Sinau: Javanese Educational Games for Early Childhood as an Effort to Preserve Javanese Heritage

Authors

  • Nanda Zakir Shihab Pratama Department of Informatics, Universitas Islam Indonesia, Indonesia
  • Chanifah Indah Ratnasari Department of Informatics, Universitas Islam Indonesia, Indonesia https://orcid.org/0000-0001-7328-8242

DOI:

https://doi.org/10.29408/edumatic.v8i2.27889

Keywords:

early childhood, guided discovery, javanese, learning game, system usability scale

Abstract

Preserving the Javanese language is a collective responsibility to safeguard Indonesia's cultural heritage. This study aims to develop Sinau, a Javanese language learning game for early childhood (ages 4–8), focusing on vocabulary and unggah-ungguh (Kromo and Ngoko) with correct pronunciation. Utilizing the Game Development Life Cycle (GDLC) and Guided Discovery methods, the game was designed to facilitate active learning both at home and school. GDLC encompassed pre-production (concept, teaching methods, and prototype development), production (game creation with Unity, incorporating educational content, visuals, and sound), and post-production phases. Testing involved 10 second-grade students and 2 teachers, with observations despite the game's primary target being younger children. Participants evaluated the game by playing it and completing a 10-question Likert-scale questionnaire. Usability was measured using the System Usability Scale (SUS), resulting in a score of 74.17, indicating an acceptable level with a good adjective rating. These results demonstrate that Sinau is well-received and effective for Javanese language learning. While the study did not directly test early childhood learning outcomes, the findings suggest the game's potential for educational use, with recommendations for improving user experience and content to enhance its effectiveness further.

References

Ariawan, V. A. N., Kuswendi, U., & Agustin, E. D. (2023). Implementation of A Javanese Language Bilingual Program in Primary School. PrimaryEdu: Journal of Primary Education, 7(2), 266-277.

Asmoro, D. F. (2022). Pemanfaatan strategi pembelajaran student center Guided Discovery learning untuk meningkatkan prestasi belajar pada mata pelajaran bahasa Inggris kelas XI IIS 5 MAN 4 Jombang. LEARNING: Jurnal Inovasi Penelitian Pendidikan Dan Pembelajaran, 2(3), 238–245. https://doi.org/10.51878/learning.v2i3.1538

Batubara, I. H. (2019). Improving student’s critical thinking ability through guided discovery learning methods assisted by geogebra. International Journal for Educational and Vocational Studies, 1(2), 116–119. https://doi.org/10.29103/ijevs.v1i2.1371

Ependi, U., Kurniawan, T. B., & Panjaitan, F. (2019). System Usability Scale vs Heuristic Evaluation: A Review. Simetris: Jurnal Teknik Mesin, Elektro Dan Ilmu Komputer, 10(1), 65–74. https://doi.org/10.24176/simet.v10i1.2725

Fergo, A. G., & Ratnasari, C. I. (2023). Evaluation of Octo Mobile User Experience using the System Usability Scale Method. Edumatic: Jurnal Pendidikan Informatika, 7(1), 151–159. https://doi.org/10.29408/edumatic.v7i1.17495

Firmandasari, R. A., Suryawinata, M., Hasanah, F. N., & Untari, R. S. (2020). Game Bahasa Jawa Krama Sebagai Media Pembelajaran Anak Berbasis Android. JIPI (Jurnal Ilmiah Penelitian Dan Pembelajaran Informatika), 5(2), 150–160. https://doi.org/10.29100/jipi.v5i2.1807

Ghazy, A., Wajdi, M., Sada, C., & Ikhsanudin, I. (2021). The use of game-based learning in English class. Journal of Applied Studies in Language, 5(1), 67–78. http://dx.doi.org/10.31940/jasl.v5i1.2400

Khoirunnisa, A., & Huda, W. S. (2023). Rancang Bangun Game Edukasi Bahasa Jawa (Dinggo) Berbasis Mobile Menggunakan Metode Waterfall Untuk Sekolah Dasar. MARAS: Jurnal Penelitian Multidisiplin, 1(2), 234–245. https://doi.org/10.60126/maras.v1i2.47

Lafamane, F. (2020). Fenomena penggunaan bahasa daerah di kalangan remaja. https://doi.org/10.31219/osf.io/jubxp

Mujahid, A., Yusuf, M., & Setiawan, A. H. (2023). Analysis of the Needs of Game-based Learning Media for Learning Javanese in Elementary Schools. Social, Humanities, and Educational Studies (SHES): Conference Series, 6(2), 34–41.

Puspita, M. (2022). Pembelajaran Pelestarian Bahasa Jawa Melalui Media Game Edukasi. Journal of Multimedia Trend and Technology, 1(2), 1–9.

Rahman, I. N., Sabar Narimo, Ahmad Muhibbin, Laili Etika Rahmawati, & Endang Fauziati. (2022). Impact of Javanese Language Preservation on Javanese language skills in Elementary Schools. Jurnal Ilmiah Sekolah Dasar, 6(4), 671–679. https://doi.org/10.23887/jisd.v6i4.54233

Sagimin, E. M. (2020). Language Shift and Heritage Language Maintenance Among Indonesian Young Generations: A Case Study of Pamulang University Students. EUFONI: Journal of Language, Literary and Cultural Studies, 4(1), 21–37.

Saputra, A. A., Putra, F. N., & Yusron, R. D. R. (2022). Rancang Bangun Game Edukasi Pengenalan Kebudayaan Indonesia Menggunakan Metode Game Development Life Cycle (GDLC) Berbasis Android. Journal Automation Computer Information System, 2(1), 66–73. https://doi.org/10.47134/jacis.v2i1.43

Sasmito, G. W., Zulfiqar, L. O. M., & Nishom, M. (2019). Usability Testing based on System Usability Scale and Net Promoter Score. 2019 International Seminar on Research of Information Technology and Intelligent Systems (ISRITI), 540–545. https://doi.org/10.1109/ISRITI48646.2019.9034666

Simamora, R. E., Saragih, S., & Hasratuddin, H. (2019). Improving Students’ Mathematical Problem Solving Ability and Self-Efficacy through Guided Discovery Learning in Local Culture Context. International Electronic Journal of Mathematics Education, 14(1), 61–72. https://doi.org/10.12973/iejme/3966

Wijayanti, R., Muntomimah, S., & Khoirunnisak, R. (2021). Android game: Education Javanese vocabulary. Journal of Physics: Conference Series, 1869 (1), 012089. IOP Publishing. https://doi.org/10.1088/1742-6596/1869/1/012089

Wulandari, A., & Nurdiati, R. P. (2023). Javanese Language Lesson at School as a Form of Strengthening Cultural Identity in Yogyakarta. Proceedings of International Conference on Communication Science, 131–141. https://doi.org/10.29303/iccsproceeding.v3i1.812

Yerimadesi, Y., Warlinda, Y. A., Rosanna, D. L., Sakinah, M., Putri, E. J., Guspatni, G., & Andromeda, A. (2023). Guided Discovery Learning-Based Chemistry E-Module and Its Effect on Students’ Higher-Order Thinking Skills. Jurnal Pendidikan IPA Indonesia, 12(1), 168–177. https://doi.org/10.15294/jpii.v12i1.42130

Yoseptry, R. (2022). The Management of Sundanese Cultural Local Wisdom Learning in developing Early Childhood Nationalist Character. AL-ISHLAH: Jurnal Pendidikan, 14(4), 5035–5050. https://doi.org/10.35445/alishlah.v14i4.1732

Downloads

Published

2024-12-19