Design and Development of a Lasem Hand-Drawn Batik Simulation Game

Kevin Wijaya, Erdhi Widyarto Nugroho, T. Brenda Chandrawati

Abstract


Lasem, known as "Little China," has a rich cultural heritage, including Batik Lasem, which features distinctive motifs and a complex production process. However, interest among younger generations in the art of batik-making is declining. This study aims to develop a Batik Lasem simulation game as an interactive learning medium for beginners. The game was developed using the Waterfall method with Unity as the primary platform. Testing was conducted using the Unified Theory of Acceptance and Use of Technology (UTAUT) model to analyze user acceptance. This research follows a quantitative approach, collecting data through an online questionnaire with 70 respondents and literature studies. The developed game features two gameplay modes, three difficulty levels, and a simple interface with comfortable audio support. The interactive gameplay allows players to understand each stage of the batik-making process through an intuitive mechanism. The analysis results indicate that usefulness and ease of use play a significant role in increasing user interest in Batik Lasem.

Keywords


batik lasem; simulation game; education; UTAUT; cultural preservation

Full Text:

PDF

References


E. Purnomo, “Kronik Moderasi Beragama Pesantren dan Etnis Tionghoa di Lasem Rembang Jawa Tengah,” Amorti J. Stud. Islam Interdisip., vol. 1, no. 1, pp. 20–31, 2022, doi: 10.59944/amorti.v1i1.8.

E. Steelyana, “Batik, A Beautiful Cultural Heritage that Preserve Culture and Supporteconomic Development in Indonesia,” Binus Bus. Rev., vol. 3, no. 1, p. 116, 2012, doi: 10.21512/bbr.v3i1.1288.

Q. Maghfiroh and S. Umami, “Visualisasi Motif Kricak / Watu Pecah di Perusahaan Batik Tulis Lasem Pusaka Beruang Desa Sumbergirang Kecamatan Lasem Kabupaten Rembang,” J. Desain, vol. 9, no. 3, p. 459, Aug. 2022, doi: 10.30998/jd.v9i3.12999.

Q. Maghfiroh, Y. Zaharani, and M. T. G. Putri, “Seni Kerajinan Batik Tulis Lasem,” Pros. Konf. Berbahasa Indones. Univ. Indraprasta PGRI, pp. 162–171, Jan. 2023, doi: 10.30998/kibar.27-10-2022.6310.

S. Spj, “Batik Tulis Kurang Diminati Generasi Muda, Publikasi TMMD Tegal Coba Merubahnya,” suaramerdeka.com, 2019. https://www.suaramerdeka.com/jawa-tengah/pr-04104285/batik-tulis-kurang-diminati-generasi-muda-publikasi-tmmd-tegal-coba-merubahnya (accessed May 13, 2024).

L. Indriyani and R. Kristiyawan, “Perancangan aplikasi game edukasi batik cirebon berbasis android,” JIKA (Jurnal Inform. Univ. Muhammadiyah Tangerang, vol. 6, no. 2, pp. 203–211, 2022, doi: 10.31000/jika.v6i2.6152.

M. Dhita, E. W. Nugroho, and T. B. Chandrawati, “Designing a Game To Introduce and Educate Computational Thinking,” SISFORMA, vol. 11, no. 1, pp. 10–16, Jun. 2024, doi: 10.24167/sisforma.v11i1.5703.

K. Ferianto and U. N. Hidayati, “Efektifitas Pelatihan Penanggulangan Bencana Dengan Metode Simulasi Terhadap Perilaku Kesiapsiagaan Bencana Banjir Pada Siswa Sman 2 Tuban,” J. Kesehat. Mesencephalon, vol. 5, no. 2, 2019, doi: 10.36053/mesencephalon.v5i2.110.

I. Mahuda, “Eksplorasi Etnomatematika Pada Motif Batik Lebak Dilihat Dari Sisi Nilai Filosofi Dan Konsep Matematis,” LEBESGUE, vol. 1, no. 1, pp. 29–38, Apr. 2020, doi: 10.46306/lb.v1i1.10.

R. Widyaning Tyas and C. Widyasari, “Permainan Tradisional dalam Mengembangkan Karakter Kerjasama Anak Usia Dini,” Murhum J. Pendidik. Anak Usia Dini, vol. 4, no. 1, pp. 508–516, 2023, doi: 10.37985/murhum.v4i1.255.

W. Octafiana, M. Ekosusilo, and S. Subiyantoro, “Pengembangan Multimedia Interaktif Pada Materi Pesawat Sederhana Untuk Siswa Sekolah Dasar,” J. Komun. Pendidik., vol. 2, no. 2, p. 168, 2018, doi: 10.32585/jkp.v2i2.131.

B. Harnadi, F. H. Prasetya, and A. D. Widiantoro, “Understanding Behavioral Intention to Use Social Media Technology: Two Comparing Model, TAM and UTAUT,” in 2022 6th International Conference on Information Technology (InCIT), Nov. 2022, pp. 352–357. doi: 10.1109/InCIT56086.2022.10067645.

E. K. Yuvisan, A. D. Widiantoro, and A. A. Chrismastuti, “Innovative Accounting Solution: A Web-Based Approach for Apotek Saka Sasmitra Using the Waterfall Method,” J. Bus. Technol., vol. 4, no. 3, pp. 105–111, Dec. 2024, doi: 10.24167/jbt.v4i3.11117.

S. Yulianti, A. Premana, and O. S. Bachri, “Penerapan Augmented Reality Sebagai Media Pembelajaran Materi Rumah Adat Indonesia Di Sekolah Dasar Kabupaten Brebes,” J. Ilm. Infokam, vol. 18, no. 2, pp. 79–86, 2022, doi: 10.53845/infokam.v18i2.323.

T. Wibowo and F. Xie, “An RPG Game Design for English Learning using ADDIE Methods,” Sci. Tech J. Ilmu Pengetah. dan Teknol., vol. 8, no. 1, pp. 74–88, Feb. 2022, doi: 10.30738/st.vol8.no1.a11990.




DOI: https://doi.org/10.24167/jbt.v6i1.13499

Refbacks

  • There are currently no refbacks.


e-ISSN: 2776-0332 | View My Stats