qualitative methodology, this thesis is aimed to find out appropriate formulation in designing interactive game with local contents of special characteristics of Indonesia in general. So that it can be accepted by game players, especially elementary school aged children, becomes Indonesian children pride; and is expected to be able to compete with the more advanced technology for foreign interactive game. <br /> <br /> <br /> <br /> By discovering Indonesian folklore as a form of traditional culture, and choosing Sang Kancil story as the study material in formulation yhe basic theme of the story to be the gamepaly material, and also to study the traditional visual language and its interrelatedness with interface of interactive game, this study is expected to be able to formulate the general concept, the design concept of story theme and interactive game as the orientation in designing technology game based on the scientific study of visual communicatin design.