Baluk olas (Eighteen) Sasak Scripts in the Digital Era Based on the Mobile Games
Abstract
Keywords
Full Text:
PDFReferences
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