COLLABORATIVE FOLKTALES VISUAL NARRATIVE MEDIA AS REPRESENTATION OF INDONESIAâS DIGITAL NATIVE GENERATION
Pancasila is the moral principle of Indonesia’s citizens. The noble values contained in its five pillars is the manifestation of an Indonesian identity, which in turn becomes the national archetype to differentiate it from other nations. Pancasila was first introduced by Ir. Soekarno on June 1st...
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Pancasila is the moral principle of Indonesia’s citizens. The noble values contained in its five
pillars is the manifestation of an Indonesian identity, which in turn becomes the national
archetype to differentiate it from other nations. Pancasila was first introduced by Ir. Soekarno
on June 1st 1945 during Investigating Committee for Preparatory Work for Indonesia’s
Independence (BPUPKI) conference, where he conveyed the essence of the five pillars was
‘gotong royong’ (mutual cooperation) in his speech.
Since 1975, Pancasila became one of compulsory subjects in every formal education program
in Indonesia. Yet since its development, Pancasila subject in the curriculum often was changed
into Pancasila and Citizenship Education (PPKn), Citizenship Education (PKn), to
Citizenship. Statute No.20 of 2003 about national education system established that Pancasila
was not compulsory anymore for the formal education strata from elementary, middle, high
school through higher education program. This precedent is assumed to be the start of
Pancasila values’ decline in current generation.
Statute No.12 of 2012 declared Pancasila once more to be a compulsory subject in higher
education. Along with the statute, the curriculum changes in 2013 also required Pancasila to
be taught in elementary and middle school. Yet there was 10 years absence of Pancasila subject
in the curriculum, which practically caused its values to be ignored in the everyday life.
Indonesia’s formal education had a vacuum of Pancasila values during a decade. This
impacted Indonesia’s younger generation, especially those born on 1996 to 2006 whom did
not adhere to Pancasila’s noble values as their moral principles.
Indonesia’s youth as part of digital native generation has barrages of information that they
can choose. The technological development because of globalization was thought to be the
cause of Pancasila’s decline, especially since the youth did not learn about it during
elementary, middle, through their higher education. Violence increased among Indonesia’s
digital native generation during that period. It shows that Pancasila did not have function in
their life as moral principle. Unscrupulous behavior such as dishonesty, lack of respect,
bullying, indecent conduct, tendency to adopt foreign values, decline of idealism and
patriotism, and increase of pragmatism and hedonism should have been filtered by Indonesia’s
digital native generation only if they applied Pancasila values in their daily life.
If this generation is going to be the leaders and decision makers in 2035, it is imperative to
reintroduce the importance of Pancasila’s noble values in their life. This research thus tried
to respond to that problem through dissertation. The research outcome is targeted to be an
alternative solution for Indonesia’s digital native generation to recognize, understand, learn,
and apply gotong royong as a Pancasila value in their daily life.
Researcher realized that Indonesia’s digital native generation has a wide age range. In that
case, researcher chose the experiment group from those born in 2007 to 2009, with
characteristics are collaboration and needs to be involved in decision making. Beside that,
Indonesia’s digital native generation also contained indigenous values such as collectivism
and communality. This shall be keywords by the researcher as a chance where gotong royong
could be introduced, understood, and applied in their daily life
Gotong royong value as the essence of Pancasila is identical with character building. How to
think, speak, act, and behave according to the social norms. Long before the birth of Pancasila,
Indonesian had oral cultures to teach character building since ancient times. One of the oral
cultures is folktale. Folktale characteristic which teach moral values in entertaining way could
be an effective approach to re-instill Pancasila noble values to Indonesia’s digital native
generation.
This dissertation titled “Collaborative Folktales Visual Narrative Media as Representation of
Indonesia’s Digital Native Generation” aimed to find a design concept with output in the form
of visual narrative media prototype as a collective space that represents Indonesia’s digital
native generation through a collaborative folktales approach with Pancasila noble values so
that could be recognized, understood, and applied in daily life.
The research progress is done through analysis and design stages. The analysis stage used
mixed method with qualitative and quantitative approach where researcher did literature
study, observation, questionnaires, and interview to gather data. Furthermore, the data were
compiled and analysed to become a reference for researcher at the next stage. The
participatory experimental method was carried out by directly involving Indonesia’s digital
native generation who represented by the experimental group. Several experiments done by
the researcher produced synthesis which became the keywords during the design stage. Design
thinking method is used at the design stage by referring to the results of the study to elaborate
analysis and experimental synthesis. The result of this dissertation is the form of
visual narrative media that can represents Indonesia’s digital native generation where the
output is in the form of an application prototype based on a simple collaborative folktales game
with contained of the noble |
format |
Dissertations |
author |
Taufik Rakhman, Rizki |
spellingShingle |
Taufik Rakhman, Rizki COLLABORATIVE FOLKTALES VISUAL NARRATIVE MEDIA AS REPRESENTATION OF INDONESIAâS DIGITAL NATIVE GENERATION |
author_facet |
Taufik Rakhman, Rizki |
author_sort |
Taufik Rakhman, Rizki |
title |
COLLABORATIVE FOLKTALES VISUAL NARRATIVE MEDIA AS REPRESENTATION OF INDONESIAâS DIGITAL NATIVE GENERATION |
title_short |
COLLABORATIVE FOLKTALES VISUAL NARRATIVE MEDIA AS REPRESENTATION OF INDONESIAâS DIGITAL NATIVE GENERATION |
title_full |
COLLABORATIVE FOLKTALES VISUAL NARRATIVE MEDIA AS REPRESENTATION OF INDONESIAâS DIGITAL NATIVE GENERATION |
title_fullStr |
COLLABORATIVE FOLKTALES VISUAL NARRATIVE MEDIA AS REPRESENTATION OF INDONESIAâS DIGITAL NATIVE GENERATION |
title_full_unstemmed |
COLLABORATIVE FOLKTALES VISUAL NARRATIVE MEDIA AS REPRESENTATION OF INDONESIAâS DIGITAL NATIVE GENERATION |
title_sort |
collaborative folktales visual narrative media as representation of indonesiaâs digital native generation |
url |
https://digilib.itb.ac.id/gdl/view/56178 |
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id-itb.:561782021-06-21T14:21:53ZCOLLABORATIVE FOLKTALES VISUAL NARRATIVE MEDIA AS REPRESENTATION OF INDONESIAâS DIGITAL NATIVE GENERATION Taufik Rakhman, Rizki Indonesia Dissertations collaborative folktale, Indonesia’s digital native generation, gotong royong, visual narrative media, Pancasila, representation. INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/56178 Pancasila is the moral principle of Indonesia’s citizens. The noble values contained in its five pillars is the manifestation of an Indonesian identity, which in turn becomes the national archetype to differentiate it from other nations. Pancasila was first introduced by Ir. Soekarno on June 1st 1945 during Investigating Committee for Preparatory Work for Indonesia’s Independence (BPUPKI) conference, where he conveyed the essence of the five pillars was ‘gotong royong’ (mutual cooperation) in his speech. Since 1975, Pancasila became one of compulsory subjects in every formal education program in Indonesia. Yet since its development, Pancasila subject in the curriculum often was changed into Pancasila and Citizenship Education (PPKn), Citizenship Education (PKn), to Citizenship. Statute No.20 of 2003 about national education system established that Pancasila was not compulsory anymore for the formal education strata from elementary, middle, high school through higher education program. This precedent is assumed to be the start of Pancasila values’ decline in current generation. Statute No.12 of 2012 declared Pancasila once more to be a compulsory subject in higher education. Along with the statute, the curriculum changes in 2013 also required Pancasila to be taught in elementary and middle school. Yet there was 10 years absence of Pancasila subject in the curriculum, which practically caused its values to be ignored in the everyday life. Indonesia’s formal education had a vacuum of Pancasila values during a decade. This impacted Indonesia’s younger generation, especially those born on 1996 to 2006 whom did not adhere to Pancasila’s noble values as their moral principles. Indonesia’s youth as part of digital native generation has barrages of information that they can choose. The technological development because of globalization was thought to be the cause of Pancasila’s decline, especially since the youth did not learn about it during elementary, middle, through their higher education. Violence increased among Indonesia’s digital native generation during that period. It shows that Pancasila did not have function in their life as moral principle. Unscrupulous behavior such as dishonesty, lack of respect, bullying, indecent conduct, tendency to adopt foreign values, decline of idealism and patriotism, and increase of pragmatism and hedonism should have been filtered by Indonesia’s digital native generation only if they applied Pancasila values in their daily life. If this generation is going to be the leaders and decision makers in 2035, it is imperative to reintroduce the importance of Pancasila’s noble values in their life. This research thus tried to respond to that problem through dissertation. The research outcome is targeted to be an alternative solution for Indonesia’s digital native generation to recognize, understand, learn, and apply gotong royong as a Pancasila value in their daily life. Researcher realized that Indonesia’s digital native generation has a wide age range. In that case, researcher chose the experiment group from those born in 2007 to 2009, with characteristics are collaboration and needs to be involved in decision making. Beside that, Indonesia’s digital native generation also contained indigenous values such as collectivism and communality. This shall be keywords by the researcher as a chance where gotong royong could be introduced, understood, and applied in their daily life Gotong royong value as the essence of Pancasila is identical with character building. How to think, speak, act, and behave according to the social norms. Long before the birth of Pancasila, Indonesian had oral cultures to teach character building since ancient times. One of the oral cultures is folktale. Folktale characteristic which teach moral values in entertaining way could be an effective approach to re-instill Pancasila noble values to Indonesia’s digital native generation. This dissertation titled “Collaborative Folktales Visual Narrative Media as Representation of Indonesia’s Digital Native Generation” aimed to find a design concept with output in the form of visual narrative media prototype as a collective space that represents Indonesia’s digital native generation through a collaborative folktales approach with Pancasila noble values so that could be recognized, understood, and applied in daily life. The research progress is done through analysis and design stages. The analysis stage used mixed method with qualitative and quantitative approach where researcher did literature study, observation, questionnaires, and interview to gather data. Furthermore, the data were compiled and analysed to become a reference for researcher at the next stage. The participatory experimental method was carried out by directly involving Indonesia’s digital native generation who represented by the experimental group. Several experiments done by the researcher produced synthesis which became the keywords during the design stage. Design thinking method is used at the design stage by referring to the results of the study to elaborate analysis and experimental synthesis. The result of this dissertation is the form of visual narrative media that can represents Indonesia’s digital native generation where the output is in the form of an application prototype based on a simple collaborative folktales game with contained of the noble text |