Baluk olas (Eighteen) Sasak Scripts in the Digital Era Based on the Mobile Games

Muhammad Tajuddin, Nenet N Jaya, Andi Sofyan Anas, Ahmat Adil, Syahroni Hidayat, R Fanny Printi, Zaenal Abidin

Abstract


Sasak baluk olas scripts are the cultural heritage of the ancient Sasak people used to write in manufacturing books, ancient manuscripts, Sasak songs, inscriptions, or correspondence, which are very important to preserve. Therefore, this research developed a model and software for recognizing Sasak alphabets. This research is a model and software built using feature extraction zoning. In comparison, the algorithm used is the Self Organizing Maps (SOM) algorithm. Test results and level of accuracy ANN SOM in recognizing the Sasak alphabets are quite satisfying. Baluk Olas Sasak alphabets have become one of the compulsory subjects for students from elementary to junior high school. Complaints of students accommodated in the parents' questionnaire showed that as many as 52.86% stated that learning the Sasak language, especially the Sasak alphabet, was felt students to be difficult. These problems can be overcome with the technology they can be overcome with a new learning method in Information Technology, one of which is by utilizing Game-Based Smartphone technology. Baluk Olas Script Learning is implemented into an Android-based educational game using the Multimedia Development Live Cycle (MDLC) method and designed as attractive as possible, aiming for students' interest in learning the Baluk olas alphabet more increase. The results of community surveys, especially among children, "Baluk Olas Alphabet" Game got a good response as a media aid in learning the Baluk Olas script, with a percentage of 76,67% interested in the aspect of user friendly.

Keywords


Scripts; Sasak; Baluk Olas; game; education

Full Text:

PDF

References


P. K. Austin, “Aksara Sasak, an endangered script and scribal practice,†Proc. Int. Work. Endanger. Scripts Isl. Southeast Asia, no. February, pp. 1–12, 2014.

D. van der Meij, “Jurnal Manassa,†J. Manassa, vol. 1, no. 1, pp. 17–45, 2011.

H. Tajuddin, Muhammad and N. N. Jaya, “Preservasi Naskah Kuno Sasak Lombok Berbasis Digital dan Website,†J. Teknol. Inf. dan Ilmu Komput., vol. 5, no. 4, pp. 445–454, 2018, doi: 10.25126/jtiik.201854787.

P. P. N. T. B. Di. P. dan Kebudayaan, Bahan Ajar Muatan Lokal. 2018.

M. T. Anwar, S. Hidayat, and A. Adil, “Tansformasi Lontar Babad Lombok Menuju Digitalisasi Berbasis Natural Gradient Flexible (NGF),†J. Teknol. Inf. dan Ilmu Komput., vol. 8, no. 2, p. 275, 2021, doi: 10.25126/jtiik.2021824088.

C. Costa, K. Tyner, S. Henriques, and C. Sousa, “Game creation in youth media and information literacy education,†Int. J. Game-Based Learn., vol. 8, no. 2, pp. 1–13, 2018, doi: 10.4018/IJGBL.2018040101.

Q. Liu, Z. Cheng, and M. Chen, “Effects of environmental education on environmental ethics and literacy based on virtual reality technology,†Electron. Libr., vol. 37, no. 5, pp. 860–877, 2019, doi: 10.1108/EL-12-2018-0250.

Y. Zhonggen, “A Meta-Analysis of Use of Serious Games in Education over a Decade,†Int. J. Comput. Games Technol., vol. 2019, no. 3, 2019, doi: 10.1155/2019/4797032.

S. E. Polykalas and G. N. Prezerakos, “When the mobile app is free, the product is your personal data,†Digit. Policy, Regul. Gov. , vol. 21, no. 2, pp. 89–101, 2019, doi: 10.1108/DPRG-11-2018-0068.

A. Coghlan and L. Carter, “New Product Design: Creating a Digital VR Game to Promote the Conservation of Nature-based Tourism Attractions,†Emerald Handb. ICT Tour. Hosp., pp. 167–179, 2020, doi: 10.1108/978-1-83982-688-720201011.

A. Kim, “Mobile-Assisted Language Learning in L2 Korean Using WeChat: A Case Study,†Int. J. Interact. Mob. Technol., vol. 16, no. 1, pp. 94–105, 2022, doi: 10.3991/IJIM.V16I01.24007.

J. Kahila, T. Valtonen, M. Tedre, K. Mäkitalo, and O. Saarikoski, “Children’s Experiences on Learning the 21st-Century Skills With Digital Games,†Games Cult., vol. 15, no. 6, pp. 685–706, 2020, doi: 10.1177/1555412019845592.

M. E. Derosier and J. M. Thomas, “Hall of Heroes: A Digital Game for Social Skills Training with Young Adolescents,†Int. J. Comput. Games Technol., vol. 2019, 2019, doi: 10.1155/2019/6981698.

Murdiah, “Aksara Sasak: Panduan Belajar Aksara Sasak,†2019. .

N. Shiratuddin and S. B. Zaibon, “Mobile game-based learning with local content and appealing characters,†Int. J. Mob. Learn. Organ., vol. 4, no. 1, pp. 55–82, 2010, doi: 10.1504/IJMLO.2010.029954.

C. O. DiNardo and M. J. Snyder Broussard, “Commercial tabletop games to teach information literacy,†Ref. Serv. Rev., vol. 47, no. 2, pp. 106–117, 2019, doi: 10.1108/RSR-10-2018-0066.

R. C. Mat, M. Kazunori, and A. A. Rahman, “The Development of Mobile Japanese Halal Gamification (MJHG),†Int. J. Interact. Mob. Technol., vol. 14, no. 17, pp. 113–129, 2020, doi: 10.3991/ijim.v14i17.16653.

Z. Y. Liu, Z. A. Shaikh, and F. Gazizova, “Using the concept of game-based learning in education,†Int. J. Emerg. Technol. Learn., vol. 15, no. 14, pp. 53–64, 2020, doi: 10.3991/ijet.v15i14.14675.

O. A. Hong, N. D. A. Halim, N. N. Zulkifli, N. F. Jumaat, N. M. Zaid, and M. Mokhtar, “Designing Game-Based Learning Kit with Integration of Augmented Reality for Learning Geography,†Int. J. Interact. Mob. Technol., vol. 16, no. 2, pp. 4–16, 2022, doi: 10.3991/ijim.v16i02.27377.

L. Pombo and M. M. Marques, “Improving students’ learning with a mobile augmented reality approach – the EduPARK game,†Interact. Technol. Smart Educ., vol. 16, no. 4, pp. 392–406, 2019, doi: 10.1108/ITSE-06-2019-0032.

K. Smith and S. S. Abrams, “Gamification and accessibility,†Int. J. Inf. Learn. Technol., vol. 36, no. 2, pp. 104–123, 2019, doi: 10.1108/IJILT-06-2018-0061.

Y. J. Kim and O. Pavlov, “Game-based structural debriefing: How can teachers design game-based curricula for systems thinking?,†Inf. Learn. Sci., vol. 120, no. 9–10, pp. 567–588, 2019, doi: 10.1108/ILS-05-2019-0039.

M. Toftedahl, “Localization Tools in General Purpose Game Engines: A Systematic Mapping Study,†Int. J. Comput. Games Technol., vol. 2021, 2021, doi: 10.1155/2021/9979657.

L. Petrosyan and D. Yeung, “Shapley Value For Differential Network Games: Theory And Application,†J. Dyn. Games, vol. 8, no. 2, pp. 151–166, 2021, doi: 10.3934/JDG.2020021.

K. Biercewicz, M. Borawski, and J. Duda, “Method for Selecting an Engagement Index for a Specific Type of Game Using Cognitive Neuroscience,†Int. J. Comput. Games Technol., vol. 2020, 2020, doi: 10.1155/2020/2450651.

M. Bengtsson, “Using a game-based learning approach in teaching overall equipment effectiveness,†J. Qual. Maint. Eng., vol. 26, no. 3, pp. 489–507, 2020, doi: 10.1108/JQME-03-2019-0031.

E. W. Teh, G. Krishnapillai, and L. M. Chan, “Tertiary Student Experiences With Digital Language Games for Enhancing the English Language,†Int. J. Game-Based Learn., vol. 12, no. 1, pp. 1–18, 2021, doi: 10.4018/ijgbl.287826.

M. M. Chew, “A Critical Cultural History of Online Games in China, 1995–2015,†Games Cult., vol. 14, no. 3, pp. 195–215, 2019, doi: 10.1177/1555412016661457.

Z. Zainuddin, C. J. Perera, H. Haruna, and H. Habiburrahim, “Literacy in the new norm: stay-home game plan for parents,†Inf. Learn. Sci., vol. 121, no. 7–8, pp. 645–653, 2020, doi: 10.1108/ILS-04-2020-0069.

K. K. Ren, N. I. Mohd, K. N. Ali, S. Bandi, and F. Ismail, “Design Phase of Gamification Framework for Hazard Identification Training in Construction Industry,†Int. J. Interact. Mob. Technol., vol. 16, no. 2, pp. 113–128, 2022, doi: 10.3991/ijim.v16i02.27405.

M. A. Hutton and M. Barr, “Introduction: A Literary Studies/Games Studies Conversation,†Games Cult., vol. 15, no. 7, pp. 751–756, 2020, doi: 10.1177/1555412019884461.

L. S. Furtado, R. F. De Souza, J. L. D. R. Lima, and S. R. B. Oliveira, “Teaching Method for Software Measurement Process Based on Gamification or Serious Games: A Systematic Review of the Literature,†Int. J. Comput. Games Technol., vol. 2021, 2021, doi: 10.1155/2021/8873997.

J. Q. A. N. N. J. Syahroni Hidayat, Muhammad Tajuddin, Siti Agrippina Alodia Yusuf, “Wavelet Detail Coefficient as A Novel Wavelet - Mfcc Features in Text - Dependent Speaker Recognition System,†IIUM Eng. J., vol. 23, no. 1, pp. 68–81, 2022.

S. Hidayat, R. Rismayati, M. Tajuddin, and N. L. P. Merawati, “Segmentation of university customers loyalty based on RFM analysis using fuzzy c-means clustering,†J. Teknol. dan Sist. Komput., vol. 8, no. 2, pp. 133–139, 2020, doi: 10.14710/jtsiskom.8.2.2020.133-139.

J. D. Abril, O. Rivera, O. I. Caldas, M. F. Mauledoux, and O. F. Avilés, “Serious game design of virtual reality balance rehabilitation with a record of psychophysiological variables and emotional assessment,†Int. J. Adv. Sci. Eng. Inf. Technol., vol. 10, no. 4, pp. 1519–1525, 2020, doi: 10.18517/ijaseit.10.4.10319.

Y. Yang, H. Zhang, M. Chen, Y. Jiang, and H. Chai, “An Inheritance Mode of Rural Cultural Heritage Based on Virtual Museum in China,†Int. J. Comput. Games Technol., vol. 2021, 2021, doi: 10.1155/2021/4787991.

S. J. Aguilar, C. Holman, and B. J. Fishman, “Game-Inspired Design: Empirical Evidence in Support of Gameful Learning Environments,†Games Cult., vol. 13, no. 1, pp. 44–70, 2018, doi: 10.1177/1555412015600305.

F. Perceptions, “Why Games? Use of Massively Multiplayer Online Games in English andBusiness CoursesinHigherEducation,†Int. J. Game-Based Learn., vol. 12, no. 1, pp. 0–0, 2021, doi: 10.4018/ijgbl.294011.

C. Alexander, “Using gamification strategies to cultivate and measure professional educator dispositions,†Int. J. Game-Based Learn., vol. 9, no. 1, pp. 15–29, 2019, doi: 10.4018/IJGBL.2019010102.




DOI: http://dx.doi.org/10.18517/ijaseit.13.3.17019

Refbacks

  • There are currently no refbacks.



Published by INSIGHT - Indonesian Society for Knowledge and Human Development